Instant Air Jaguar Kick

Air jaguar kick and instant are not overhead, even the ex version, try against crouch cpu with total block in training, he protects standing just against ex jaguar kick.
In addition air jk whiff very too much against crouch character.

yeah ajks are unreliable against crouchers, especially online. The only way, and I mean the only way that combo could be an overhead is to instant air overhead with nj.mk and then jk, cr.mp super. however that would make it a very character specific combo as I dont believe nj.mk iajk combos on every character!

uh, I dont know if yall know about this but adon can get a pretty nasty reset in the corner with his instant hard jagga kick off of a rj fadc.

I am pretty sure I heard someone say an iajk follow up was the highest damage follow up. I am not sure as I cant seem to get the timing down, I have trouble doing it with ken as well though! I only assume its the highest damage follow up because of damage scaling?

Based on Damage Scaling chart:
[LIST]
[]m.RJ, FADC, m.RJ = 90100% + (90+50)100% = 90+140 = 230dmg
[
]m.RJ, FADC, h.JK = 90100% + 140100% = 90+140 = 230dmg
[]--------------------
[
]cr.LPx2, m.RJ, FADC, M.RJ = 30100% + 30100% + 9080% + (90+50)70% = 30+30+72+98 = 230dmg
[
]cr.LPx2, m.RJ, FADC, h.JK = 30
100% + 30100% + 9080% + 140*70% = 30+30+72+98 = 230dmg
[/LIST]
Same damage.
Also, iAJK would be doing 170-174dmg in the same scenario (as it’s an 80dmg move).

Thanks for clearing that up man, as I say I was pretty sure someone said it but also not sure as I couldnt do it.
Glad to see m.jk all the way :stuck_out_tongue:

[LIST]
[/LIST]
FADC h.JK? Is this character specific? I was not able to do this combo, even in the corner. It seemed like there was no way the JK would come out in time.

I think its the instant one man well thats what I do in the corner

I’m only doing theoretical damage calculations (should’ve made that clear).

1
Ok I just bumped onto this vid in shoryuken news and it seems to answer a question with IAJ that I askes several times and could not get a strait confident answer from all the adon professionals in here.

http://www.youtube.com/watch?feature=player_embedded&v=ttzAoOJHMN4

In this vid Guile stored his sonic boom for 9 frames after finishing the motion before pressing punch to complete it. So if we get to back what I was saying

The way i perform it is shown below where D=down, D/B=down Back, B=Back ect

1…2…3…4…5…
D…D/B…B…U/F…K…

If we apply the guile vid to this it means after I press back i have 9 frames to hit K however this K has to be done in the air. So if it takes “Me” 2 frame to go to U/F and 4 frames after pressing U/F where you cannot perform the IAJ . That means I have 9-4-2=3 frames to mash k. Now im gonna assume we all watched vesper’s Arcade tutorial on Plinking vs double tapping (http://www.youtube.com/watch?v=yulm5TFOmRU#t=3m39) and that we know that in this situation double tapping which is placing XOX at the end of our nine frames of OOOOOOXXX is better than plinking it. However once you tap once in error with adon it doesnt make a difference what you press next cuz you’re gonna execute a J.K. So my conclusion is the best method is to press and hold K b4 your motion then double tap by releasing and press back so you get your XOX>>>>
Frame 1 “X” negative releasing k,
Frame 2 “O” finger rises
Frame 3 “X” Press K

Im a vega so i searched the vega forums for a easy breakdown of of vespers tutorial for all the persons who’s too lazy to cwatch the vid. Here Jozhear’s took the time to spell it out.

useful if you like doing it that way, still seems inferior to doing the motion instantly after jumping however!

I use both method and there are two distinct difference between both Method. The TK method had a higher risk of you not getting the air jaguar kick (AJK) out at all so you end up doing Nj. K. The other method (jump then motion) it is almost impossible to not get the AJK out however there is a higher risk of you screwing up the hight at which you get the AJK out, so sometimes it wiffs (on crouching opponents). What i do is use the TK method to do the HK AJK. At the range where you do this getting the 1/12 J. HK is still safe. I might miss opportunities but still safe.I use the other method (motion after jump) for lk AJK only. Usually using the crouch buffer to reduce the hight at which the AJK comes our. The problem with the crouch buffer is that it telegraphs the move so you cant really usit at far range because you opponent will obviously not be expecting a low at that range so its obvious youre goin for the AJK.The easiest and most effective method to incorporate ajk in your game is to start out using it on downed opponents oki mixup with meaty cr lk/ Cr. Lk tick/ or cr. lk wiff Ajk.

