Also, MK stands them up, so c.MP xx RJ always hits. Not that useful but nice to know.
For a second I tought “whoa great” after I noticed that close LP combos into close MK, but since everything sucks, after a crossup (the only instance where that combo would be very useful), you are too far for the MK and it comes out as far MK. Damn.
Yeah I was unable to move to tourneys for some time so I stopped playing as much. Basically, not playing for a month, playing a couple, getting angry at the game and not playing for another month, etc. It’s been a little hard to get back into it (and I noticed getting 4000 PP is A LOT harder in AE) but somehow I enjoy the game again now.
If I have one advice for those that have to practice online; Don’t give up ranked like I did. It’s more fun and the occasional laggy match, the cheaters and the sometimes bullshit point system do not outweight the priceless variety of ranked and the quick adaptation required. IMO playing 5 ranked matches against different players is worth a lot more than playing 10 against the same person in endless. In an ideal world you don’t need to play online, though.
it’s does, except for dudley. and only if you do a neutral mk on the way up, then do an ex jk. it does 90 damage, and you are positioned where close attacks work, like a cl.mk
anyone else started using cross up j.mk, st.mp xx hk.jk? I am using it a fair bit on people lately and it does great damage if it hits too.
I have also started using j.mp really late in my jump I swear it has a load of hitstun, its also got nice range as a far jump in and combos into cr.mp well.
It’s only a gimmick, very bad if you want to play solid.
Even with the buff, cl.MP is going to be -4f on block in 2012 (it’s -6f right now) so it’s a terrible hit-confirm with the additional problem of losing to mash SRK->FADC->Ultra.
I’d rather use j.MK, st.MK xx hk.RJ, since I can just about see if the MK hits or not – but if it doesn’t, it’s only -1f.
How I wish st.MK had been +2f/+3f like in the beta!
My execution in SF is really bad, but I’m trying to make it better. I have learned how to plink and double tap, but am not sure how to incorporate them into Adon’s combos. Can anyone tell me when to use these techniques in Adon’s BnBs and combos?
Hey a a, welcome to the Adon forums.
I am afraid many of Adons combos tend to be just light moves ending in a special, and you may find little help from plinking. Personally I dont bother when I play Adon however here are some combos which may be easier for you if you plink.
j.mk crossup, crlk cls stmk (plinked) hkrj.
Because crlk -> cls stmk is a 1f link plinking it should help.
You could hk iajk into a plinked sweep.
cr.lk cr.lp cr.mp helps plinked as its a 1f link also.
I think you can double tap Adons crlp links and crlk links like you can with Bison, I believe the links are similarly timed also.
AA normals are range dependent.#
st.mk is pretty good.
st.mp at some ranges.
Close st.hp at close ranges.
ive used far st.hp at ranges but this usually trades.
cr.hp can work against shallow or jumps that would land out of range.
Jag kicks are usually between -1 and -2 depending on range (sometimes more).
Usually you should base it on who you fight and whether you hit them with the tip of your foot or not.
Example:
lk.jk is safe if you clip gief with it, however if you do it any closer he can reversal spd it. This is why people generally use only hk.jk in this matchup. it doesnt move you forward.
It’s also hard for it to come out for me consistently, but close s.HK can hit someone directly above you, though I’ve found it to trade more often than not. One weird one that I’ve always wanted to try was a jaguar tooth, seeing how the move could land above someone jumping in. The timing would be hard as hell, so it’s probably not practical.
Just one note on the rising jaguar… HK version has the most invincibility, but depending on the range, a character can actually ride over it and hit Adon right on his head. The hitbox is right at the knee, so if they jump in kinda deep, the rising jaguar will whiff and you’ll get hit once invincibility runs out. EX version does take care of this though.
Hey whats good adon forum =) havent posted in a bit real life catchin up to you, you know how it is =P
So anyway(I think this goes here also idk if this was found yet, if so then ignore this =P)…I was in training practicing execution as usual, but i found something weird. I had a Ryu dummy set to crouch and auto block, and i was practicing the cl.st. mk >cr.lp frame trap, so i decide to go fancy and see if i can cancel the cr. lp into a JK, which i try the LK JK version out first.
By what the game is showing me, is that if i DO cancel the cr.lp into a LK jaguar kick IN THE CORNER ONLY, that the LK JK HITS the other side of Ryu as a cross up. This only apparently works if Ryu is crouching, in the corner, and you connect the cl.st.mk > cr.lp xx LK JK all together…thoughts? =)
EDIT: It also works off a lone cr/st. lp, and a cr. lpx2 >cr. mp xx lk jk as well, you dont have to link it off of cl.st. mk for it to cross up but for it to force stand, could still be used…
It’s probably simply a matter of spacing to get it to cross up, but I would say either make Adon the dummy and record or have someone help out to confirm that it is in fact a cross up because you never know if the spark is deceiving or not. Plus, it’ll probably work on select characters due to height.
And we are talking Ryu after all. Who wouldn’t be mashing DP in that situation?
So i listened to your suggestion about making Adon the dummy with me holding d/b with ryu, and unfortunately it doesn’t cross up =/ i THOUGHT i found somethin because the blue block animation was coming out THE OTHER side…but nope, Adon just ends up on the other side, ryu can d/b and block it just fine…“sigh” oh well, i guess it’s still worth noting though
Against Sakura, you need to put in both punches rather tightly, otherwise if you go for a h. RJ to finish the combo, it will actually whiff since she is a rather short character. I’d rather play it safe and go for a m. RJ since that seems to work all of the time even if the punches are spaced out a bit.