Instant Air Jaguar Kick

Yeah i play on pad and i can’t tk it my method for iajk is up db b + kick i get it fairly consistently

http://shoryuken.com/f329/instant-air-jaguar-kick-232355/index7.html#post9073055

Here’s the post and the next one.

Yes I do plink all my iAJKs, just in case. It probably only helps me like once out of 10 times or maybe not at all, but I’ll have trouble getting rid of the habit now.

Does this mean that a rk iAJK will not hit crouchers if it’s even one frame too late? :confused:
To use Adon at his best I assume you’d want perfect rk iAJKs so you could combo out of it, is this correct? Are you guys having success with it so far?
And one last question, if you use a rk iAJK followed by c.lp, and instead of following up with RJ (because you haven’t hit confirmed and don’t want to/can’t FADC) you opt for a frame trap, what normal is best for that? Is this a reasonable move to make even?

Good shit on the plink TVG, I always assumed it wasn’t kara cancelable… That plinked input sequence is proof.
And Blue, this shit wins games. Personally, if I’m close to having Super, I stock my meter a bit and end games with roundhouse iAJK, c.:mp: xx Super (hp version). The iAJK provides great hit stun and linking into c.:mp: is easier than you’d think. Half the times I land this I’m too far to combo a c.jab so the c.strong into super is a more reliable, but more importantly satisfying way to end a match, before they even know what hit them.
But that’s just me. I’m sure I could implement this more in my game but I like to hold off on using it so that they never see it coming when I need to land a super. It’s good in general but for me it’s a vital tool for that comeback when you’re sitting on a full meter. That’s how I play though, see what uses you can find! Online mode is experiment time, never play to win online, just play to learn, play random, see what you find. I like how we’re on page 10 of this thread with about 2 pages tops worth of actual useful discussion, we need to be a little more constructive. Any matchups where you find the AJK especially useful? I’m about to play a few hours of XBL and abuse the fuck out of it to see what I can get away with… I invite anyone else to do the same!

Haahahaha, I wish I had a camera to record videos. But TKJK isn’t even a garentueed first-frame air jaguar kick. I went into training mode, and pushed ryu to the corner. Depending on how much I delayed hitting kick I could consistantly recreate two distinct TKJKs, one that hit Ryu and one that crossed him up and wiffed. To ensure that I was starting at the same position every time, I buffered the TKJKs out of forward dashes. So with Ryu in the corner, and you as close as possible, TKJK either hits him or crosses over depending on how much you lag the kick. So while we all assumed TKJKs were guaranteed to come out the lowest and fastest, that isn’t even true.

That being said, a plinked TKJK buffered out of a dash is easy as fuck. Eat that jump-back-fireball-Akuma!!!

This is probably a bit obvious, but I’ve found AJK to be my fireball deterrent of choice. RK JT I’ve found to sometimes get stuffed by fireballs I was trying to counter with it, especially Chun’s (maybe because she leans back a bit?), but when I don’t fuck up iAJK entirely, even a late one will punish fireballs. As soon as I miss-time even one JT then hadouken spammers go nuts, but they get a bit more scared from AJK especially if I connect into RJ.

Haze, do you finish super with RJ ending on hit, and multipunch ending on block? Hopefully this doesn’t derail the topic, but I’ve been doing just that for my super, and once they get used to the extra punches on block I’ll simply not input them (but still input the punch ending without the extra hits) and hope my opponent is confused enough to not punish me.

How have you guys been using EX iAJK? I haven’t experimented at all with it yet.

