Getting to the Jaguar sleep over: Adon Combo Thread (OP Updated: 05-05-10)

Was messing around today and found out a neat little trick:

If you land a combo ending in LK RJ, take cr.short -> cr.jab xx LK RJ for example, you can do another LK RJ to quickly move to the other side of the opponent for a quick mixup. You can follow up with a number of things, but HK and EX RJ are particularly effective (due to their invincible frames), especially if you FADC into Ultra.

I’ve had some mixed results on certain characters, but one thing I’ve found to be universal is that you will always cross up if they decide to quick stand. So on certain characters you will cross up no matter what, and on others you will only cross up if they quick stand.

Are you getting both hits of the EX JK? Only the second hit causes the knockdown.

Well, like always, I just find a combo by accident. It’s and combo leading into rising jaguar, fadc, ex ground jaguar kick. both hits will hit. I was amazed lol, I was busy trying to use ultra 1 on the fly and ex came out on accident and it hit and I was amazed lol.

Tested it more. Never start the combo straight with Jumping mk, unless its a cross mk, It tends to make it miss a lot more when you get to the ex jaguar kick :X

MORE INFO: Don’t do this near a wall :X, unless you’re crossing up lol

Starting with jump-in hard punch, close hardpunch, mk rising jaguar, fadc, into ex ground jaguar kick does 628 STUN 367 dmg.

Cross up mk ^^ same combo does: 528 stun 352 dmg
Jump-in hard kick 628 STUN 377 DMG.

Jump in hard kick does more lol who knew :stuck_out_tongue:

Hope this help guys :]

Should a new thread be made with a more active user so the OP can be updated continuously ?

A neat little flash combo:

Been playing around with FA pokes -> backdash, fishing for a counter hit and was trying to land jaguar kicks. However I managed to scrub out an ex Jag tooth which hit Ryu and actually popped him up over me in a juggle state as if it crossed up the focus crumple animation.

FA -> counter-hit crumple. back dash -> ex jaguar tooth cross-up, U2.
Does 430 damage and only takes one meter whereas fp -> mk rj -> fadc -> u2 burns two and actually does less damage.

Verified on more than half the cast so far:

Yes: ryu, ken, honda, makoto, dudley, akuma, gen, chun li, abel, bison, fei long

Possible (delay your ex JT input): ibuki, juri, gouken, cammy, guile, blanka, fuerte

Possible (dash fwd instead of back helps timing / angle): seth, cody, zangief, vega

Seems not possible(?): dan, sakura, dhalsim, viper, sagat, deejay, guy, hakan, adon

Also, some characters it seems you don’t even need to burn EX meter to connect an ultra from across the screenafter a focus crumple -> backdash , i.e. Rufus. May lab this more tomorrow to see exactly how much of the cast this works on.

FA counter-hit crumple -> back dash -> hk jaguar tooth -> u2
430 damage

Confirmed on Rufus so far. Have noticed Balrog Vega and Fei Long pop up after a MK jaguar kick and might be able to be hit too.

Without U2, a mk rising jaguar will also connect too.

Yes.

Sorry if this has been posted in the middle pages but its not in the OP, is

j.hk, c.s.hp, c.lp xx lk RJ FADC U2

Adon’s biggest damage combo? It does 498 damage and 510 stun.

The j.hk is good for dropping right on top of their heads when they are expecting the cross up and the link from close fierce to crouch jab is real easy.

Just wanted to add that you CAN do catch a jumping opponent with a lk. RJ (at least in the corner) and follow it up with U2.

It’s tough to get the timing perfect, but i’ve had it work enough times for me. That lk RJ goes very fwd, so you’d have to start it a bit further away and catch them while they’re rising up, and hit them with 1 hit of the RJ, to land the full U2.

I’m not sure if this was already given as info, but thought i’d add it here if no one else was aware.

You can ALSO catch a jumping opponent with U2 if you’re backed up in the corner, and land a lk. JT. They are in juggle state for a few and you can land U2 right there. This is more difficult to practice, but you have to be the one backed up in a corner, and you have to catch the opponent just as he’s rising or right before he lands with that lk. JT to combo into U2.

The first bit is one of the trials no?

Second bit sounds useful tho.

Answered my own question testing it out… close standing fierce appears to be +4 on hit and +0 on block. Is that right?

Close standing Fierce is +4 on hit and -1 on block.

Useless but rather interesting combo…

(Meaty + Counterhit) close.:mk:, s.:hp:.

Does 210 damage. It would be awesome if there was a consistent way to get counter hits on people’s wake-up. I tried it with c.:hk: instead of s.:hp:, but didn’t work. I really wish that it was because I wasn’t linking well enough, since having a link-into-sweep would be a godsend for Adon.

I’m sure many know by now but if you’re going to RJ~FADC~… The best option is MK RJ~FADC~MK RJ. Does 230 as opposed to doing MK RJ~FADC~HK. which does around 170-180.

I dont know if this has been posted or not but ill do it anyways.
After a close standing fierce, you can LK RJ but after the delay; as if youre going for a c.jab or c.short after the fiece.
not sure on which chars this works on(size matters to adon) and i didnt bother since this might not be new.

Ok, a useful combo from me this time!

(counter-hit)far s.:hp:, far s.:hp:

This is good after a crouching/standing jab frame trap, and unfortunately only works on standing characters or tall crouchers. Also, you have to be fairly close, else the second fierce will whiff completely. It’s a one-frame link too, so you should plink it for best results.

Sadly, c.:hk: has 9 frames of startup, instead of 8, so (counter-hit) far s.:hp:, c.:hk: is not possible. :sad:

yea ive done this one before on a sakura before. it was strange to to me because i couldnt do it again in training mode(didnt really consider spacing). the spacing is strict for this one.
Also, how many more frames of advantage do you get on a counter hit?

Initially I thought all counter-hits gave +1, but seeing as a CH far s.:hp: yields +8, I’m not exactly sure at the moment. It might be that light attacks get less frames than harder attacks. For example, you need 3 more frames of advantage to link a close s.:lp: into close s.:hp:, but even on CH it’s not possible.

I think Adon most damaging meterless combo is (near corner) j.HK, s.HP, c.LK, c.MP xx LK jagkick, LK jagkick. You can start it pretty far from the corner.

Does something like 370. You can swap c.lk for c.lp to make it easier.

Is there something more damaging?
What about loaded with meter and ultra, what would be THE most damaging (not taking into account usefullness).

On sagat with two meters and full ultra I do 520 ish.