thanks for the tips much appreciated. Ill give it a go in training later. I almost have the neutral jump IAJK down, but jumping forward is giving me issues hence why I asked if I could basically do a full circle
I figured TK’ing would be too time consuming to get over a fireball but I guess it depends on how quick I get the motion out. I shall practise both methods more.
ill let you know if I am still having trouble with the motions and getting those RJ’s out
When you’re in the corner, cr. MP xx EX Tooth crosses up and combos into cl. RH, ultra 2, and RJ to put them back into corner. Funny I’m still the only Adon player getting free damage off this set up. Seattle has learned to avoid it sometimes, please share it with your fellow regions
Anyone know how to do the instant air jaguar kick?
Anyone know how to do the instant air jaguar kick?
you jump in the air, then instantly do an air jaguar kick.
or do the input and then jump then kick
2148 + K
2149 + K
I say no more posts asking how to tk jk. Browse the other threads noobs, don’t be lazy.
Anyways,
tk jk nj. mk xx air ex jk combos on sagat. It’s pretty funny looking. Also, if you cancel cr.strong into mk jk on honda in the corner then it will cross up. Pretty dope because it puts you in position to cancel another cr.strong into ex JT which will also cross up and combo into cl.RH which will put them back into the corner. GIMMICKS!
thanks for this; was a huge help
nice tip, ill have to try it
BTW, i think people should start using cl st lp more. It is his only chainable attack, so it is possible to achieve safe blockstring on some chars, hitconfirming into LK RJ.
bad news are LK RJ will not connect both hits on lot of chars, but on those who do, it is a safe way to hit confirm into ultra 2 after a deep cross up attemp for example.
also, you can perform a two standing lp chain, link into st lk, and cancel it with HK/MK JK to achieve a nice pressure string if first hits are blocked
Yeah cl st jab is something I’ve been working on using alot more. I realized you can do cl st jab or cr jab and if they block you can hit them with an instant overhead nj Rh. So gross since nj rh does 110 and has a ton of hit stun.
I took a couple day hiatus from the game to do focus on some homework and other games I haven’t touched in awhile. I go back into training mode tonight to brush up and I went to practice FADC -> IA/TK exJK and i fucked it up. I did a medium kick IA/TK JK and it hit…
You get a pretty nasty reset and i’m sure some of you guys can think of some awesome set ups off of it. Its sort of hard to time but its damage none the less.
mixed in wit ha BnB combo
j.mk -> cr.lk -> cr.lp -> lkrj -> fadc -> mk. TKJK
253 dmg 356 stun
edit*
lk TKJK works too
Someone posted that combo way back… He’s got a hell of a lot of recovery, it limits the “reset” since you don’t really have very good positioning or frame advantage to mount an offense with.
Ex TK JK after the rj fadc does the most damage/stun, knocks down and sets up nj rh instant overhead
If you’re going to use 3 bars might as well just super and do some actual damage :lol:
If you’re gonna FADC, a regular mk RJ fadc mk RJ is the way to go. You have plenty of time to forward dash and set up whatever mixup you want, and with better damage.
The ex tk jk really does set you up for better oki. It usually results in another immediate knockdown, or like riki says, you can tag them with the oh n. j. rh to finish them off if they’re low on health. The Rj usually results in a blocked cross up attempt. The ex tk jk sets you up for things like meaty cl. st. lk, tk jk body hops, oh j. rh and other stuff. The RJ fadc in my opinion is more useless seeing that you can accomplish the same thing without doing an fadc. lol. However, I’ve mostly stopped using fadc combos with adon and save the ex meter to punish crouch techs with tk ex jk.
I still hate how the air jk gives you the untechable knockdown outside of combos. I think the fadc into ex tk jk would actually be pretty good it it weren’t for that. Sometimes when they quick get up it can be beneficial, though.
How the hell do you input the TK EX JK after the FADC? Adon crosses up the opponent during his dash so I can’t just buffer it like I want to. Also is there a delay in Adon’s jump where you just can’t do an air JK until you get off the ground? Because a lot of the time I try to do TK jk and get j.lk or something dumb.
Also I know like five million people have asked questions about this but is double lk rising jaguar in the corner only possible if your first hit of the first rj whiffs? If it does whiff, can you always do it? What kind of string should I do to set up the juggle spacing?
