i’d say more priority on jaguar tooth and the ability to cancel jumping mk into jag kick.
This would be awesome!
-Average Health
-FA Hitbox covers his lower body
-Faster :mp: overhead
-Make close:hk: a command normal
-First hit of :lk:RJ has more range OR Second hit of :lk:RJ is able to hit crouchers
-Reduce recovery on :lk: and :mk: JT.
-Make EX AJK one hit instead of two
more range on his sweep and st.lk
slightly faster s.hk
close mk and mp shouldnt push too far
change his far.mk or far mp into something more useful or make them move cancel able
cant throw out of rising jag (very annoying) or jag tooth
Give his st.hp a little more priority to punish anti air sloppy cross-ups.
The ability to rising jaguar or st.hk off of the wall bounce of his super?
make hk. jaguar kick be untechable knockdown if someone is caught in the air with it. Like how Codys neutral jump HP and Dudleys neutral jump HK, they slam the opponent straight fucking down instead of resetting the opponent, when they catch someone jumping.
That would make me so happy and maybe hard punch would be a better AA, or RJ would more priority cause i get beat out like crazy
-Faster c.HP and improve the hitbox so it works as AA.
-Bigger hitbox on JKs.
That’s about all. I could go without the JK hitboxes, but c.HP does need to be changed.
i would give him an instant kill, but make it really hard to pull off.
Id give him a toothbrush taunt so he can keep that evil smile all nice a polished.
But on a serious note he really does need a more reliable AA and ultra 1 should get full animation on a airborn opponent. Bisons u1 does and it starts off more or less the same.
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lets see who noticies what would be great to have back in this game
Making close HK a command normal and giving lk RJ a lower hitbox on both hits is good enough for me. Adon is already a roachy prick, he doesn’t need auto-correcting RJs.
Wouldnt be at 0:20 would it??
I’d be for this if shotos get theirs back as well
get what back!
get what back!
yeah, in the first videos we saw of the Alpha characters, Adon could do regular jumping MK into air Jaguar kick. you can see it in the first trailer also. Its like the first thing you see Adon do
@ 1:10
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I’d like for adon’s damage scaling to make sense. I can do 2 hit combo into ultra and it does more damage than other 2 hit combos into ultra even though combo 2 does more initial damage in the first 2 hits.
Also, I’d like for Adon’s juggles to actually make sense. Sometimes crossup EX JT to ultra will whiff ultra for no reason. Also with the opponent in the corner, if you do FA crumple, EX JT, lk rj, FADC Ultra won’t connect for no apparent reason. Theres another that I forget at this moment.
Also I can’t get instant overhead(jumpin HK, nk.Mk) to combo into AJK so I an combo into U2. I’ve seen it done by GB but it blows my mind how impossible it feels. I’ve literally spent hours in practice trying to get this to work. Its so easy in theory but the execution is so tight. Why does Adon have to deal with such tight links?
Also the jumpin Mk to AJK would be amazing. it would allow ridiculous shenanigans between instant overhead, and mk/ajk. This probably might have happened if not for gamerbee displaying dominance with ADON as is.
ok I’m done ranting
~style~
i believe this combo just doesn’t work. theres just somethings that don’t juggle in this game.