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Abdul

Introduction

Movelist

Normals

5A - Does a forward srtike that seems to hit with the tips of his fingers.
5B - Does a front step kick.
5C - Swings his arm in a hook like motion and hits with his palm.
2A - A short crouching strike angled downwards.
2B - Magician's Red appears and makes a small flame.
2C - Magician's Red does a sweeping hook. Knocks down, has good range. Abuse it.
j.A - A jumping knee strike.
j.B - Same as j.A.
j.C - A jumping front kick.

Stand On

5A - A quick stike that leaves a small flame.
5B - Flaming hook style punch. Decent range.
5C - A front flaming roundhouse kick. Good range and also moves the player forward.
2A - Short range leg kick.
2B - Short range palm strike to the stomach.
2C - Overhand strike that looks like an overhead but isn't.
j.A - Does a jumping angled kick.
j.B - Same as above but a stronger variation.
j.C - A jumping version of the his crouching 2B.


Command Normals

6A - Low Step kick to the shin.
6C - Does a standing version of s.2B.
66A - Dashing B, but knocks down opponent

Stand On

6A - Makes a small flame appear in front of him.
4B - 3-hit max upwards reaching AA strike.
66B - Dashing 2 hit kick. Cancellable.
66C - Cancellable version s.5C


Guard Cancel

623 + A (While blocking) - Magician's Red appears and does a very close Fire wall with a flame pillar around both Abdul and Magician's Red.


Special Moves

Crossfire Hurricane - 236 + A

Fires an ankh shaped fireball across the screen. Standard fighting game fireball. Has short range when used with stand off. With stand on, depending on the button pressed to do the move, the fire ankh will travel further.

Fire Wall - 623 + A

Reminiscent of Kyo/Iori's "dragon punch" move, Magician's Red appears and thrusts himself into the air. With stand off Magician's Red travels forward a little before leaping into the air, the Distance/Damage/Height varies with the strength of the button pressed. When used with stand on Abdul will follow Magician's Red up, deals more damage and more hits but doesn't travel forwards across the ground first.

Flame Sensor - 214 + A (hold down button)

Makes a flaming cross that travels towards the opponent. Explodes when either the button is released or after a short time. The stronger the button the used, the faster and further the ankh will travel. Good after 2C to keep pressure on the opponent and restart okizeme.

Fire Eagle - (In Air) 623 + A

Magician's Red appears and does an angled dive kick in which Abdul follows him down. If used with stand on Abdul will travel backwards a short distance while Magician's Red does the dive kick, this also activates remote control (see below). Not bad as a surprise move if you use it rarely.

Hell Fire - 63214 + A

Great command grab, Magician's Red grabs the opponent by the face and makes them explode. Easily comboed into and makes for a nice and flashy looking combo ender. Can be blocked. Good range. After connecting, you can start your okizeme game or combo (S+5A, 5B, 5C) before your opponent has a chance to recover. NOTE: You can only combo if you did the grab in stand off mode.

Remote Control (stand mode) 6 + AA or 236 + S

Magician's Red dashes out and does a maximum of 2 hits with knockdown when using the 236 + S version. When activated you will control Magician's Red whilst Abdul stands back and poses. BE WARNED if Abdul is hit while you are using Remote Control you will take significantly increased damage.


Supers

Napalm Bomb - 236 + AA

Abdul and his stand creates an explosion which travels forward dealing quite decent damage. If Abdul or Red are touched in the start up of this move the enemy will remain stunned allowing the entire super to hit them.

Crossfire Hurricane Special - 214 + AA

Magician's Red does a sexy, stylish (and yet manly) spin and unleashes a barrage of flaming Ankhs like a shotgun. You need to be fairly close for it to do maximum damage. Potentially good okizeme ability on waking up opponents since it has a bit of meat to it (ground opponent, perform CHS, then hit with 2a or 9a as they get up).

Red Heat Ankh - 623 + AA (Hold button, only one needs to be held)

Magician's Red will appear for a second pose and disappear, there is no super freeze/flash to indicate that the super has been activated. Now, where Abdul/Magician's Red was stood an ankh will be placed (please note that you MUST keep at least one button that was used held down.) to activate the ankh simply release the button(s) held to use the super. When activated the super flash will appear and a giant burning ankh will explode out of the floor at a slight forwards angle from where it was placed. You can plant multiple ankh mines but you must hold one button at all times. When activating multiple ankhs you must have the same amount of super meter stock as ankhs placed, if you say have only 2 meter but have placed 3 ankhs only 2 will come out. When used with stand on the start up time of one ankh being placed is much, much quicker.

For more Info and a better explanation of the Red Heat Ankh super see the "Basic info on Ankh Super" video in the videos and matches section.


Frame Data Table
Move Start Up Active Cool Down On Hit On Block
Stand off Normals
A 2 2 8
6A 7 3 10?
2A 3 2
Dashing 2A 5 8 8?
Jumping A 4 Active until landing
B 5 3 12?
2B 7 7
C 7 6 13?
2C 7 5
Stand On Normals
A 3 2
2A 4 3 6?
Jumping A 3 15
Dashing A 4 6
B 5 5
2B 5 18
C 9
Jumping C 8 16


Combos

Basic Combos

( )= optional input.

Stand Off

2B, 2C
j.C, (2A), 5B, 63214 + A
j.C, (2A), 5B, 63214 + A, S+A, B, C or S+B, C
j.C, (2A), 5B, 623 + C

Stand On

5A, 5B, 5C
5A, 5A, 5B, 5C
5A, 5B, 63214 + C

Intermediate Combos

Standard Tandem combo: (Starter, xx 214 + S) [5A,5B,5C]x4/5, dash jump over oppeonent 5AxN (Ender)

Stand Off

dash 2B xx 214 + S [A,B,C]x4/5 jump over opponent, 5AxN, (just before Red disappears) j.C, 6C, 63214 + A, S+5A, 5B, 5C

Stand On

j.C, 5A, 5B xx 214 + S, [Standard Tandem], j.C, 6C, 63214 + A, S+5A, 5B, 5C

Dash C xx 214 + S, [Standard Tandem], j.C, 6C, 63214 + A, S+5A, 5B, 5C


Advanced Combos

Videos & Matches

Basic combos (BBC): Youtube

Basic info on Ankh Super: [1]

Okizeme/Wakeup info for Abdul: [2]

More Okizeme: http://www.youtube.com/watch?v=cGOlTtqgn1M

Strategy

General Strategy

Matchup-specific Strategies

vs Abdul
vs Alessi
vs Black Polnareff
vs Chaka
vs Devo
vs Dio
vs Hol Horse
vs Hol Horse (Boingo)
vs Iggy
vs Jojo
vs Joseph
vs Jotaro
vs Khan
vs Kakyoin
vs Mariah
vs Midler
vs New Kakyoin
vs Petshop
vs Polnareff
vs Rubber Soul
vs Shadow Dio
vs Vanilla Ice




Abdul | Devo | Dio | Iggy | Jotaro | Kakyoin | Midler | New Kakyoin | Polnareff | Vanilla Ice Active Stand
Alessi | Chaka | Joseph Weapon Stand
Black Polnareff | Hol Horse | Hol Horse & Boingo | JoJo | Khan | Mariah | Petshop | Rubber Soul | Shadow Dio Passive Stand