So, whoever said to use a s.Mk as an anti-air was totally right. I was stuffing an Abel’s jump-ins all night with it. Use that for far away jump-ins, and use cl.Hp for close ones.
That’s a much better way of summarizing it than I did, chalk it up to late night posting.
I agree with your comments. I haven’t had too many issues with Dee Jay, but T. Hawk and Juri and supremely annoying; Vega is still my worst matchup though.
Correct me if I’m wrong, but I was having issues getting Adon’s B&B (2x c.jab, l.rising jaguar) to connect on T. Hawk all day. It’s almost as if the second jab pushes him back just enough so the first hit of the rising jaguar wont connect… but maybe I’m mistaken.
Just found this out about a crouching Honda. If honda blocks your crouching mp or maybe 2 crouching jabs or whatever somewhere around those range, and do jaguar kick mk. YOU CROSS HIM UP. I found it very amazing.
What type of Vega were you fighting?
Hello everyone, i’m new to the all competitive vs fighting spirit even though i’ve played these games for a long time. I’ve had SSF4 for 2 weeks now and been maining Adon. I’ve fought some pretty good players online and here are my thoughts.
Dhalsim : my loss (1-2)
This guy is gonna be the anti-Adon. Zoning with HK is obviously impossible so the only way to win is to get in close, but Sim’s limbs is the problem.
JT can be stuffed by Sim’s HK on the way up and by neutral j.MP on the way down.
I’ve managed to mess with my opponent rythm by playing with the trajectories variations of JT (NEVER with roundhouse) and JK or air JK.
Rising Jaguar should never be used on reversal, better use it with some BnBs. Cross-up mixing games with j.MK can do some damage due to lack of stamina from Sim but he can manage to Yoga teleport on wake-up, but it can also mean that he starts to panic i don’t know…
So my best advice so far ? Find a rythm with light JT, quick closing in with light JK (goes over HP and C.MP) and start to shut him down after a knockdown. EX-JK can be a deadly weapon in that case.
Haven’t tried neutral j.MK xx light JK.
BUT what i noticed is taht SIM reaaaaaly slow jumping speed can become something Adon can use, if the player plays hit-and-away by jumping back with HP, a double dash can be enough to close in and maybe catch him on the way down with RJ or even U2. So if he goes up : FA>dash>dash to RJ/U2. It might require some testing though.
Edit : sorry for the double post.
Dudley :
his range can be outmatched by HK, but it’s best to watch for his machine gun blow, especially EX. Also his cross counter catches RJ on the first hit. It might not counter EX RJ, and it might only be the EX Cross counter, but regular RJ definitely get punished by EX Counter.
Again throw off opponent timing with JK air JK and JT.
make sure the second c.lp is a link. but i’ve since tried it on t.hawk crouching and standing. adding in jump-ins. there seems to be no problem with his hitbox.
Adon vs. Gief is among the stupidest matchups I have played in the past week I’ve had SSF4.
Goal: Hit Gief one time -> gain lead -> run away for 99 seconds. There is no way to get any more damage unless they’re silly enough to try to build meter while you have a stocked up U1 ready to launch on attack.
Adon vs. T.Hawk isn’t as bad. For some reason, all T.Hawks on PSN seem to love spamming reversal SPD’s. All you gotta do is mix up your nj.MK and cross up MK for free dmg, Missing a BnB will get you killed though…
Adon vs. Guile is pretty difficult, but not impossible. You have to be pretty tricky. Since I have not seen a good way for Guile to get away from crossup shenanigans, abuse all day for free damage. You just have to play patient enough to get in that one time. Jumping in is a bad idea because of air grab, c.Fierce, AA flash kicks, etc. Try making your way in with focus absorbing and dashes leading to a grab. This will be your window of opportunity.
