well Gamerbee did some test in training and to me at least, it looked like he could FADC from further away. I also feel like I can. Not sure about anyone else. Maybe its another placebo effect!
yea idk about that buff like I use the hard rj and I still fly away when I try to use some counter hit setups
I didn’t save the video but I’m almost positive she was just crouching and I almost went right through her. A similar thing happened with Cammy, though I think she did a low normal, I thought it was something that would have connected before…
My JKs are getting beaten and trading all the time now. Adon can’t afford to trade so often with his low health. Trying to use cl.MK more now. My IAJKs are coming back, since I forced myself to go over it yesterday. I think with the nerfs to regular JK, IAJK is an absolute must now. since there is less time for your opponent to react.
Yeah I pretty much have to resort to using IAJK even though I’m on a pad. I’m trying to be consistent with it and it’s going very well, but it’s so bull that I cannot be able to use JK properly besides in blockstrings and punishing. At least H JK is still good.
except for the damage nerf
I don’t think he’s trash, but winning with Adon just got a LOT harder…and I haven’t even played a Gief in 2012 yet…
Gief was hard to begin with. Now with his JK nerf it’s even harder, especially if Zangief can SPD you during the disadvantage on block (which you can always do) just saying.
A Vega player just stopping by. I dabble in adon from time to time, and if I am noticing correctly, you can combo cl.mk into cr.mp. This is interesting because I thought it was +3/+2. Or is it just me noticing this O.o?
close cl.mk is +5
Oh ninja buff alert! close mk is now 5f start up. You can combo into it from cr.lk and cr.lp.
According to srk wiki its 6f start up. I double checked to make sure that cr.lk didnt get +6 instead of +5 but I cant combo into cr.mk.
possibly got a new bnb?
j.mk cr.lk close.mk xx hk.rj = 290 damage!
as opposed to j.mk cr.lp cr.lp xx lk.rj for 230 or mk.rj for 237.
okay think im gonna stop posting because I should really test more first. Either way some problems.
Seems needs a deep crossup and may be character specific.
I have been using j.mk cl.mk cr.lp hk.rj against abel but not sure who else this may hit against. thats 289 damage, not bad really.
Any thoughts? I havent seen much new stuff but since close mk is now 5f.
Oh also did I miss that buff? I swear its ninja, I havent seen it in patch notes.
okay just ignore everything I write from now on haha
i will add. crossup j.mk followed by a close move is very character specific on follow up. for example against cammy.
j.mk cl.mk cr.lp whiffs. You have to do j.mk cl.mk cr.lk xx lk.rj and only the 2nd hit hits.
Oh well there goes my plans on higher damage but I guess ill get around all the characters and learn more specific combos.
ps. just to not im double posting because I can
pss. I didnt find the above combos, just figured id test them after watching Gamerbee mess around/playing.
ugh loads of problems with these combos. if for instance you do on cammy j.mk close.mk cr.lp lk/mk.rj FADC follow up. Well you have to walk forward a little before doing the rj. This isnt bad imo but can be annoying if like me you sit and buffer the rj for the last possible moment
I see I’m not the only one trying the “new” close mk after a cross-up but i try with a rising jaguar lk, it’s works against most of the cast except some characters with a small hitbox like Sakura, Viper it can works against her but the cross-up must hit very close, it’s the kind of characters where the rising jaguar hits most of the time, one hit.
Finish this combo with a rising jaguar light is viable against most of the cast and the rj mk to cancel or rj hk against big hitbox, Abel, Hakan, Sagat …
Against Cammy the crouch lp wiffs if the jump mk hits cross-up, do the regular BnB is a better idea against her, against some characters if you hit cross-up the rising jaguar lk will only hit one hit like Dee-Jay but a crouch lk crouch lp rising jaguar light hit twice against him always.
It’s still viable because most of the time we know if the jump mk will do cross-up or not but in match it will be easier to do the regular BnB most of the time, a mistake can happen very quickly.
Finally the close mk is really usefull when we know the jump mk will not hit cross-up and against big hitbox, we really must do a list because it’s really characters specific.
I also think the startup of the close mk is 5 frames now, but you can also combo with a close mp after a crouch light punch or kick, I guess the cr lp is +6 on hit but it’s easier to link with the close mk which forces stand too, it’s really interesting with Adon.
I didnt know you could combo into close mp… maybe you are right with teh buff. I couldnt combo into cr.mk though… thats 6 frames!
You could always combo into cl.s.mp in AE, i believe it was a 1f link, also cl.s.mk is still 6f. Not sure why you can’t combo the c.mk of cl.s.lp but you can combo c.mp of cl.s.mk as cl.s.mk leaves to +5 on hit and c.mp has 5f start up.
Ive started using the combo evilsigh saw gamerbee using. j.mk -> cl.s.lp -> cl.s.mk -> c.lp/lk (i use lp since i wont drop the link) xx lk.rj , on sak and cammy i find that if i do the lp fast enough it will hit.
I think gamerbee started using this combo because on block its a great frame trap combo, the cl.s.mk also forces stand so if the jab hits its less likely for the rj to whiff.
I think you and I have gotten mixed up…
I am comboing close mk from a** cr.lp** and cr.lk both of which are +5!
Comboing from close st.lp has always been possible as you say, but it was so range specific it was close to pointless imo!
So unless they buffed both cr.lp and cr.lk to +6 from +5, the close mk is a new 5f start up.
I tested this a fair bit and out of about 30 tries I could not connect crlk or cr.lp into cr.mk! therefore close st.mk has 5f of start up.
I only wish there was another way I could think of to prove it!
Apologies, hopefully my mistake was helpful somewhat. Yeah adon got a secret buff
haha you dont need to apologise. I wrote that just as much for myself (I was almost convinced I was wrong haha) as for anyone else
Can cl.s.mk be used as a better close range poke? As in stopping rufus divekick shenanigans etc.
no idea, it would be interesting to see though!
I actually did a bit more testing, and I think that cl.mp is 5 frames as well, because cr.lp/lk can also link into cl.mp as well.
oh really? hmm that would be awesome, really didnt think so.
Can you test cr.lp/cr.lk into cr.mk? I dont think/feel that they were buffed to +6 as I tried for ages to link it but maybe it has weird timing?
Thanks for pointing that out though GafScale100
Ya np, I’m an aspiring adon player, thought i might as well do some kind of labwork. I have work tomorrow, but to be honest I don’t think they buffed them to +6, but it’s worth testing to confirm.
In regards to application, the only reason I can think of in using cl.mp rather than cl.mk is the ability to combo into jaguar kick. Beyond that, Cl.MP
-is inferior damage wise (70 vs 75 from cl.mk),
-worse on block (-4), versus (+3 from cl.mk)
-doesn’t force stand like cl.mk, which can be problematic on crouching targets.
I found that after a crossup jumping light kick you can do a cr.lk/lp followed up by cl.mp/mk.
I tried one cross up combo with a crouching ryu
-J.lk, cr.lp/lk, cl.mk xx hk rj = 240 damage ??
That’s just to kick start, I’ll try to figure some random tidbits out later tonight.