SFIV: A Closer Look at Abel’s Special Moves

March 14th, 2008 Seth Killian


While there’s nothing as exciting as playing Street Fighter IV, I think we can all agree that listening to my nasal monotone narrating a slide show of SFIV stills is a very close second.

As such, please enjoy this little overview of Abel’s specials moves, how they work, and a few of the horrible things you can do with them to the people you love.  If you are too good for youtube, a more easily ipodified link can be found here.



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5 Comments »

Comment by Goryus
2008-03-14 17:02:20

That was a great breakdown, s-kill! Thanks very much for all the information dropping.

 
Comment by Goryus
2008-03-16 17:13:44

Some follow-up questions:

1) Can you cancel the second hit of CoD into super?

2) Can super-cancellable special moves also be cancelled into an ultimate?

3) Is the grab at the end of the fierce punch super version automatic, or does the super float them and then you can combo into Skyfall?

4) How well can Abel tick into 360? For example, can you do crossup mk, cr.mk xx CoD, then tick into 360 if it was blocked or follow up the CoD if it was hit?

Comment by Seth Killian
2008-03-16 21:47:09

Just to keep it in mind, all of these systems are in flux. Things change every time I see a new build, so these answers are as it stands now:

1) Not as far as I remember. I believe SFIV views the “Change of Direction” as one 3-part special so the super-cancellable window is closed soon after the first attack. If you’re curious about hit confirming into super cancel, there does seem to be enough time to hit confirm the first hit before finishing your super input.

2) You can cancel into ultras, but you cannot super cancel into them. So with Ken, you could do low forward-> ultra, but not low forward -> fireball -> ultra.

3) Automatic. A note however: “Autocombo” supers and ultras, however, are not necessarily canned. Depending on timing/spacing, not all parts will always connect, or always connect in the same fashion. They still take into account collision and spacing–I like this a lot.

4) CoD wouldn’t be great for ticks, because while it’s generally safe on block, you don’t really have frame advantage and it would probably push them out of range anyway. Overall, ticking works less like SF2 and more like SF3 (re: direct ticking is less effective). You can jump out of most traditional ticks, so to make them work you have to predict the opponent or surprise them a bit.

 
 
Comment by Goryus
2008-03-17 09:17:46

Thanks once again for all the great information, Seth! I really appreciate it. And I couldn’t be more excited about this game. ^_^;

I’ll see you at Evo again this year (although you probably don’t remember meeting me at the last one =p). In the mean time, if you ever decide you need some local folks to come down and help test out SF4…*grin*

Comment by Seth Killian
2008-03-17 10:38:24

Hey Goryus,

I remember everyone, unfortunately :)

Anyway slight correction. Current build it appears you can’t cancel into ultras at all, though you can still cancel into supers and special cancel into super.

You can still *link* into ultras and use them in combos, but they now require more trickery than just short, short, short, ultra :) A good thing, IMO, since they do a ton of damage (damage scaling definitely not finished).

 
 
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