I love ending rounds with AA jab. gdlk
now if only I had a reliable AA for close neutral jumps (saks & chuns love this), close standing HK comes out too slow and RJ whiffs/trades sometime s
Good to hear. The move wasn’t nearly as good prior to AE, so a lot of Adon players learned to play without it.
Is it just me or is harder to do instant overhead MK or HK on certain characters because of their hitboxes? The obese and wide characters seem a bit easier. Might just be that I haven’t used it much until now, but anyone else know if this is or isn’t the case?
Yes it’s character specific , it will never work against some characters like Blanka.
Chun-Li and Cammy have a low hit box crouching by exemple.
if you’re having trouble anti-air’ing with hk rising jaguar you can just use ex rising jaguar. you dont have to be as strict with the height on that one.
Can Adon do anything off a Focus Attack besides just doing a RJ or sweep or another small move?
hey fellas…i was thinking.
thinkin about how we don’t utilize his overhead often enough.
i was thinking.
his overhead is very similar to Guy’s overhead. its an elbow that does 2 hits. so does Adon. now, i dunno if most of you guys know this, but Guy’s overhead is godlike. every good to great guy knows this,…and uses it often on their opponent’s wake up. i was thinking…why aren’t we using this on opponent’s wake up more often?
yeah i know its risky if your opponent does something like a ex dp or ultra comand grab. but the issue still remains. great Guy users know how good his overhead is and if Adon’s frame data-hitbox/hurtbox on his overhead is anything like Guy’s…then why aren’t we implementing his overhead on our opponent’s wake up more often?
coz it works damn well for Guy.
plus it ties pretty well into his far standing hk which causes 4 hits. i’m not sure if it combos the 4 hits but regardless.,t does seriously hurt people. =D
here is a vid example of a great guy utilizing overhead numerous times on his opponent’s wake ups in this video he made.
[media=youtube]k183Auf8K78[/media]
somebody tell me if adon’s frame data, hit/hurt box is anything like guy’s regarding overhead por favor.
thank you.
i’d look at it myself but i dunno exactly where its at. eventhubs? i can never find the hitbox pics on that site.
Adon’s overhead , start-up : 23
Guy’s overhead , start-up : 15
There is a big difference , Adon’s overhead is way too slow.
You can utilize it both as a mixup after some block pressure or perhaps a meaty if you’re expecting them to do nothing on wakeup. The problem is that it’s pretty damn slow as Seratna pointed out, so it’s gonna involve risk. Then again, this game is all about risk, so give it a shot every once in a while but don’t get discouraged if it doesn’t work.
Im thinking about picking up Adon , any tips or good training videos anyone can suggest ? Thanks friends
I think Alex Valle goes through Adon’s normals in a tutorial on Youtube. Shouldn’t be too hard to find. Other then that, just watch a lot of GamerBee and check out some of the threads here for combos, frame traps, and matchups.
That also reminds me. OPTION-SELECT.COM did a really good Adon guide. Very comprehensive even though it was made back in the SSF4 days. Look it up on Youtube, anyone who is starting Adon.
thanks friends !
This is a difficult question, but I’m running a 1500 PP / 3000 BP Adon at the moment and I play a very footsie-heavy style. My ground game is really good (in my opinion!), but it’s basically all I have because I don’t use Jaguar Kicks at all outside of certain matchups / the great EX version.
I don’t really like that part of the character is almost locked off to me right now, so how can I go about working on a solid Jaguar Kick game? What am I looking for when I space the move and when should I use it? Execution isn’t a problem because I used to play as Makoto (IA Axe Kicks = excellent IAJKs); otherwise, feel free to condescend to me because whenever I throw the move out there I feel a little out of my depth. Apologies if someone’s already asked this in different words!
You want to throw them out with an irregular timing, and ALWAYS use the version which hits at the end of its range; i.e. from mid-screen, use MEDIUM not light, from close-range use HEAVY not medium.
JK is your bully tool because it is fast, and safe if spaced right - but you should be expecting to use it to chip, not hit.
Start cancelling into the correct JK in your block strings; delay it slightly; then sometimes omit it altogether and punish your mashing opponent with far.HP/far.HK/sweep/Ultras.
I have that as one of the first links.
Light Jk = Travels about 3/4 of the screen, low to the ground, good for trying to close the distance/punish Focus atks/chip damage.
Is relatively safe save for DP’s/Cmd Grabs/other fast atks. Can be thought of as similar to a Blanka ball or a Balrog charge punch.
Med Jk = Travels about 1/2 of the screen. It’s main use is to hop over fireballs (except Sagat’s high)
Hard Jk = Travels vertically instead of horizontally. It’s main use is as a way to set up traps as you’ll just go over anything they try to hit you with/punish jump out attempts/maintain corner pressure. Also can be used as an anti air if your timing/yomi is good.
EX Jk = Travels between a Med Jk and a Light Jk, is an overhead, juggles aerial opponents, projectile invincible and leads to untechable kd.
IAJK = Travels between Med Jk and Light Jk, no armor break but you can combo into c.Mp -> RJ or something similar. Main use is to keep opponents on their toes and not get too comfortable when doing the footsies dance. Adon doesn’t say “Jaguar” when you do this so opponents will know which of the two you used if they’re paying attention.
You sound a lot like how I play, if I’m getting you correctly. You’re the patient type to throw out normals and whiff punish, and occasionally stuff moves too, right?
What I tend to do is at some point, I switch gears a bit and take a few risks by throwing out a JK at random because they’re used to me being patient. They either won’t be prepared to block it, or perhaps they’re throwing out a normal themselves to try and play the footsie game with you. But now I’m also starting to realize something else… After you do that even only once, it actually makes most people try to neutral jump it and punish it that way. Then you can throw out an EX, which should punish the neutral jump!