Mind you explain, kind sir, how this works?
The same as any other plink. lk~lp
ie: I want to plink 3 crouching shorts: lk, lk~lp, lk~lp
You will only throw if you’re standing, unlike plinking mk~mp which is impossible standing or crouching.
I’m mentioning gief because he’s the character that pretty much has to, as c.lk x3 is a 1 frame link.
Ima try this out when I get home for sure.
I’m having trouble finding the IAJK combos, feelin’ pretty dumb. Could somebody post/link to them please?
Also, do we know if IAJK has the same juggle properties as ground? If I hit somebody out of the air with HK or EX JK I can often follow up with HK for a small juggle. Not sure if I can do this with IAJK.
well maybe ex idk
okay finally able to tiger knee this thing.
the best suggestion i can give folks who are kinda crappy i regards to instant air moves is to go practice cammys instant air spikes (ive never played with her till now). do it till u can do the non ex version repeatedly from afar.
its all about precision execution…kinda just got a stick after being on pad since 4ever so it was hard for me.
once u feel comfortable with cammys instant air attack, try it with adon. using the same precision only, u gotta time the kick like your links. this is y folks above are talkin bout plinking. (i had no idea til i hit up practice for a while).
so step 1 is execution. get it down with cammy. then step 2 is timing, get it down with Adon. thats the only way i was able to nail it perfectly. (execution actually eases up with Adon since his air jag can be done with neutral and forward jump where cammy’s non EX can only be done with forward jump.)
time for some rape…or not.
Thanks, i wasn’t sure if you could plink it
crouching short combos off a IAJK, so you should be able to think of something to do afterward
I personally find it easier to do a neutral jump and use the 4 frames it takes you to leave the ground to input my QCB + K…and if I do manage to be a few frames off at worst I get a NEUTRAL jump kick or I’m a bit late and the air jag comes out a little higher, but still combo’able. For the guy asking about combos (depending on how deep into the character/low the jaguar kick was performed) you can link cr.MK/Cr.Short and then do a light rising jaguar as far as I know.
I’ve only just jumped on the band wagon but it seems that Adon has a very high skill cap that I wasn’t aware of before…now I’m interested in playing him, though I don’t think I saw any IAJKs that were combo’d into by Gamerbee leading me to believe he doesn’t often use IAJK…maybe some1 knows better. But anywho, maybe this method will help people…if you can do something like Dhalsim’s Yoga Flame xx Super then neutral jump into QCB + K is no problem…and the timing is almost impossible to miss unless you do it incredible fast. And if you get a late JK then you pretty much end with 0 frames either way so…tech or block I guess…spacing is the hardest part. HOPE THIS HELPS!!
It seems the bandwagon people are gonna just restate what all of us already said and no they dont dare look back a few pages so im gonna repost the link of my tutorial video for IAJK:the tiger knee method
[media=youtube]Subq4tAVBKE[/media]
freakin’ bandwagon flooding to Adon cuz they need to dick ride Gamerbee. GTFO
I still stand by the good old jump, then QCB (iAJK). The best adon player does it like this and if you have some understanding of street fighter, reaction times and ground game you realise it’s superior in every aspect.
i was trying to do instant jk with ps3 pad but seems impossible.
I’ll try with stick later.
lol at people complaining about bandwaggoners. Any reason to main a char is as legitimate as any other.
As IAJ, looks like you Adon mainers are having the same issues as us Makoto mainers and our Tsurugi (air axe kick)
Does the IAJ have minimum delay from jump that doesn’t let you (or makes it very difficult) to do it close to the ground?
I found that the uf -> hcb version was really easy to do on the PS3 pad (in fact, I think it’s probably easier on pad then stick). The TK version… not so much. I couldn’t stop myself from getting an up-back input on pad when trying to go from back to up-forward.
I think on pad the way to go is 9-6-3-2-1-4.
TBQH… Both versions are good to use** for different situations**. TKs are good for throw baiting and as a part of a blockstring or footsies. IAJKs (IMO) should be used to punish fireballs, while playing mid ranged footsies, and for mind games really because the leniancy the input provides.
there ISNT a reason why “The best Adon” uses IAJK… Maybe it’s just a personal preference and not for a specific reason per say. Just try it out and see what you like. Screw “what X person is using or why”.
thank you, uf > hcb is working, im jumping way to high when i do it and sometimes i do it almost instantly, looks like its matter of practice.
Best IAJK is 2,8,2,1,4. You use the few frames from the crouching animation to input an air special early. This comes out lower any other method besides TK JK. GamerBee also uses this method, I don’t think he ever uses the TK JK.
This is working REALLY well for me on my PS3 pad. I’m forcing myself to abuse it in matches so that I can get performing it under pressure down, so I’m losing quite a bit but once it is second nature I’m sure it will help my game tremendously.
Question: When and why would you use an air JK apposed to a ground one? (I pretty much know the answer for the most part, I’m just interested in what the Adon mains say)