Is there any reason to use cr.lp in combos over cr.lk? Cr.lk does more damage, has better range, is a low, is a 2 frame link -> cr.lk, and cancelling it moves you forwards more than a cr.lp.
Do link combos -> cr.mp xx RJ give more damage than just lights -> RJ? Because the pushback on cr.mp is ridiculous and it seems like usually the first hit of RJ would whiff. I just want to know what gives the most damage off a hit-confirm. Is crossup -> 2x low pokes -> mk RJ consistent? HK RJ is not right?
Edit: Also I’ve been trying to do j.hp -> nj.mk xx lk jk-> cr.mp xx lk rj but I can’t get the cr.mp to combo. I can do j.mk xx lk rj -> cr.mp though. Is this combo just not possible with the j.hp beforehand Because I was looking for a cool punish with better damage than just j.hk -> s.hp xx hk rj.
I was also having really wonky results with FA3 -> nj.mk. It would work like once out of every 5 times and it didn’t seem to be related to my jump timing or my mk timing.
for teh double lk rj in the corner, i think its to be the last hit of the first lk rj and basically the tip of the knee to make it work, can be hard same as doing super to lk.rj quite hard to time
if your haing problems for fadc tk ex jag kick dont tk it just input a jagtooth but start from up forward it helps, really pointless though doing it, iin my opinion anyway,
adons tk is something im gettin really good at ryt now and found if you do D,DB,B,UF delay for liek honestly half a second then push kick it works, im just trying to perfect a normal jk then doing a tk one straght after it, hope this helps!
Rik-oh, I have been using that setup since the game came out. I can do it on all characters standing or crouching. The best is too throw them out of the corner using back throw and before their wake up push them forward by walking into them and when they wake up EX tooth cross up. Everyone in Socal who has played my Adon wont come into range while I back myself in the corner because they already know about it
Simple question~ as someone who has been playing nothing but charge characters for some time now. Switching to Adon a few weeks ago, is the RJ FADC U2 something of a challenge versus other FADC’s in the game? I can do it, but I muck it up a lot when pressured. It doesn’t seem as braindead as Ryu’s or Sagat’s. Am I just bad, or is there an actual learning curve that I should just be ok in dealing with and not beating myself up so much?
It’s hard to have positive reinforcement when you’re constantly launching EX Rising after an FADC every single time in a hot match, or messing it up entirely. You pretty much have to hit focus the instant you do the move. You get no real time to see it happen, it’s got to be instantaneous. It’s nice to land an RJ, but to see it complete when you had a chance to FADC and ultra for the win~ well, never thought a landed move would feel disappointing.
Maybe Adon’ is not the character to be learning directional based chars with again? X3
Oh, another thing. Crouching combos into Rising Jag. This seems like something VERY freaking basic I should know about. But damn if this isn’t hard for me. It needs to be done so ridiculously fast. I can’t do the full DP motion in time for a cancel. This is probably not Adon specific, but if any of you guys have a resource or advice for this, let me know please. So far, I find myself using the shortcut to get the Rising Jaguar off, and I don’t know if that’s a healthy habit.
s.mp xx mk jk crosses up (and hits crossup) crouching sagat, zangief, abel, and t. hawk. Maybe others. s.mp must be blocked, not hit, and the spacing is kinda specific.
On chun, FA3 (must be FA3) -> delayed s.hp -> cr.mp xx lk rj -> lk rj combos (obviously second rj only in the corner). If you try to do s.hp immediately it will completely whiff. The easier combo for no meter on her would probably be s.mk xx hk RJ. Only like 12 damage less than s.hp xx hk RJ.
On most characters j.hk -> nj.mk xx EX JK combos. It does 2 more damage than j.hk -> s.hp xx hk RJ but is a hard knockdown so maybe it’s worth it.
Also on almost all crouching characters j.hk -> s.hp -> cr.mp combos because the s.hp hits meaty.
On Sagat j.hk -> nj.mk xx lk JK -> cr.mp xx RJ combos. I can’t remember if you get 1 or 2 hits with the RJ or if you can do the double lk RJ but it does significantly better damage than just j.hk -> s.hp xx RJ.
On Rufus in the corner air JK can cross up sometimes? It’s weird.