st. hp owns grapplers. Counter hit does 150 dmg!
fr. st. mk the jump ins.
neutral j. hk hurts gief pretty badly.
I think that it’s a bit safer to rush down a t hawk, because he can’t respond as we to jump ins, at least in my experience. However, I haven’t really played that great of a t hawk yet, a few that were solid. On hawk I usually just rush him down until I get an okay life lead, then I sit on it. However, you have to take it a little easier with gief, because lariat kind of hurts your air game and all around mix ups. I think I’m going to do some research on these guys today, it seems to be an area we’re definitely lacking in…
Adon can safe jump after:
c.HK
back grab
forward grab
ex.RJ (not untechable, but you recover MUCH earlier than them anyways)
Haven’t checked, but it might work after U1, U2, and lk.RJ. Can anybody confirm that?
You do a small pause between the knock-down and the jump. It’s slightly different for each move, so play around with it. Well, except for ex.RJ; you don’t have to pause much there.
I just fought a really good chun (lost 1 - 8 ) and I figured i’d see how Adon can cope against Chuns df + HK. If you focus abosrb it and backdash, Adons dash makes you low enough that you Dash under Chun. I can see this def helping for throw and mix up set ups.
just thought i’d share
edit:
Also i just learned that you can focus dash under Rufuses dive kicks as well, but i wouldn’t suggest using it 100% 0f the time.
With Rufus s. MK rapes dive kick worse than Bison s.rh. If he’s close and tries to dive cl. s.jab all day. Then Rufus tries to play ground footsies, and well, most Rufus players haven’t even needed to learn that yet lol
i have this feeling that rufus ultra 2 is going to own adon. seems to suck in any special move that moves you forward(in adons case, ALL of his special moves), and its an anti air.
Are any of Adons normals able to knock Balrog out of his dash punches? I’m asuming st. hk can knock him out of EX ones, but i get the feeling it might not be fast enough.
The anti air thread has EVERYTHING you need to know. But most stuff is character specific. A list of good stuff :
RJ from crouch
rh jk
mk jk from far
s. MK (very good against dive kicks like seth, akuma and especially rufus)
nj rh
nj feirce
nj strong
jump back feirce
cl. feirce
far fierce (sometimes)
low forward has range and hits them before they get to you. S.rh is good to keep them at bay from max range since it has such far range. The ex dash punches you can throw or nj on reaction since you can see the ex. Some times I just ultra them if they throw them out from far Or you can just block them since ex is wasting bar.
tiger knee. basically it means you do the input for the move, and then up for up-forward immediately after so you get the move in the air, but really close to the ground.
I’m sure plenty of you know about this already, but I think it’s worth pointing out.
As you know Adon can do a cross up on his jumping light kick. From this I developed a strategy to nullify 90% of scrubs online no matter their character. It’s called the “Trollnado.” All you do is get a knock down on someone then follow it up with a light kick cross up, into a crouching light kick, then jump over them again and keep doing it. At any point you can stop to grab them, or if you know they don’t ever block the cross up being they are scrubs, then you can go for a rising jaguar.
It works on good players too if you reserve to use it on the when health is low and it’s time to go for broke. It’s a great mind f*ck tool that I use on scrub shotos online. It takes some work though as they may try to grab you, neutral jump, or throw out a DP move which can reset them, but with a bit of practice you can keep it going infinitely. I’ve had many a rage quits through this and hate mail.
Again, it’s not going to work on many pro players, but it’s worth noting as something you can use in your arsenal.