Adon FAQ's Thread: Quick Questions & Answers!

How important is IAJK?

Practicing it doesn’t seem worth it to me…

  • The combo (HK IAJK, cr. MP xx LK Rising Jaguar) is 204 damage (214 if you use cr. MK), just 64 points short of regular Jaguar Kick. Can’t FADC it into Ultra either, and LK RJ might not even connect if the opponent is crouching.
  • I never seem to get to actually use any + frames I might get after a blocked IAJK…
  • IAJK doesn’t Armor Break.
  • The comboable range is just outside of st. HK range (a really uncomfortable range for this complicated input, since I get jumped on a lot here.)
  • and, if you space regular Jaguar Kick right, barring quick supers (who keeps the meter for it?) you’re safe on block 'cause of pushback.

IAJK is faster, but accidentally doing neutral jump HK 6 times out of 10 around the aforementioned range kind… of defeats the point, doesn’t it?

I’ll really only be playing Adon until Ultra (and online to boot!) so spending time on this (and getting frustrated) doesn’t seem smart. Am I wrong?

I cant seem to find this info. How do you do Adons Kara throw?

With hk you can do the kara throw , both.

About the iajk , the move has less recover , almost half less than ground jk , and the rj lk can hit both hits against more half of the cast and most important thing you can use it to whiff punish in REFLEX long active normal (non crouch) and most of the fireballs , thing you cannot do with the ground jk except the ex against fireballs.

Adon’s super is really useful , a smart player will keep the meter.

Also in Ultra rj lk will combo into rj lk in the corner more easily. Maybe decently against most if not all of the cast so that damage increase and meter building is pretty good right there. IAJK rules. Freaking learn it.

Any advice on what to do when you are in a frame advantageous position (like you just hit with a jaguar kick) and they just walk back or jump back? How do you keep the pressure on?

Its especially frustrating against akuma because he can chuck out an air fireball to stop you chasing.

You’re not at advantage actually. Also there are 4 pre jump frames you can hit them during and still get grounded hits so go for either cr.jab and finish into a combo if it hits or jag kick/throw if it’s blocked. You can also consider just jumping so you hit them crossup/they walk backwards into it/hit them jumping.

Hey … IAJK is one of the key elements of Adons gameplay … if you dont use it you will simple miss a lot of his potential.

All this points are only legit if you have mastered the IAJK input so that you are at about 95-98% exectution … which is btw absolutely possible.

10 Points why IAJKs are sooooo awesome:

  1. They are basically too fast to react to … A regular JK can be punished with Ultra (or regular AA) on reaction … IAJK are much harder to react to
  2. IAJK goes over low and some middle attacks … therefore is a monster footsie tool or can be used as a frame trap … so you basically go for a blockstring or poke with cr.mp and buffer the IAJK into the recovery of cr.mp and you get a wonderful frame trap and pressure tool
  3. IAJK goes over most of the fireballs and some FB you can punish on reaction !!! So you can shut down the fireball game of (e.g. Guile) or atleast stop him from spaming FBs … because one careless FB will lead to +200 damage
  4. IAJK are safe on block and have a small frame advantage on block … absolutely necessary in the grappler MUs … because there you cant use normal JKs
  5. IAJK does 20 chip damage … !!!
  6. IAJK does link into sweep and you get the hard KD and a safe jump set up or 50/50
  7. IAJK does link into cr.hp/cr.mp/cr.mk > super for a solid +400 damage
  8. IAJK is one of the best corner pressure tools, because you stay out of DP range and if it hits you can hit confirm into cr.mp x light RJ > light RJ … which is +300 damage if you got the timing for the second RJ and your opponent is not crouching (than you simple go for the sweep)
  9. Depending on the distance of the model of the opponent you get the full combo after a IAJK cr.mp/cr.lk x light RJ … so if you have the meter you can always buffer the FADC into MK RJ … if you only get 1 hit nothing happens but if you would get both hits you get the OS into the FADC combo and you get solid damage and a safe jump afterwards

I hope this helps.

Cheers

anyone got a list/video/someplace they can direct me to of fuzzy guard instant overhead nj.mk combos (characters it works on/characters ex.ajk works on etc.)? thanks.

