thanks
I normally can ultra on reaction to dash punches if they’re at the right range. Rolls = throw for me. Can you ultra them?
I feel that at close range, buffering is a bad idea because you’re not focusing on footsies at a range that it’s important for adon. Whiffing occurs when you try to use the ultra as AA. Not a good idea unless your opponent has a floaty jump. U2 is pretty slow, so characters like fei long and Guile (+ many more) will be able to block before the ultra hits, unless you do the ultra right before the peak of their jump. Better to just RH rj IMO
Edit: Haha, totally read that wrong. No, you can’t ultra a roll as far as i know, i meant the front flip kick move he has.
Well, duh there are a bunch of situations that buffering ultra isn’t good for. That doesn’t matter at all for all the situations that it does work in. Done correctly, buffering an ultra not only isn’t distracting from footsies, it is part of footsies. All it is is a tiny flick of the wrist to store that first QCF, which thanks to SF4’s engine stays buffered for pretty damn long. With how lenient the system is, all you really have to do is hit :df: then block.
Obviously, this is very matchup dependent. I’m not going to sit there and buffer ultras when I’m within Fei long’s poking range. I am however going to buffer when he’s at perfect chicken wing range, without distracting from my footsies game because I’m buffering while I’m recovering from wiffed normals anyways. (Against Fei I love to to s.mp and buffer a full 2xqcf, ending with block right when I recover. It’s a great bait, makes Fei’s wanna chicken wing so bad, and I’ve never once been chicken winged out of a s.mp. If you see him take flight, BAM, ultra. If not, you’re already blocking.)
And plenty of characters (Guile included) are ultraed for free even if they empty jump so long are you’re ready, know that you’re properly spaced and don’t get greedy when you’re too late to ultra. It’s not easy, but it’s super effective. But jumping is only one way to land the ultra, there’s Chun li’s front flip kick, there’s Gouken’s running punch thing, there’s any forward moving special, assuming you have the reaction time to make it happen.
The opportunity isn’t going to come up in every match but when it does, if you miss it, then sucks for you. If you try to raw ultra and wiff, you dun goofed. You have two options, find specifically what you did wrong so that it doesn’t happen again, or forfeit the free ultra opportunities out of fear of making the same mistake again. Ultraing normally is a hell of a commitment, and the buffer you’re making sure that the “all or nothing” moment (hitting kicks) is separate from the preparation step (qcfx2). Done correctly, it’s only one input after you “react” to ultra, as opposed to the full motion.
Also, practice ultraing as fast as you can. I’ve ultraed on reaction (unbuffered) to Guile jumping a few times, but only when I’m really really on edge and get that last-wind feeling in a match… It’s tough as shit but you’d be surprised how lenient the system is and how fast you can perform :d: :df: :d: :df: :r:. Last year when I was learning how to play on stick, I thought it was impossible to DP as fast as I could on pad, until SF4 came, haha. Now I feel that same hurdle as I try to perfect my 2xqcf technique. Don’t ever let your game be limited by your execution, just improve your execution to match your game.:karate:
I feel that my reactions are good enough to execute ultra on reaction without the buffer in most situations. If I need to buffer to contest the speed of whatever the opponent is going to throw out, then I don’t bother and go with other options. Almost full screen, U1, against a projectile character, is when I will buffer. If I have U2, probably not going to buffer… as much
can someone explain what you guys mean by buffer?
In this context, it means starting the motion for a move without actually finishing its execution. The reason being, you anticipate your opponent will do something, but it’s hard to do the move you are buffering on reaction (usually supers and ultras). So you buffer the motion for the move, but you wait to see what the opponent does before you finish it.
So, you buffer:
:db: :d: :df: :db:
Then on reaction:
:df: :r: :3k:
i didnt see these easy combos, sorry if duplicate:
EX Jag tooth -> Ultra 1 D264 S200 (only 3 hits of ultra)
EX Jag tooth -> Ultra 2 D467 S200
FA lvl 2 -> EX Jag tooth -> Ultra 1 D284 S310 (only 3 hits of ultra)
FA lvl 3 -> EX Jag tooth -> Ultra 1 D344 S360 (only 3 hits of ultra)
FA lvl 2 -> EX Jag tooth -> Ultra 2 D435 S310
FA lvl 3 -> EX Jag tooth -> Ultra 2 D495 S360
Can we get a list of characters that Adon is able to do instant overhead nj. mk -> lk. air jaguar kick
I only know that it works on Dudley and, as of 10 minutes ago, Sakura.
