Adon FAQ's Thread: Quick Questions & Answers!

"Ryu - fireballs, air tatsus"
I think adon already has plenty of tools around FBs, but yeah punish air tatsu is good. When AE comes, though, I don’t think it will be a question.

“Akuma - fireballs, air tatsus even normal tatsu’s if you time it well” I agree for akuma. You can’t cross him up and it’s tricky to antiair flips, plus if he zones you won’t land much BnBs, so no ultra. But even then, good players don’t throw those fireballs like you want them to.

"Bison - crusher and I think headstomps can be punished"
But you will have quite some opportunities to land U2 against bison. I really doubt headstomp is actually punishable if he just flies back. U1 doesn’t go far at all. Punishing EX PCs would be nice though, I don’t know. He has other escapes though.

"Blanka - roll punish!"
I always assumed that if the blanka player, knowing I punish his balls for 150 damage, continues to use them when I have ultra loaded has other issues besides balls being punishable. Maybe you’re right tho, maybe blankas continue using balls anyway. I like having a 450dmg antiair in this matchup, though.

"Honda - max of 510 damage against honda to punish a messed up headbutt is win :)"
How do you know if it was a HP headbutt? Unless he does it fullscreen. You can’t punish a MP headbutt with U1.

"sim - fireballs, limbs tele etc. "
Can’t argue with that one. Well as far as limbs are concerned it’s quite a risky thing.

I’m not saying don’t use U1, just for a lot of matchups the choice is not clear cut and depends what you land more.

As for viper, yeah feints render U1 moot.

Ultra 1 is a good ultra for most matches but i prefer ultra 2 because adon has enough tools to get into the opponent and get the ultra 2 combo out. the only matches a use ultra 1 for is guile,gouken,akuma,dhalsim,blanka and funnily enough cammy

some people use the block string 2lp 2lp instant JK or 2lp 2mp IAJK?
i think it can be usefull in frame trap : against throw and low jab?

I would only use U1 against Akuma and scrubby Guile players who are predictable with their sonic booms. I guess that argument goes for Ryu as well. But yeah, even good Akumas will forget the power of U1 and do a jump back air-fireball just because of habits, and the threat of U1 will make them play differently.

I also tested some setups against Bison, but I forgot them. I do remember one thing: if he does headstomp and flies to the other side, you won’t reach him. But yeah, I think it did punish psycho crusher, which is definitely useful. EDIT: I’m not so sure if it punishes ex-PC…

I do wonder if there’s some non-obvious use for U1. It is a powerful ultra…

I’m having trouble linking cr.lp s.lp xx lk.rj

Standing LK seems to come out 60% of the time, and I don’t think the motion is wrong.

Halp!

I dont tend to do that combo, so cant be all that helpful im afraid. all I can think of is that you are doing the lk.rj too slow, unless your not attempting to cancel the s.lp ?

hey heres a quick question, anyone know if gamerbee sticks with regular ajks, or tk ajks? or a combination of both ?
I was looking at some of his vids on his channel and I really couldnt tell.
Personally i find it hard to do tk ajks in games. :frowning:

He definitely does the TK ajks. I’d say thats what defines him.He can just walk in and out of ranges and do them instantly and so deceptively to counter the opponent.He often gets the combo into sweep for the knockdown aswell.

yeah I noticed this. I need to practice them I think. Currently I cant get my ajk’s low enough to combo into sweep consistently. I find if I do get a tk ajk out it seems much better for combos :smiley:
Thanks for letting me know. As I say I couldnt tell :smiley:

He can do that because he doesn’t do the TK JK. Recorded matches with button inputs shows that. Not everyone will have the proficiency to actually use iAJKs well, it’s a fucking crazy speed motion to get the lowest height (and even GB screws up a lot).

Ah well thats more interesting for me as I actually find I cannot do the tk motion 95% of the time when facing right. I could swear I read your posts about the non-tk version being more efficient? The jump then motion is easier for me, i guess i just need to work on my ‘speed’ :smiley: like you say its insane speed hence why I questioned, it honestly never occurred to me to look at his replays haha! my bad!

heres a new question for you guys who hopefully know more. its inspired by a thread in the main discussion.
do you know if adons super is different depending on the strength? or is it purely a range difference? cheers in advance

id like to hear more about that too, the frame data on srk wiki used to always have an “extra info” column, but in the super frame data its largely empty. that column would show things like how many invincible frames a move had etc.

to my knowledge there is no difference between Adon’s supers, i always just use the HP version when i get the chance. tho as a Gen player i can say each of his(Gen’s) supers has different invincibility frames as well as the different ranges(with the shortest range having the most invincibility). so id also be interested in finding out if there are differences

This. GB doesnt use TK JK at all, he uses QA (Quick Air) JK; and 90% of the time, the LK ones (MK and HK tend to whiff a lot).

Is there an option select that beats out Bison’s EX Psycho Crusher?

i think you can do os jump in hk.rj? not sure on any others.

I know EX.rj can… I’m home now so i can test it out.

EDIT: Yeah, HK.rj beats out EX Psycho Crusher. Thx.

no problem dude. Sorry I cant offer more. I have only recently started using OS’s :frowning:

Yeah, same here. Even though i knew how to do them back in vanilla i didn’t start incorporating them into my gameplay until recently. :confused: lol

Adon doesn’t have a jumping normal that can combo into a RJ (similar to Ryu’s Jump forward MP), does he?