Frankly with all the the inputs and relases involved with the plink, I don’t think it’s better to double tap it. Plinking is also more intuitive, but that’s IMO.

For those that don’t have time to read 7 pages:
:u::qcf::hk::hp:
(imput display should read
:hk::hp:
:hk:
:u::qcf:
If you do it right.)
Or in the case of QCB then jump:
:hk::hp:
:hk:
:u:
:qcf:

In the case of jump then JK it serves the basic, original intended function of kara cancels and negative edge, giving you a second ckance, if you press kick too early, to execute your special.
In the QCB then jump version it gives you a much larger window and diminishes your chances to fuck up the timing.

As a summary of the previous pages: jump then jk is faster to execute, thus much superior in footsies, going over fireballs or any “neutral” situation. The imput then jump method is superior when buffering off someting (ie: c.lk>iAJK) becuase you severly reduce your chances to fuck up the timing.

And if there are still people that don’t get it: done properly, both methods should result in a jaguar kick that comes at the same height. ie: HK hits small crouching opponents and links into sweep or c.HP on standing opponents without needing counter hit.

I use them for feinting (baiting some moves ie: cody with a charged zonk waiting for a jk) going over problematic normals and fireballs and ocasionnaly pressure, especially in the corner. A MK iAJK done at the lowest height is very hard to react to, a HK iAJK gives the best frames of all versions and is in fact, the only jaguar kick that is 100% safe on block and hit VS gief and hawk.

Common problems encountered while doing iAJK (jump then qcb method)

I am not going to talk about the other method because, well, I don’t use it. But you should, because it’s better in some instances. I am also going to talk about stick, because I don’t use pad so I don’t know.

- Lack of speed
This is the biggest and most obvious problem. This results in a JK done too high, which sucks for a vast variety of reasons, most of which are obvious: Doesn’t hit crouching, much easier to react to/DP, bad frames on block, lack of combos on hit, etc. There’s no obvious solution other than practicing like mad until you get proficient with your stick, the motion is hard, if you don’t feel like practicing you can do without the move, in a lot of matchups iAJK is virtually useless, but it does help with other matchups (guile, chun, others). And even then, don’t expect to pull it off on cabs if you transition to arcades without some practice and time getting used to the setup. Believe me, I went there.

- Missing a direction
Speed is good but leads to imprecision, most times I fuck up iAJK is because I skipped a diagonal ie: did :u::d::b::hk:. Be sure to hit the corner of your square gate. If you have an octogonal or whathever else, it might be easier, I don’t know.

- Pressing kick too early
In trying to do it fast there’s a chance you’ll hit the kick too early, resulting in :u::d::db::hk::b: which gives a neutral jump unless you get lucky with the negative edge. Solution: plink that shit.

- Hitting up back after up
Here’s one of the shitty weird properties of this game: hitting up then up forward/back ( :u::ub:) in very quick sucession results in the last direction counting. If you hit a diagonal in your pre-jump frames you are not going to jump neutral, resulting in jumping backwards instead of doing a JK. The problem doesn’t exist if you do iAJK as :uf::qcb::hk: but this is riskier, as a whiffed neutral jump, while not safe, is much safer than a jump forward. So if you press up first, be very sure to not hit any diagonals.

- Doing it too fast
If you have some mutant hands and are able to do the thing too fast, I guess it could be a problem. I suggest using your natural talent on an instrument instead of wasting time playing videogames. That or plinking.

- Only practicing with the stick in neutral position
This is the same deal as the first time you learn how to DP fast but wonder why you can’t do it in matches. I am a bit guilty of relying on neutral position so I don’t punish all the fireballs I could punish, since in a match you are walking forward, backward, crouching or whathever.
So practice hitting it from various stick positions, just like you should practice your DP. In an ideal world, you are walking forward, notice a fireball and iAJK over it like nothing. I cannot do that. Maybe you will be able to.

So yeah, in conclusion, practice. I hit most of my attempts now, to the point where I lose sometimes ether because of showing off or using it in matches where it is useless. Of course I still miss, just much less often than before. Good luck.