Dotn knwo if this was obvious and everybody kenw but for Adons super ending with P does the most damage out of his 3 supers if you mash punches enough.
Same here. S.FP xx RJ is my BnB. nice simple combo with good damage.
Not sure if this help, but in training mode I tried to do the: cr.lk, cr.lk, cr.lp, lk.rising jaguar (dp motion). I found the dp motion at the end to be a bit challenging, and then tried doing a double fireball motion instead (starting on the cr.lp). That did the trick and now rising jaguar comes out much more smoother. Any thoughts?
You’re using pad right?
Is the overhead only comboable on standing opponents? Can’t seem to land OH, c.lp, lk RJ when I set the dummy to crouch, when the dummy is standing is easy.
I think we’re in a “you say Tomato” situation, because you see things that should and could be easily taken out – where I see things people should and could simply skip over if it doesn’t interest or apply to them.
My perspective is, what does it hurt to have complete data listed and allow players to make up their own minds on what’s appropriate (and highlight the BnB’s when it becomes obvious)? Why ask for less information? It becomes less a compilation of data to discuss and more an edited opinion on how to play. I’m not in the authority to tell everyone the “correct way” to use Adon. I’m just trying to make a clear list of what is possible.
The specific example is useful in these ways:
-It says all three strength RJ’s can hit someone with Ryu’s hitboxes anywhere on the stage.
-It says all three strength RJ’s hit the same way. See how the damage is uniform? That doesn’t seem to happen when one RJ gets both hits, but another RJ gets only one.
-It says if you’re in a situation where Roundhouse RJ is too difficult to space/hit based off of all kinds of scenarios (bad spacing…opponent chose a character with funky hitboxes), Forward and Short are options (with data). Again…your call.
-jump in forward is tacked onto the end because it is, and I am being hypocritical against my “let the players decide” philosophy in doing this, my opinion that this is his best cross up normal. I dunno that anyone is gonna make a convincing case that j.short is better. I’m giving people data based off of setting up the combo from a popular jump in or setting it up off of plain ole’ fashioned good footsies (make opponent whiff, dash in, counter, whatever). They’re xxx’s because I haven’t gotten around to writing the damage down (I should…those combos take 5 seconds…I’ll go do that now :P).
-I realize you didn’t straight up say, “what’s with the one normal into RJ combos”, but lemme explain that as well. Another reason I listed those, other than for listing complete data, was to illustrate that all of these normals lead into these RJ’s (I even apologized for it being boring). Find links to these normals and you have a potential RJ. If a link is too hard, you can still fall back on one of these simple normals to get you to RJ. Again…raw data…information…utilize it as you see fit.
I don’t know if it’s been mentioned but if you standing RH after an EX jaguar kick you’ll get a reset, If they’re fast enough to catch on to the reset, I would recommend one of his overhead combos
It’s a pretty slow reset though so, expect high risk
I found it by trying to figure out what else you could juggle EX jaguar tooth with. Pretty much just ultra, RH reset and EX rising jaguar (all other RJ whiff). EX jaguar tooth to EX rising jaguar gets 280 DMG.
After landing 3 EX corner jaguar tooths (do you say teeth or tooths since it’s a noun?) in a row I was wondering if there may have been a better use of my meter that’s how I found that one.
Comboing into rising jaguar has been really hard for me unless I hold downforward and use the DP shortcut, and even then the cancels are super fucking fast. Because of this I’ve just been hitting them with some jabs link to mp then setting up my jaguar tooth game.
I use jaguar tooth and jaguar kick a lot, it’s like my entire game. I feel like I suck with him but, I’ve been getting wins.
I scanned through the whole thread and I don’t think anyone has mentioned you can do f.mp, c.lp xx l.RJ
Can he link into st.hk or cr.hk?
is it just me or does fadc’ing a rising jag into st. roundhouse do more damage than another rising jag?
heres an interesting one and lets say your back is near the corner. cross up medium kick, close hard punch, standing light punch, crouching medium punch, rising jaguar lk.
,rising jaguar lk.
does it work?
I can’t get any RJ to hit very reliably after c.mp
You got that from aliounes combo video , the second RJ is specific to some characters it doesnt juggle on the whole cast in the corner. Anyway been trying some semi blockstrings in the corner with jab jab mk jaguar kick, jab , jaguar kick. It aint no tiger knee but its good for mixing it up and then you can continue with your cr.shorts etc.Also I cant remmeber who said it exactly but someone mentioned that there is no shortcut input for adons jaguar kick , well this is 100 % false the shortcut motion is exactly the same .
Another set of stuff inspired by that double focus attack combo and playing with FAs (focus attacks). Seems the second hit is actually a juggle you can follow up on.
FA crumple -> fwd dash -> FA -> fwd dash -> s.HK does 194 damage and 340 stun and triggers a reset.
- It seems you need to charge the 2nd focus attack a very short time for the HK to connect.
FA crumple -> fwd dash -> FA -> fwd dash -> MK Rising Jaguar (HK will not connect) does 206 damage and 328 stun. LK connects, but does less damage.
FA crumple -> fwd dash -> FA -> fwd dash -> EX Rising Jaguar does 228 damage and 352 stun.
Couple of things:
2 FAs -> Rising Jaguar xx FADC into U2, will whiff.
2 FAs -> Ultra 2 gets so damage scaled that it does less damage than a single FA -> U2.
There really isn’t much to discuss when everyone knows there is no reason to pick a lesser damaging combo. I’m not asking for less information. I’m talking about clutter. That is what gamefaqs is for. If you are really trying to list all the data for every possible combo then I’d say you are far from done. I don’t see a point in doing that.
Also, if you are challenging how some of those combos may not work on certain characters, then you need to point that out.
I’m slowly catching up to you guys. This is around where I left off tonight…
There is something screwy going on here. I am getting mixed damage numbers. Sometimes air jk mk gives me 219 and sometimes 224. I’m sleepy, so I may be screwing up and don’t even realize it. I’m positive I am getting both hits on the RJ using the air MK jk version and still getting mixed damage for some reason.
Highly debatable and you know it.
Regardless, here is the bottom line to our conversation: It’s no ones responsibility to cater info for you. The thread isn’t changing. Deal with it. Bring combo info to the thread or go back to lurking.
Lol well I did say it was an interesting one xD I never said I made it lol. Thanks for pointing it out though. A friend showed it to me. I didn’t know the source.
Don’t know if this belongs in this thread or the Ultra thread, but I’ve just confirmed you can do AA lk.Rising Jaguar into Jaguar Avalanche.
The RJ needs to hit on it’s last or second last active frame to give you enough time to cancel, and they need to be as high as possible in their jump when you hit them. I’ve only tested it on Ryu so far.
394 damage.
Didn’t see it posted. Feel free to call me stupid if it has been.
Who have you found that this doesn’t juggle on? I haven’t been able to find any cast member that i couldn’t juggle a 2nd rising jaguar if i hit a standing opponent in the corner with only the 2nd hit of the 1st one. (if that makes any sense) to put it more plainly, so far close standing fierce > cr. jab > cr. strong xx lk rising jaguar > lk rising jaguar has worked one everyone i’ve tried so far, and i’m interested to know who it doesn’t work on.
c.:lk:, c.:lk:, c.:lp:, c.:mp:, EX jagkick
The jagkick doesnt combo but its an overhead; it knocks down so more mix-ups. It doesnt do alot of damage but its a great mix-up.