I don’t regularly play Adons but I know a bit about the character so hopefully this is helpful.
Air jaguar kick doesn’t armor break. Grounded Jaguar Kick is minus on block and can be DP’d on block sometimes depending on spacing.
You can also air to air predictable jaguar kicks at closer spacings with j.mp -> hk axe kick juggle.
It’s very possible to react to Jaguar kick and uppercut/U2 it on reaction offline.
Any attack that hits at about head height will beat Jaguar kick if you do it pre-emptively or with good reactions.
Far hp/hk is better than far mp in terms of hitboxes.
Adon has so many answers to random focus attack that it’s an awful idea. cr.mp xx Rising jaguar/super, far hk, and Jaguar kick all beat it for free.
You’re playing Evil Ryu without fireballs? That’s an awful idea. Adon has moves to punish fireballs but they take EX or ultra, or a really good guess on an instant air jaguar kick. If you’re more than half screen it’s pretty safe to throw fireballs besides EX Jaguar Tooth.
Adon’s pokes are good but yours are better. Your far hp will beat lots. You can jump over Adon’s far hk for a combo if you space it right. If you want to play it safer you can walk up fireball or cr.mk.
Learn how to mix up with Evil Ryu’s divekick/j.mk and how to safe jump, Adon is pretty free to safe jumps besides the fact that his wakeup is 1 frame different. His uppercut is 5 frames and doesn’t anti-crossup like say Blanka’s EX Up Ball. He can still autocorrect, but your divekick beats autocorrect timing for DPs - they’ll either block the divekick or eat it.
Evil Ryu’s best mixups don’t revolve around air tatsu, they revolve around divekicks. The tatsu is there to piss them off and throw off their reaction. You can fake front and go crossup (tatsu), fake crossup and go front (divekick), crossup (j.mk), and non-crossup (j.hp/j.mk/j.hk).
You can combo off divekick setups really easily into cl.mp xx mk axe kick, cr.lp/cr.mp xx tatsu.
Adon’s mixups are decent but not amazing. He’s like Cody but without the great frame traps and massive damage, although Adon’s kara throw (far hk) is nice. His overhead is so slow it might as well not exist.
Adon has great ways to punish delayed tech and mashing, but he doesn’t have great tight frame traps besides lights. Adon also cannot chain besides s.lp, meaning most of his blockstrings have DP holes, similar to Sagat’s. Make him respect the DP up close.
Watch out for fuzzy guard setups on wakeup or off jump-ins. Adon can jump in with hp and then do a rising nj.mk cancelled into a jaguar kick. Or he can just do a rising nj.hk for the KO, but it’s unsafe on hit.
As far as I remember, Adon’s anti-air is pretty good but it relies on a lot of different moves at different ranges.