I only use mk. RJ for punishing, st. HP -> mk. RJ does more damage than if you do it with hk. RJ
st.hp, HK. RJ does more damage…it’s probably the biggest non-ex ground combo punish Adon has. st.HP, MK. RJ is only good if you are going to FADC the MK.RJ because HK.RJ does 50 on the first hit and 100 damage on the second, while Mk. RJ does 90 on the first and 50 on the second.
HK RJ definately has higher priority. In a combo, MK RJ if you’re FADCing but random RJ FADC ultra, you might need a HK or even EX RJ. Whatever the situation requires.
that’s just the first hit of the RJ.
HK.RJ does more damage in total, while the MK.RJ if your going to FADC does more damage on first hit.
How you do you guys feel about close st.MK? Any use?
Hey guys, I’ve been playing Adon for about a month now, and it’s been good. I think safejumping is a tool that can really get me out of more jams, and help me in matchups. But I don’t completely understand the concept, I know what it does but I just don’t understand it well enough to use it in my matches. Any help or enlightenment on this? I would appreciate it a lot!
Okay. I’ll try to explain in my own words, then probably link a video or two after. Safe jumping is when your timing a jumping attack (on your opponents wakeup, off of a untechable knockdown) in such a way, that it’s impossible to punish you for doing do, hence “Safe-Jump”. The main advantage of safejumps is it allows you to create pressure/mix-up/mount an offense/ect. without fear of being punished for doing so. It basically forces your opponent to block your jumping attack because whatever reversal they try to do will get stuffed by your jumping attack. Backdashes and Reversals are ways to beat safe jumps, but option selects are able to take care of that. Coupled with OS’s (option selects) safejump’ing is pretty essential when playing most characters. Some characters (Characters with 3-frame reversals i.e. Shoto DP, EX TT, SPD, ect.) cannot be safejumped. Something to do with the in-ability to block during the landing frames of a jumping attack I believe. [media=youtube]8QbBqFgR-tE"]You can see Gamerbee utilize Safejumping AND OS’ing at 2:50 against Henry Cen at EVO. Very effective. [URL=“http://www.youtube.com/watch?v=QHYvipbrzqw”[/media]
Ahhhh Gotcha!
So does any jump normal work as a safe jump, or is it select ones?
Thanks for the help btw :]!
Well…I would say some work better than others because of priority and hitboxes…Like Ryu can safejump with j.fp and j.rh but j.rh is more widely used in most situations because of it’s better hitbox and (I’m assuming) better priority. I guess you could safe jump with most jumping normals (You can also use j.short and j.MK crossup) but I guess it would be silly to use J.jab or something when you could use J.RH which has a way better hitbox/priority, also it puts them in more hitstun/blockstun so it allows for bigger combos/easier hitconfirming
Basically any move with a good amount of active frames is preferable. So if you jump in on a ryu while hes down lets say. his fastest anti-air move would be lp shoryuken 3 frames. So what you want to do is get your attack to still be active from between the time he gets up, and 3 frames.
what you guys take on the fei long match i just played my brother and most of his pokes would beat mine, cr. forward is nightmare
pretty big chun-li tip:
You can cleanly beat chuns command cross up with close standing HK. Go into training mode to practice it. As soon as you see chun do her flip over you, just press HK. Big chance you will hit and you might trade sometimes.
I think its a pretty big dent in chuns mix up game.
Awesome, I hate that move, I usually just block it but knowing how to punish is win
add a little more reach to c.mk Capcom xD
reason #whatever IA Jaguar kicks are awesome
- Baiting Abels ultra 1 with lk IAJK
did not think it was gonna work.
Imo though, good chun-li’s use the flip kick sparingly =/ Nontheless it’s a great find :tup:!
Anyone have anything Gen? His jump arc changes depending on what stance he is in and its screws with me. Also his EX “DP”(The diagonal move that does multiple kicks) Has like 100% invincibility so its hard as fuck to play cross up game.
Anything against Cammy as well? I’ve been relying on playing footsies against them but their s.RH is ridic .__.
For Gen, I’m thinking stand fierce should work well against is low jump arc, as well as stand mk and even cr.fierce. And when it comes to his DP, you should be able to beat it out if you delay your crossup/jumpin since it doesn’t go very far vertically and becomes fully punishable after the 4th frame, you’ll probably end up resetting him though since his DP takes him off the ground. If your crossing up, you can probably dash under and mix-up
Juri: Ultra 2 beats her dive kick on reaction every time, as does ex RJ
I’ve read around on these forums that it is impossible to safe jump shoryuken characters cause of their 3 frame shoryukens? Did I misinterpret something wrong? I’d like to learn how to safe jump but don’t know where to start, :xeye:
You didn’t misinterpret anything wrong. The thing with Ryu’s LP/HP SRK is that it only have 2 frames of invincibility so you got 1 frame to knock him out of it. It’s basically a 1 frame link which you shouldn’t rely on. AND any Ryu player that is worth a damn is going to use MP SRK which will beat any kind of true safe jump. It’ll lose to pseudo safe jumps (Dictator’s forward throw, J.hp) though.