Ya I vary the number of punches i do on block depending on how lazy i feel but I only mash to completion if I’m going for the chip kill. iAJK c.mp is a really easy confirm to super though. If it’s a combo i use kicks but I also use his punch super to smash through specials (Any running punch blarog does, Chun’s frontflip overhead kick… etc) when i see it coming. Adon moves really far forward, it’s a free unscaled super in some matchups. Fully mashed, unscaled punch super does more damage than kick… barely, haha. When you think a punishable special is coming your way, just do :db: :df: :db: and wait. If you see anything punishable, pull the stick to :r:+:hp: and you’ve got yourself a well earned super. Works great with Ultra too, again depending on matchup.
Chip punch super isn’t that good. It’s mostly for ending matches and is unreliable. There’s a decent chance that you’re opponent gets a free punish in most matchups. At times it feels just random, and even drops some characters on hit :crybaby:

I think all the confusion is stemming from the incorrect presumption that the move starts with adon on the ground. Whether you just do a naked jump into an iajk or you buffer the tk ajk into a block string, both are capable of being performed as quickly as possible (and by this, i mean from the time adon leaves the ground until the time adon starts the ajk) and it’s really only a matter of personal preference.

I personally employ both techniques as I believe both have their merit in certain situations, and I don’t like people who try to guess what i’m doing by listening to my stick, so I keep it fresh. It also helps me to not go on auto-pilot and do moves because my hands are used to them.

I find that the best way to get a very, very low IAJK is: :hcb::uf:, release to neutral and hit kick at the exact same time as you let go of the stick. This way is really good but takes a lot of practice to get down with adon’s strict timing.

Yes, but what haze said still rings true. When AJKing with NO buffer at all, IAJK will come out faster(ie: you want to walk up and AJK). No buffer time on the qcb while you duck. Not to say that it’s really all that gamechanging but if you can do IAJK perfectly everytime, there really is no reason to TKJK. Offline it’s a fun way to bait people from time to time though(buffer a qcb and do nothing). Also, offline, sometimes people will here you do the IAJK and immediately DP. This is when you need to switch between the two, get quieter on your stick or just neutral jump for the bait. Though these situations sound rare, when I play casuals with someone regularly they do seem to catch on to the sound of IAJK(hard to do it quietly). Sometimes I TKJK just to keep the noise down and make it less obvious.

question, how do you make the air jaguar kick hit someone who is standing on the ground? my air jaguar generally doesn’t hit them. what kick do i have to use or do i have to wait until im low enough after the jump to execute the air jaguar?

just do it faster so it’s lower to the ground. Really all there is to it

I’m pretty sure if you do the IAJK, it will hit standing opponents. Jumping and then doing air Jaguar Kick won’t hit anybody unless they’re in the air. Please, correct me if I’m wrong.

Also, does anyone here who uses the analog on the controller do IAJK with :uf::hcb:?
It’s pretty damn close to the ground, and I can combo off it consistently.

only other option is to use the air jaguar kick really late… not advisable. However I am having alot of trouble with IAJK’s I just seem to be either too slow or too late. :frowning:

If you’re doing it correctly, you will hit CROUCHING opponents.

Hey guys any tips on how to do an iAJK on a pad ? I can do the TK version about 45% of the time, and I figure its just the opposite motion. I havent practised the TK (mainly as I have read on here that the iAJK is better) version so I figure the iAJK is just the opposite motion 9214 as opposed to 2149 right ?
But I have never gotten one out, and ive practised for about 25 minutes so far (I know its not alot, but 25 minutes or jumping straight up or forward is quite irritating.)

U, d, db, b kick works for me on a pad. I started doing d, u, db, b kick but now I no longer need the help of the squatting animation. I can do it quick enough to hit some crouching opponents. Hit it on the first try in practice mode.

hmm I guess ill have to practise, ill put up my actions and see what happens. ill let you know how I get on, it could just be my old thumb is too slow :wink: one reason I want a stick as I can move my hand faster :stuck_out_tongue:

Can’t seem to find a good video of the IAJ on YouTube. All I’m looking for is the training mode inputs for the Instant Air Jaguar. I know the input but I just can’t seem to get it down.

Training mode input is:
:l::hk:
:db:
:d:
:u:

You can’t get it down because it’s hard and takes a lot of practice. Keep at it, and try plinking it.
:l::hp::hk:
:db::hk:
:d:
:u:

Here’s the secret: Do it really fucking fast.