Today I played offline for the first time. My first opponent had a habit of interrupting my Jaguar Kicks (both ground and air) with a Shoryuken. This was consistent, too (I got hit with raw Ultra once too, that wasn’t pretty.) I had to resort to whiffing LK IAJK as bait, and even that would get caught at the tip sometimes.
I remember reading somewhere here that Gamerbee mentioned Adon being weaker when side-to-side with your opponent… The guy I was playing revealed when we were done that he was listening to my inputs, and buffering Shoryuken, hitting a button when he saw the Jaguar Kick come out. (Ironically, when I would crap the input and end up neutral jumping or something, it would end up working in my favor as a “fake”.)
So I guess this brings me to the real question, which is the proper use of IAJK in the neutral game… I had assumed you would time it with your opponent’s forward movement. Offline this seems like a good way to get smacked, though. (I guess you can abuse it if you don’t get punished for it, but…)
Do you wait for a whiff, and then do it? Or maybe wait for a poke you know you can IAJK hop over and preempt it?
Ken’s f. MK step kick would sometimes anti-air (!!!) my IAJK, which was really distressing…
Well … JKs and IAJKs are all about mind games … side by side you need to bait and don’t get to obvious with the normal JKs … IAJKs are hard to react but it is still possible if they are to obvious … chancel JKs out of normals and mix up with neutral jumps … and also use your light punch button for fake JKs … so your buddy hears the sound of your input but only your LP comes out … if constantly is waiting for a JK … just walk up throw or sweep … mix it up !!!
Ryu (Advantage)
E.Ryu (Slightly Advantage)
Ken (Advantage)
Akuma (Disadvantage)
Dhalsim (Advantage)
Rose (Even or slightly advantage)
Sagat (Slightly advantage)
Juri (Even now ?)
Chun-Li (Advantage)
Yun (Even at best now)
Rufus (Slightly disadvantage but it’s controversial)
Yang (Even at best now)
Bison (Disadvantage but it’s controversial too)
Decapre (Don’t know)
Maybe i’m wrong about some match-up because i don’t play a lot against good ultra Chun-Li and Akuma and not even against Rufus and Yang in ultra.
How do you deal with adons RJ coming out instead of JK whenever you’re on the P2 side and you input the motion while walking forward? I don’t know why it’s specific to p2 side and not p1 side but it is.
I have been having this issue too - but it isn’t side dependent. I think I need to leave a greater pause between walking and JKing, though I want to do it asap. Any tips guys?
[s]Anyone have accurate frame data on taunts 1 and 9?
I’m putting together a little gimmick/stupid hype combo video with the changes and the ultra characters weird hurt-boxes, that information could make things go a lot smoother. I was hoping that janky ass watissf reversed engineered data dump would have it, but no.
specifically looking for what frames they cancel on or any other OG ways I can test it frame perfect myself[/s]
Can’t cancel in time for quick wakeup and manual cancel for DWU with any of the taunts. i’m trying everything here lol give me some time.
For me it feels like that Chun and Bison are not in Adons favor … both out-footsie him and have great buttons to interrupt JK pressure and IAJK pressure. For me it is incredible hard to play against a good Chun or a good Bison.
Decapre --> Got a friend that is playing her pretty solid … it feels like a 5/5 MU … Adons nj.RH is very good and OS hard JK is very nice against her wake up options … and you can punish her corner escape Ultra with Ultra 1 … it is a MU where double Ultra can be useful … like with Bison.
I play a good Decabre main on a regular basis who has a good understanding of the MU vs Adon and I played a top level decabre in a somewhat lengthy set who skill gaps me as a SF player by a large amount since im still new. I think saying its 6-4 in favor of Adon is being generous. We may be one of her worst matchups imho She has almost no comback potential against a good defensive play, all her options can be punished pretty hard and besides stinger she can barley turn off an Adons autopilot pressure. Plus we gain access to the jaguar teleport in this MU lol
and her hurtbox is a jungle gym for stupid setups for us
the thing where you jump over her dp and clearly land behind them then she recovers from the dp and goes back to the original side works as all characters i’m pretty sure. had that happen when i played decapre vs fei long a lot.
Been studying a lot of mukii lately and been trying to recreate his jaguar tooth oki setups and i haven’t found any real talk about them in here.
Would anyone have any notes taken on if any are safe jumps. only situation i’ve been trying it has been
AA HKDP dash forward HKTooth etc