Do you guys think that U/UF DB motion gives more control over IAJK? I’ve learnt stick but decide not to use it because I can’t do IAJKs the way I do on pad, which is jump and then do the JK motion. The tiger knee motion feels lagging and inaccurate.

Just use the search function with “fuzzy guard” … well … here is the list …

Characters you can do a IAJK > nj.mk > light AJK combo

Dudlye
Juri
Hakan
Gief
Vega
T.Hawk
Sagat (hard to do)
Seth (not 100% sure … I only use EX because you can combo close MK)

Characters you can do a IAJK > nj.mk > EX AJK combo

All the above characters +

Abel
C. Viper
M. Bison
DeeJay
Cody
Guy
Guile
Rufus
Gouken (not 100% sure but it should work)
Balrog
Adon

Only 1 hit with close mk follow up … !!!

Gen (1 hit, no knock down)
El Fuerte (1 hit, no knock down)
Seth (1 hit, no knock down)

The set ups do not work on all Shotos as a rule of thumb.

It is just the different timing … the most important part is the small pause before you hit the button.

Quarter circle back > U or UF is the most consistent version for very low IAJK and the best if you want to buffer it into a normal or you are already crouching. Tiger Knee is a bit harder (from the timing) but it has a better surprise factor … because you dont crouch before the IAJK … but the drawback is that it is not super consistent … atleast for me.

Thanks so much man!

same fucking problem :frowning:
from left side i have ~90+% execution and from right ~30%

I know the problem … go into training mode and look at the inputs.

I would bet my ass that you miss the down-back input sometimes OR dont delay the button long enough.

Funny stuff is that I am at 95% from right to left and at 80% from left to right.

Try this:

Do a fast quarter-circel back motion > UP or UP/Forward … let the stick go neutral and than push the button … this can be done very very fast … the time for letting the stick go neutral will give you the perfect delay for your IAJK height restriction.

#1 input … that is perfect to buffer it into a regular JK or. cr.mp recovery.

I also prefer the UP as the IAJK input because if you miss it you will only get your neutral jump kick and not jumping forward like an idiot … XD

The up version isn’t as good vs fireballs, you’ll regret it when you go above a fireball and start recovery right in front of your opponent.

@Terios @Seratna I took your advice. I guess I was doing it too fast, so I took a long break from SF and didn’t rush the input when I came back.
My consistency seems to have gone up.

I’ve been watching Gamerbee over WNF/SCR. Seeing him flub IAJKs (accidental jump forward hard kick) made things a little better for me, I guess.

Linking into sweep is pretty hard, though (can’t seem to get it at all with light IAJK, only land it sometimes with hard IAJK)… light RJ, light RJ in the corner seems really inconsistent and you’re in big trouble if the other person techs when you whiff (Gamerbee lost a match over this, I don’t feel like using it at all.)

But, IAJK is still a pretty good pressure tool, when it comes out anyway. Though I don’t like how close you have to be to really abuse it…

You can only link sweep after short IAJK if they are crouching.

@DK15‌
Are you sure about this ? I would say you can always link sweep and also cr.hp if you are using hard IAJK and hitting deep. Normally the link to sweep is not a big problem if you are using hard IAJK.

IAJK tipps:

If you are using the q-circle back > up/up forward motion for the IAJK you can delay the kick input a bit more to go over FB that are at a higher level (Sagat, Gouken) … basically with this technique you are able to get countless different heights and distances. This is also the beauty of this method that you are able to consistently control what distance/height you want the IAJK to come out. With the UP/UP Forward > spd motion it is much harder … big benefit is still that this method has more surprise factor!

Yeah I mean you can only link sweep with short IAJK if they are crouching but yeah you can link sweep after both other versions of IAJK if they are done low

Ah … now I got you … yes your are totaly right.

Someone here mentioned plinking the IAJK with a punch button … lol … that I never thought about this … haha … tried it yesterday and plinked HK/MP and MK/LP … very easy to do … and it really boost the reliabilty of the IAJK … atleast the tiger knee motion up to 99% … haha …

Unfortunately I am still having small problems with the UP/UP-Forward SPD motion from left to right !!! This is really anoying … and bothers me … not found a way yet to bring it to >80% … and therefore I dont use it … 8(