Quick questions, I’m new to Adon and his forums as I’ve mained Cody ever since AE 2012 came out.
After landing a xup j.mk is there any other combo I’m going to be using to optimize dmg other than c.lp > s.mk. > lk.rj?
And for quick reference (I am clueless to numeric notations btw.) What are the different methods to performing an IA jk? I’ve always done hcb all the way to up forward kick.
Aaaaaand, What do you usually do after your opponent blocks a jaguar kick?
If anyone would like to add me I play on Xbox360 and my GT is : SeiKano (Cody/Adon) Thanks!
I guess c.lk > s.mk > mk/hk.rj would be better. extra damage off the cr.lk and mk/hk.rj. Link is just the same as both c.lk and c.lp have the same advantage on hit. Use mk.rj if you plan on FADC or hk.rj if you are just going for a straight combo. The hk.rj should connect fine from a s.mk due to its forcing standing and being close.
a) qcb > uf > kick is the tigerknee method. b) uf > qcb + kick is the standard method.
The reason for the kick coming after the uf in method a) if because you cant perform the instant air jag, instantly… if that makes sense?
With the 2nd method, by the time you input the qcb after jumping you can kick.
After a blocked jk, its up to you. Standard mixup stuff.
Personally I always start off with doing another light normal cancelled into a hk.jk to test their reactions. (or check if they like mashing after them)
You can throw, dp, backdash, jump, block, iajk etc.
For pure damage, best combo after the j.:mk: would be cl.:mk: x hk. rj. Don’t try and add any light normals unless the cross up is blocked since damage scaling begins on the 3rd hit, and RJ scaling is pretty big, especially when forced to use a lighter version of it. Though at the same time, even a blocked cl.:mk: is good for frame trap purposes.
Hey there, Adon forums. I’m learning Adon and I really wanted to know two things before I sit down in training mode for a few more hours.
Is there an easier method to perform iAJK?? How would one normally perform it??
I see many Adon players rush down relentlessly, so I figured that would be the play style. However, it is universally known that Adon has great normals, so one could zone and turtle if needed. Can I play Adon strictly for zoning/turtling instead of rushing down?
You can do the ghetto version of the IAJK but jumping and immediately doing the qcb motion. You’ll be a bit higher than doing the tiger knee version, but it still can be useful in matches.
With the game in general, you want to establish your space, as well as make it known that you won’t allow the opponent to set the tempo of the fight. At some point, you have to go in and make your opponent feel uncomfortable. Yes, Adon has some nice normals that can and should be used at a range to stuff projectiles and jumps, but because he doesn’t really have any specials that are for zoning purposes, staying on the outside doesn’t really threaten the opponent, plus it’ll make you quite predictable over the course of the match.
I am having a very time anti airing with with rj. I came from a character (boxer) who had a easy one button normal for aa but now I have to learn how to aa with a srk. I find that most of the time unless I use the ex version it loses or trades not in my favor. Any tips? Which version sucks the most which version is the best?
Rj comes out at an angle instead of straight up like shoto’s do. Lk 45 degrees, mk 60 and hk 75, so keep this in mind when choosing which one to use. Most of the time, for wake up, mk/hk are your best bet. Direct overheads (headstomps/buttslams/etc) are problematic as you don’t have a dp for that, so dashing/focusing become your goto options there. c.Hp, s.Mk, j.Hp are also decent AA options depending on angle.
Yes, the DP shortcut works to lower your hitbox and give you the best chance to hit, but also remember the angle they jump. Deeper jump ins are harder to AA since what happens is Adon travels under the opponent and gets hit himself. This is both due to the angle of RJ as well as the fact that the hitbox is on the knee and only really hits in front of him, not above the knee.
My AA of choice is a simple s.:hp: but to get this to work, you need to keep them at a range where the jump would be a bit shallow and you’re reading the jump, so you throw out the punch and it wins against most jump ins cleanly with a lack of a hurtbox on the fist. cl.:hp: can work on cross ups, s.:mk: can win or trade some attacks, and even just a jab actually can be a pretty effective AA too. It’s not good for damage, but provides a mixup after.
Tried Adon yesterday. Unless the jump in is obvious, I’m just scared to using rj full stop. Can cr.hp be used as AA too? He hits hard like a truck, and is fun once the momentum gets going. I’ve been told his footsie game is similar to Bison (my main) and Yang (wtf?), I really don’t see how though.
That can be used too, but the jump in has to be pretty shallow. Problem is that a good portion of his arm is part of his hurtbox, so it’ll either trade or lose. It can still beat some moves, but like pretty much any of his AAs, use with caution.
Thanks. I was hoping he had better AAs than Bison, but he doesn’t. Not that Bison’s are bad, except cr.hp. I only find that useful in a mirror match and that isn’t even often.
Adon has better aa than Bison of course he has a dp , his best aa is the ex rj which has a true range like other dp and it’s easier to auto correct.
It’s not like the other ex moves are really usefull except against fireballs even if Adon needs meter to cancel his dp to do really good damage , anyway Adon builds his meter fast.
It works very well against characters like Ryu , Rufus , Cammy who have a jump foward hk which a really good range if the want to bait the rj hk with an empty jump.
But the problem of the rj , it doesn’t work against air tatsu , then I use far or cr hp.
I almost never use the crouch hp , maybe it’s just me but the timing is strange.
Yeh went to a tournament tonight and boy did RJ lose alot. Most of the time I was in the air and it either lose completely or traded. Fuck. I need to go back to training and try out your suggestions about s.hp.
I want to use rj because if I hit it I can fadc into ultra 2 but man I cant get it to hit.
Only HK version of RJ has fully body invincibility, so that’s what you want to use. Against some jump-ins, particularly Dudley’s elbows, you have to wait till they’re practically on top of you to hit it or else you’ll get stuffed. The :df: :df: shortcut comes in handy in those situations, because it lets you stay crouching until they’re low enough.
LK RJ has no invulnerability at all, but has good priority and comes out in 3 frames (I think, getting rusty on my frame data). You won’t out-prioritize a well-placed jump-in, so this is rarely used for anti-air; just combos.