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

makes sense, since mk.rj gives you the safejump option! and if you fadc into u2 or whatever you get more dmg from mk.rj!

Depends on the situation. For most hit confirms, you’ll either get lk or mk RJ. I usually end with hk after a jump in or if I get a counter hit from a blockstring.

Ah I see, fair enough. I never consider using it in standard combos haha :smiley: thanks for getting back to me.

This works on Zangief too.

The best Adon aa is RJ hk and RJ ex,the first one will trade/lose with some moves like Akuma/Seth dive kicks…in this case use ex version and you may get another lk RJ as juggle if the ex one doesn t fully connect…improving your own reactions on that means :no one will jump over you for free…no one!:tup:

Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:

  • Best BnB combo
  • Best punish combo
    doesn’t matter how many bars uses, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super

For now, what I’ve found is:

  • cr. LK - cr. Lk xx H RJ = 200 dmg
  • cl Hp xx H RJ = 240 dmg

Is it anything better ? Thank you.

For his BnB :

cr lk - cl mk - cr lk xx M RJ = 245 dmg.

cl hp xx H RJ is his best punish combo.

So I have been messing around in the lab and found a corner combo that only works on dudley.
jHK immediately njmk xx lk JK crMP xx RJ followup RJ

414 damage for no meter

So guys … here comes some fanzy stuff:

A counterhit FADC combo:

CH cr.hp > FADC > cr.lp > close MK > follow up of choice

Works on everyone … does solid damage and stun (especially in the corner).

Acutally it is a nice little mind game to cancel the cr.hp … and even if the cr.hp goes on block or normal hit you often score the next CH and get the full combo. I kinda like it in the corner because cr.hp has crazy good range … and you can do a light, light, light … cr.hp as a nice frame trap.

I often use cr.hp as a frame trap lately … especially against chars you can combo off from the CH (Bison, Blanka, Chun, Abel) … I am sure you can link light RJ when it trades but I need to verify this.

I don’t want to recommend to abuse cr.hp as a frame trap … but I honestly really like it … it does have a crazy good hitbox … it score very often CH or trades … and with the fadc you get a combo or simple a nice pressure situation.

You don’t often see a Adon right in your face after he scores a cr.hp from far far away.

CH stand fierce EX RJ combos on crouched hugo

Hey guys, just want to share some thoughts about Adons USF4 combos and on maximize damage output for his hit confirms without using any 1 frame links.

BnB:

The beauty of cr.lk … I try to get cr.lp out of my game for all regular BnBs … beside the stuff I need a 3 frame jab and I need 3 lights to hit confirm:

You should get down the cr.lk > cr.lk > MK/LK RJ for all your BnBs … and if you need 3 than go for cr.lk > cr.lp > cr.lk … but don’t jab your way through your BnBs it is really a waste of damage.
Crouching LK provides the same block stun and got 10 more damage (40) than cr.lp … 40 damage is huge for such a light. Regular empty lows or quick punishes should always be done with cr.lk,cr.lk.
The new cr.lp (+6) is for other stuff. Maximizing damage is super important for Adon … and I often ask myself why Adon players don’t do it.

Jump in MK Combos:

My favorite example for maximizing damage is this combo  jump in MK > cr.lp > close MK > MK/HK/EX RJ … this little baby makes perfect use of the new cr.lp being +6 on hit … BUT this is only reliable when you hit your jump in MK at the front because this does only work on some chars if you hit cross up. Typicall situation is  B. Throw > step back > jump in … or any other ambig. MK Jump in … now you only have to hit confirm if you hit the front or cross up … for this you have the cr.lp … so you can now easy link into close MK > RJ or extend the combo. If you cant hit confirm out of 2 hits you can still go for another cr.lk > light RJ … it is still much more damage than a regular jump in > light > light > RJ combo … and don’t forget the safe jump you get when you use MK RJ as a finisher. Close MK hits with 75 Damage … that is quite a lot for a 5 Frame medium button.

The other wonderful advantage is that you can for insane damage with FADC ultra 2 … just cancel into MK RJ > FADC … the MK RJ first hit provides 90 damage and you will be around 500 damage out of a jump in MK hit confirm … started by a B.Throw you are +600 damage … alone this should be reason enough to practice the hit confirm and to confirm if you hit front or cross up. Near corner you get even more damage and can go crazy with jump in MK > cr.lp > close MK > cr.lp > cr.mp > LK RJ > MK RJ … and this are all 2 or 3 frame links … !!!

Close MK Combos:

Using close MK as mix up/frame trap or just after a jump MK is another key to maximize Adons damage … the beauty is in close MK > cr.lk > MK RJ … this baby does the same damage as close HP > HK RJ and will give you a safe jump or empty jump low. Again the FADC damage potential is pretty hight because you basically can hit confirm into a MK RJ FADC … so you hit with 75 + 40 + 90 + Ultra 2 … this are very solid damage numbers for an FADC Ultra 2 hit confirm … add a jump in MK and you will again get much more damage than the regular jump in > light > light > LK RJ > FADC … Alone this make a jump in MK straight to close MK worth it …

More fun provides again the corner here you should get down the close MK > cr.lp > cr.mp > LK RJ > MK RJ … as your main BnB … this combo is for sure the go to combo against Gen, Yun, Abel … all the chars you can juggle EX RJ mid-screen after a 2nd hit LK RJ … but I don’t want to go into char specific stuff.