Will add more when I see anything special
I’m pretty sure you can’t chain adons jabs anyway
I think you can punish M.Bison’s psycho crusher (all versions? need to test this) with EX JK
Pretty sure Psycho crusher is safe on block and he can link c.LK (x3) xx Knee Press. Do you mean like RJ on reaction when you see the Crusher coming, if that’s it you have to be super quick or mind reading. And that’s not me
Psycho crusher on block
LP/MP/HP/EX
-8/-14/-17/-16
All jaguar kicks are 20+
I’d just do a rising jaguar
Damn !! It must be my timing that sucks then. Oh well, i’ll try that.
Lol at the edit while i was typing.
I confused jaguar kick and rising jaguar
so i edited it
My bad i also confused JK with RJ in anisakis’ post. But in the end psycho crusher on block means free RJ and no JK am I right ? And if you can punish Crusher with EX JK you’ll have to predict it.
my mistake guys, guess my friend wasn’t blocking overhead.
against most people, if they block a cross up or jump in. Doing c.lp, c.lp, c.mp, s.hk puts them right into ex ground JK range. And most people continue to block low so you get a nice overhead on them. Just have to wait for the s.hk to finish but it works most of the times ive done it.
Add-ons or adon?
Some Things I noticed playing Adon yesterday, probably already mentioned somewhere. Some of this is also me asking for help against some hard matchups!
Normals:
Neutral J. Roundhouse is perfect for mixing people up on wakeup. Once their down, stand next to their corpse and choose between Jump H. Kick => CrL. Kick => Rising Jag; Overhead => CrL. Kick => Rising Jag; Throw; Back dash => Sweep. Several of those options are open to FADC > Ultra.
Heavy Kick is a very good tool to use to push players away from you or to just box your enemy into a corner. Using that range can also allow you to unexpectedly hit your opponents who don’t see the kick coming. Otherwise, be aware that it will probably be blocked, so use it as a tool to push your enemies away from you. You can use Jaguar kick after heavy kick most of the times, makes for some interesting use of this heavy kick!
Heavy Sweep is very fast and very useful, I used it a lot as mentioned above, creates for some interesting mixups. Needless to say, mix in some foward medium punches and other options, but be very aware that Sweep kicking is a very safe way to punish moves that otherwise would be very hard to punish.
Standing medium kick makes for a decent anti air, but the timing is rough. Be ready to block regardless if it hits or not. I tried going into ultra 2 after standing medium kick anti air, hoping to combo it, but it didn’t work. ): Has anyone tried this with ultra 1?
Matchups:
Against T Hawk: Jaguar Tooth is very punishable with com. grabs (obviously) and U.2 Trades with jump-in condor dive. A very difficult matchup for me, because adon requires being near opponents to do damage (again, obviously.) The best way to deal with it is use the above formula for mixups after getting him down either by EX Jaguar Kick, or some sort of Rising Jaguar punish. Always be very carful of command grabs, backdash at any moment that leaves you incredibly vulnerable to said command grabs.
Against Cody: Another difficult matchup for me. I’d say what gets a cody player most is faking him out to throw a rock and hitting him with an unexpected jaguar tooth. It’s not quite too risky on block, just make sure to tech any grabs you feel may come from the opponent. Often times jumping in from about full screen and doing an airborn jaguar kick will catch him off guard as well, but that move misses frequently for me and since cody has plenty of FADC capabilities, you’d probably want to make sure they don’t see it coming and you have a rather high execution rate. I haven’t tried U1 against rock throws, I presume it works. If someone could inform me, that’d be great. =)
Against Vega: No clue,** if someone could help me out with this match up, it’d be great.** He’s able to grab me out of most of my moves or counter hit me. Jaguar Tooth results in a jump grab, Jaguar Kick results in a Jump Grab / Grab Punish. He’d obviously do his mix up shenanigans, and if I jump => heavy punch, he’ll just grab me. Not only that, but I can’t lay out a good way of punishing any of his moves, the only thing that hits is either a sweep kick, or a CrM. Kick > Rising Jag, which doesn’t always properly connect because of how far away he is after rolls. Slides are pretty much the only thing he can do that I can properly punish, so eventually they catch on and just stop sliding all together. Any advice?
