Adon Strategy and Match-up Thread

great thing about Adon is he can get out of anything, hes like a escape artiest

This ^
Isn’t this conditional? Like it won’t work on some crouching characters, right?

Yea but it’s still there for some characters…

Does anyone have any more tips vs. Dictator? I just lost to a pretty runty dictator because I had a lot of trouble with his dive punches :confused:

Focus or backdash when he goes airborn. Free punish.

I just ran into a Abel and when he got in, which he easily did
I couldn’t get him off or get away

I didn’t attempt any RJs on wake up,
I’m thinking I was approaching the match incorrectly, trying to be defensive and punish mistakes
but there barely was any, I think he was in my head though

I played a great abel yesterday so I might offer a little advice. First, don’t let him bet away with jump ins. This seems obvious but it’s very important as if you block one little jump it could mean a world of pain that could have been avoided. s.RH will be an useful tool for keepaway and since it’s two hits it might catch the ex rekka. s.MP also works well, he doesn’t have a poke to compete with that and the recovery is better than HK if he jumps, rolls or something. Keep him in check with jaguar kicks. I don’t think he can beat them cleanly as they armor break and snuff about any normal. Don’t try to jump out of his throw mixups, it just means eating way more damage if he doesn’t actually throw and resets the combo. Either backdash or RJ, jumping is not worth it. Once he’s in it IS bad for you no matter what but I think adon has the tools to keep him out. Frankly the matchup seemed way easier once I shut down jump ins completely because approaching from the ground is much harder for him, then you can harass him and chip away with ground jaguar kicks and I don’t think he has an answer to that other than trying to make you whiff, but with his slow walk speed it’s not easy. I need to test HK jaguar kicks against throws. It does not seem to get airborne on frame 1 but still looks decent for avoiding ticks (not wakeup throws though).
Also ultra 2…that thing is a bitch. Either scare him of doing it with enough jaguar kicks, if you actually jumped and he does it, you can try to change the air trajectory with a jaguar kick.
It was still hard as fuck to play though but that’s because the player was very good at mixups. I just ate a lot of throws. I’d say most annoying thing in the match is the roll. You can’t afford to let him get away with random ones because it does hurt your options pretty good so try to bait him into it.
Also, once he turtles up, remember you have basically the best dash in the game and maybe one of the only ones useful to RTSD, love it.

doh!

yo, i saw in the match up for T.hawk that our specials are unsafe on hit??? that can not be right surely, i just tried it with my bro and we couldnt punish it with a 360 at all… mashed pretty hard too lol. I couldnt even do it on block! we were trying to punish the heavy jag tooth just so you know and would keep dashing back after the animation would come out.

yeah the few vega’s i’ve ran across i’ve been on the defence and try to punish, with not much success i might add…that speed is tough

So, st. hp is an extremely good poke.

On characters big enough for it to connect on crouching you should use this when you would usually use st. hk.

St. hk on counter hit does 100 and 130 if it hits twice

St. hp does 150 and you’re still in range to try and snag the st. hk counter poke, too.

Just something I’ve been doing lately. Seems to be working very nicely.

Also, I think it’s best if you’re going to end a blockstring with a ia jk, you should always do the mk version, because it still sets you up for a great combo. The hk version will sometimes send you over crouchers. I have also been messing around with using st. hp as a counter poke.

The set up is something like

cr. lk, cr. lk, st. lk

After that I’ll walk up and do a cl. st. hp in their face. lol. If I get the counter hit I hit confirm with a cr. lp into rj. Seems pretty good. Wouldn’t overuse it though.

Note that Sagat is standing in that video. You cannot link c.lk after the overhead on a crouching opponent.

Other than the sweep combo, is there another reason you guys are using air jaguars in place of grounded ones? Ground ones seem just plain better to me. But maybe they have different applications. Air kicks seem (note: I said seem) to have a worst hitbox, can’t be canceled into, don’t break focus, do less chip, less damage so if you trade it’s not as good. However I’m sure I’d do better if I incorporated both into my game. Grounded ones to scare them into turtling up then air ones for the amazing recovery. God people have no clue against adon, I’m getting so much free wins I shouldn’t get haha.

adon help

whats good people.im playin with an arcade stick and im having probs doing adons kick off the wall on lft side.i can do it perfectly on the right side and if im not mistaken its a spin kick move wich ive never had problems with.also whats some easy baby step combos to go into after his crossover with lil kick.im very good with his cross over and wall kick holla

This is using the Japanese strategy guide that Guilley got: Gief’s and T.Hawks 360’s all have 2 frame startup, except EX which has 4 so we’ll ignore EX 360’s for now.

  • Light kick JK is -3 on hit and -2 on block so if the data is correct you can get SPD on both making it completely unsafe.
  • Medium kick JK seems to be safe as it’s -1 and 0.
  • Hard kick JK is -1 on block, and -2 on hit. So you can be SPD on hit, that makes sense… not!
  • Light kick JT is -4 on block and +1 on hit. So if it’s blocked you can get SPD, and since most jabs are 4 or less on startup you can get punished heavily.
  • Medium kick JT is -1 on block and +3 on hit so it seems the safest one and you should be able to combo cr.lp as it has a 3 frame startup (this would be a 1 frame link though)
  • Hard kick JT is -2 on block so it can be SPD on block, and 0 on hit so you’re even with the opponent. Against grapplers I would still get out.

This is all using the new frame data so it might not be 100% correct. Overhead is listed as -2 on block so it can be SPD, and +2 on hit which would make it impossible to combo after but you obviously can. cr.lp has 3 startup and cr.lk has 4 but supposedly you can combo cr.lk after overhead. Please feel free to correct any of this if you have more accurate information.

i don’t know if this was posted anywere before but clost standing Fierce/Hard punch will stand a crouching opponent up and will still hit mid if they are blocking the close standing fierce… there is a one frame link with crouching short/weak kick… but i don’t even fucks with it like that too much…plus

Is it really one frame? Regardless it’s much easier with crouch jab since it hits mid and the hit animation of the fierce pushes the mid hit box closer to you. I found the best way to use close fierce is as a meaty on wake up since you can hit confirm into crouch jab RJ FADC ULTRA2!

JT frame data is a bit flawed because it varies an awful lot depending when in flight you hit them. I thought you could SPD punish HK tooth on block but if you have them in the corner and it hits as late as possible, you can jump out of an SPD attempt, but if they’re like mid-screen-ish or not hit really late on the way down, you’re frame negative enough to be reversal SPD.

Imagine them like Dhalsim’s drills, if you do the drill that goes most horizontal and hit quite high up, the frame advantage on hit/block will be different to the frame advantage if you hit them as late/low as possible.

Here… www.sfframedata.com
It shows Adon’s jaguar crunch (overhead) as -2 on block and +4 on hit…which seems a bit more accurate to me. Especially when we factor in the fact we can combo the cr.lk afterward. Maybe the Japanese guide tested the data on a standing oppenent versus a crouching one… IDK…

The frame data is a work in progress guys, like I’ve said repeatedly. There’s some kind of notes after his overhead that has a +2 after it. I don’t know how to read japanese so you’ll have to wait to get the full info.