Point Blank/Deep IAJK:

I my opinion the go to combo for a deep IAJK hit is IAJK > cr.lk > MK RJ … for the same reasons I already mentioned … if you hit a standing opponent deep enough (like with a point blank LK IAJK) you can be 95% sure that you can hit him with cr.lk > LK/MK RJ … the combo into cr.lk is very easy and you got more time to hit confirm and the good thing is you do not have push back and will get 2 hits from the RJ … sure you got 20 damage less compared to cr.mp but you get the full combo and your safe jump. Another point is your (if you have bar & Ultra) FADC potential … you can just go for a FADC OS into Ultra or MK RJ and you will hit like a train … numbers for this are 85 + 40 + 90 + MK RJ or Ultra 2 … that is ridiculous damage out of a IAJK. So train your eyes and muscle memory to see if you hit deep enough to go for cr.lk > MK RJ …

Knowing when you can hit IAJK > cr.mk > full light RJ can also be very helpful … unfortunately it is a bit char specific … but cr.mk does not push back as much as cr.mp and on a lot of chars you get the wondefull 70 damage + full RJ combo … that are ~300 damage for an IAJK !!! If you are close to the corner always go for cr.mp or cr.lp > cr.mp.

Regular IAJKs:

Actually there is only one reason to use cr.mp as a follow up after an IAJK … and that is spacing … sometimes the cr.mk will not have enough range BUT for all distances you are in range for cr.mk … use it … the link is not much harder and you get 10 more damage … why waste this damage ??? Same is for IAJK > cr.mk > super … that is 10 more damage.

IAJK > cr.HP > RFA … this baby will become part of Adons IAJK game … and it should be … we already can hit confirm if the opponent is crouching and go for a sweep instead of a regular combo … so … why not learn and practice to hit confirm into cr.hp > RFA > close HP > … followup of your choice … this opens tons of stun and the combo itselfs builds 1 bar.

My favorite mid-screen is IAJK > cr.HP > RFA > close HP > cr.lp > MK RJ or IAJK > cr.HP > RFA > close HP > cr.lp > cr.mp > LK RJ > MK RJ (corner) … especially close to the corner or at a corner pressure situation you should always go for this combo if you hit a CH IAJK or your opp is crouching … you will build 1 ½ bar for the full corner combo … so you will have enough resources to do what you like afterwards and your opp. will be close to stun.

Conclusion:

Especially the new cr.lp +6 opens a wonderfull new 2 frame link world for Adon … in combination with the corner juggle into MK RJ … there are so much high damage/stun combos possible that most of the time do not need meter or give you opportunities to FADC in even more damage.

Cheers

Hi guys,

as my journey with USF4 Adon continues I want to throw another new tool in the ring.

It is a low risk high reward tool but will eat up 3 Bars.

Frame Trap  cr.hp > RFA > Back Dash > Ultra 1

It can be pretty useful but you need to burn 3 Bars for this.

This baby got two build in frame traps and if one of them connects you will get a free Ultra 1

The idea is to do a longer blockstring to be out of range of close normals and then use cr.hp as the first frame trap and go for the RFA cancel > back dash

If cr.hp connects you can go straight for Ultra 1 and you will get the full animation … if not the cr.hp RFA cancel will give you another 3-5 fr frame trap (depending on when you cancel the cr.hp) … and again you will get your full Ultra 1.

It is kinda funny way to land a Ultra 1 (full animation) … damage scaling hurts a bit but it is safe and a possible comeback.

Cheers

I took a break from Adon for a while and now that I’m back, I have to ask- has the timing on crossup mk, c.lk, c.lp, hk.rj always been so inconsistent? I never had trouble hitting it reliably, now it seems completely random whether I drop it or not.

Nope … still the same …

Alright, I don’t know if this has been up before.

But by using cl.mp we have another way to combo into red focus.

Altough the red focus cancel needs to happen right after the cl.mp connects.

I found it useful in shoto mu with U1.

Jump in MK or HK -> cr.lk/lp -> cl.mp xx red focus into U1 deals around 440 dmg

I thought about this combo too , i didn’t try against everybody but it works against Poison , Sim and Gouken if the jump mk hits cross-up or not , against Ryu if the jump mk hits cross-up it’s a far mp which came instead the close mp :frowning:

True, but I believe it works on the whole cast, if its a deep jump in from the front.

Cry

What is the best rj version for fadc heavy or medium version?

In general, medium, because of the difference in damage on the first hit. There are exceptions, though. Usually when I FADC from Heavy RJ it’s because I anti-aired a jump in.