Against Dhalsim: Slow jumps cause me to love the dhalsim match up. Because of those low gravity jumps, it’s basically an open invitation to do Jaguar Tooth Juggling shenanigans. If he teleports when you choose to do Jaguar tooth, it messes up dhalsim’s teleport and will more than likely disorient him. Especially if you use the heavy kick Jaguar Tooth, you basically nullify his teleportation efforts. Important to note that his fireballs can be a bit troublesome for Jag. Tooth, it’s slow speeds make it very easy to get hit by it. Not only that, but Jaguar Kick isn’t always a guaranteed hit… (Atleast, that’s how it seemed to me.)
Against Flowchart Kens: Just mentioning this because it’s hilarious, but that Jump Roundhouse Kick mixup shenanigans will cancel out flame shoryukens. Making for a hilarious turn of events for any Adon player against a flow chart ken. Practically an easy win. I felt bad for any of the people who lost to him before, since it had to have been a lot seeing as he had 3000 bp. :rolleyes: For Adon, just think of the words “flowchart ken” being equivalent to “easy bp, kthxbye.” :rock:
Against Ibuki: As someone who played/plays a bit of Ibuki in SSF4, I know very well ibuki is a very dangerous character! 1 Target Combo = ~25% of an average healthbar? eugh. So with this match up, I play it very defensively when I can. A Jump Back => Kunai Throw is a very good opportunity for one to use Jaguar Tooth to move in, just make sure you don’t run into that kunai. A Focus Attack can also be a very good way to move in on a ibuki player, absorbing those kunai throws as a way to lessen the gap between the two characters. Whenever ibuki jumps in, make sure to block up and watch out for very tricky target combos. Whenever they jump back, down guard since they’ll probably try to slide in on you. If you see them try headstomp, I believe you can do a Jaguar Tooth to hit them in mid air and use that to either set yourself into a U2 hit or rising jaguar combos. Otherwise, block up. You’ve got to be very careful when ibuki jumps in on you though, because her next attack could be nearly anything. It’s best to try to keep her away from you at all times except for when you are on the offense, using those normals mentioned above, they are very good anti-ninja tools.
Against Guy: I really need help with this as well. Guy is a rather hard character to punish, and he is also able to counter hit most of my normals / specials. ): Makes me a sad thai panda.
Other than that, not much else to say. I tried to avoid forums for a bit after SSFIV was out, because I wanted to figure this out by myself this time around by spending time in the “lab”, but if someone can help me out with those matchups I’d be very greatful.
Shodos are obvious, most character with fireballs share the same strategies against them. Just make sure to not do anything too risky and you should be ok.
I’ve been pulling off some nice win streaks on endless match as Adon. Playing adon for the first time was interesting, because I wasn’t expecting to like him, but I think he fits my playstyle perfectly! I was playing ibuki for a bit, but I found her a bit too powerful and because of this lost interest in playing her as for now. Seeing as I used to play Ryu in SSF4, I’m kind of sick of ending up playing the “top tier” characters. :lol: Some people are saying Adon isn’t really too solid of a character, but honestly he shines a lot of potential in my eyes. His ultra 2 has a bit of a low damage output unfortunately, atleast compared to other ultras, but it’s very easy to set up. Most importantly, Adon can play a mean game of footsies thanks to some very good normals. Manipulating range is going to be very important for most Adon players, so a good knowledge of his normal ranges will be all you really need to play against most characters.
Sorry for a lot of spelling errors, but I’ve been up all day and I’m about to go to bed. I promise I don’t ALWAYs type this poorly. I just can’t think to well right now. ~_~
Played very aggressive. Wall jumped economically and stuffed almost all jump ins/jaguar kicks with scarlet terror, which seems to have priority over almost everything of Adons.
Got most of my hits in by baiting bad flip kicks with short jaguar tooth… but overall didn’t feel like I had much command of the matchup.