Shouldn’t that work on most of the cast when they’re standing? Maybe characters with small hitboxes when crouching it might wiff on them but other than that I believe it should work on most everyone. Abel, Geif, Dudley, Sakura, Sagat, T.Hawk, Rufus. <— Works on them, but like I said, it SHOULD work on most standing characters
short combo vid
[media=youtube]jTjYMVEIrdQ[/media]
Some weird stuff happened to me while playing against a cammy up here. I did cross up j.mk (blocked) then hit with c.jab c.strong xx mk jk, The mk jk didn’t combo but hit cross up with the late active frames, so I was able to combo c.jab rj for a 3 hit combo off the cross up mk jk. I need to test this out because I’m pretty sure she was standing when the jk crossed up. Cammy’s hit box is nuts.
Also, when you stun someone and you want damage but don’t have any ex with a full ultra 2. I would suggest nj.RH U2. Pretty beefy/easy combo considering all the hit stun on nj.RH
2 things.
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What’s the deal with the cross-up jaguar kicks on crouching opponents that blocked it? Can I use this to my advantage somehow (I need to know how to do it if it’s possible of course).
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Gamerbee does clk clp rj (of some strength). why not just do clk’s? is the link harder? there’s more damage, so number-wise as an optimal combo, why not do it?
Maybe it allows for a little more leniency in the inputs and not get the RJ if you haven’t hit? That is to say you can start buffering the RJ whilst doing the clp and there is no danger of it coming out, makes the hit confirm easier… just a thought.
completely random for everyone right now. we’ve yet to narrow down the specifications for it to happen. just take it as a lucky untechable knockdown for now.
about linking cr jab instead of cr short and then xx into RJ, i have noticed that, when hit confirming with a three light attacks combo, the only way to make RJ contact with it first hit (and then xx into U2) with some chars is to use at least one cr jab (Guile for example).
also, linking cr jab is one frame easier… but of course it deals a bit less damage.
But you can’t Plink jabs, and cr.lk has more range
You can plink jabs with select :lol:
Try to learn how to confirm off of two hits. They’re links and not chains so 2 hits is all you need. I do believe c.short pushes them slightly farther away, which can make a difference in connecting both hits of the RJ.
Also, try to RJ as late as possible. RJ has a 5 frame start up, so it’s actually a 2 frame link if you use the light version (which also has the best horizontal range). Because characters kinda “rebound” when they are hit, they actually move closer to you during their last few frames of hit stun. So while canceling your c.jab or c.short into RJ might barely wiff, linking it will pretty much always hit.
Adon’s hard work :crybaby: but trust me, he’s totally worth it.
Is the cs.hp -> fs.lp link character-dependent? It’s pretty easy to do on Rufus for instance, but I can’t get it to work on Gouki.
… Well I guess that kind answers my question, doesn’t it? >_>
heres a massive noob question. I have been playing with a stick for about a week and a half - 2 weeks now for about an hour or two a day. Anyway I am finally catching up to my standard on a pad, but one thing im finding is its really difficult for me to pull off c.lp, c.lp, mk.rj or c.lk, c.lp, m.rj. Also if I try and do c.lp, c.mp, RJ I fail madly. Any tips for pulling off these simple combos that I can/could do on a pad ?
Also I try and do the RJ motion as a 623 motion is that the optimal way to pull it off ?
Oh and one more thing I fail misserably at low-air jaguar kicks. I can do them at about medium height however, I was curious if the best way to get past/around/over fireballs is to mk.jk or IAJK ? and is it possible to do the motion by 963214 kick ? I know its bad execution but I basically use that motion when doing midair fireballs with akuma but backwards ofc and I can do them really low.
ugh sorry for such a long post, if some of this is in the wrong section please bare with me, I didnt want to make a new thread.
If you’re having trouble doing mk. RJ, use LK RJ instead. It might of been easier for you on pad but that’s the fastest version of RJ that will reliably connect and you only lose ten damage from the MK version. I’d say work with LK RJ until you can get that down then work on MK RJ again.
As for the motion, you can do cr.jab/cr. short (while holding 2), cr.short (press 1 then 2) then kick. It uses the shortcut but after a while it’s better then getting random crap instead lol.
The main two methods of using the IAJK is 214(8/9), this method has you take a brief pause (as their is time after jumping that Adon cannot do the JK) but if used right will do it extremely close to the ground every time, or 8/9 214, which fills in the gap of the pause with the motion itself. So either one can be used.