What would you change about Adon for the Arcade Version

Hmm my dream list, some are unreasonable but these buffs would make me happy (warning, none of these will probably be added :P)

  • Increase the damage on Ultra 2
  • Sort out the FA as it seems to whiff slide like moves
  • Change cl.HK to a command normal or give a more reliable normal anti-air
  • Normal Health (1000)
  • Make the overhead much faster as it can be blocked on reaction easily and let it lead into a cr.jab on crouchers
  • Sort out RJ hitbox properties, too much whiff in combos against certain chars
  • Make air EX JK one hit always
  • Faster sweep
  • EX JT invincible on startup
  • Reduce recovery of JK
  • Faster cr.HP
  • Jump forward MK into any JK
  • Sort out the hitbox on some air JKS whiffing completely

Zoro, what about making it when you combo into Ultra 1, you get the full Ultra?

Well we’ve got our list of Adon changes

? cl.MP has 8 more frames of hit stun, can cancel into LK Jaguar Kick and link into Rising Jaguar.

? st.MK hitbox buffed, can now be used as an anti-air.

? EX Jaguar Tooth has more projectile invincibility, and doesn’t flash until he hits the wall (so you can’t tell whether it’s EX or not until he bounces off the wall).

? Wakeup time changed.

the EX tooth invincibility caught me off guard.

So i guess this means that his wakeup is slower ?
Nice with some buffs,was affraid that they were gonna nerf him.You never know with capcom :stuck_out_tongue:

Pity about the wake up nut the rest of them are all buffs which is a pleasant surprise :razzy:

Adon:

* Close MP's pushback was increased by 8f (nanda kore wa?)
* Air LK Jaga Kiiiiiiku can link into Rising Jaguar on hit (iffy, but prolly correct)
* Far MK hitbox buff, viable as anti-air.
* EX Jaga TOOF's projectile invulnerability increased, shines yellow only after hitting wall
* Wakeup time modified.

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Hmm, the EX tooth projectile invul might be a very welcome change and can push Adon into a bigger threat against his bad matchups. I like the st. MK anti-air buff, and the wake up being nerfed sux, hopefully it’s still as good as Fei Long.

Just as long as they leave his dash alone, it’ll be decent.

so can we cancel cl.MP into air lk. JK now? That’d be an interesting way to start new setups

Not too happy about these changes. The EX JT buff imo is pretty pointless ok so it is better gettting over fireballs which is good but as far as the Yellow flash after hitting wall goes well people still see you jumping at the wall so a shoto will just srk your ass which still beats the ex version. I think anyway.

About the wake-up "nerf: It’s not much of a nerf as making his wakeup more consistent with everyone else. It was good to have but I think it was too much of a crutch for newbie players.

Wakeup speed being normalized is to be expected really.I don’t think that should ever be listed as one of Adons strengths so I don’t see it as a nerf.I guess I’ll have to stop neutral jumping on wake up though:nono:

St.mk buff is cool.It was a good standing normal in the first place often overshadowed by st.hk.Now he’ll have another great poke to add to his arsenal and an anti air for those times when hk RJ wont work.

Close st.mp hitstun increase means Adon could have another counter hit/frametrap setup.Cr.jab walk forward bait throw tech,st.mp into lk JK.Or does close st.mp miss on crouchers?

So it’s (unofficially) confirmed now…they really killed his unique wake-up, which was so essential for Adon. Wake-Up of Adon not considering as a strength of him? Dude…people who say that don’t know Adon at all, nothing more to say about that.

Close MP pushback increased, huh? Well…gives him a few new setups, but that’s it. Nothing really monumental.
Air LK JK can be comboed into RJ on hit… that’s a nice one. Nothing to complain about that.
MK hitbox increased, viable as anti-air…is that supposed to be a joke? His st. MK is even without that “buff” a very good anti-air tool, if executed correctly. You can even stop Blanka balls, Honda headbutts, etc. with it. So this is really a ridiculous change. Last, but not least:
EX JT projectile invulnerability increased, shines yellow only after wall-hit…this is quite obvious to extend the little mindgames, that can be set up with JTs and enlarge the potential confusion of the enemie. But again, not really a essential buff or change for Adon, since JTs still can easily be punished with normal attacks by anyone.

Things, that really should have been buffed for our little jaguar are:

  • faster start-up on overhead attack (maybe increase slightly the possibility to combo with it)
  • decent buff on U2 damage, since that one is a little bit too weak, especially after an FADC

And that’s it…nothing more should have been tinkered on Adon. But for me personally, this is the end of my SSF4 online game career. I do not accept the changes on my main and only character, I will refuse downloading the AE patch. Adon is the only reason, I bought SSF4, he’s the only character I am playing with. Now he will get nerfed by Ono-San.

So long, fellas…

i agree with 100%, unless this gives anti air properties like juri’s c.mp im not impressed with this buff atall.

i wanted
lk rj hitbox to be increase so you could get it to combo on certain crouched characters.
jump forward medium kick to be air cancable to ajk
far away standin hp to have faster start up frames
u2 damage incresed when combo’s into
u1 to never hit once and go over the oppenent(thats just bullshit when it happens, especially when you catch a fuckin sonic boom in close)

Well we just need to wait and see the real buffs when ever they decide to release adons, ye think they would do his with sagat)

We at least we got a FEW buffs to compensate for the shit wake up time. Rose didn’t get one thing, and they even lowered her meter gain on sparks :-/

i know its not mentioned, but i hope they fixed Adons lk.Rising Jaguar hit box

I’m tired of being completely in a combo just to go WOOOOOOO right over someones head.

haha indeed.
I was a little disapointed with the wakeup nerf, but we all knew it was coming. We have no idea how long before these changes may be implemented. I for one would like the changes now so that I can adjust already :smiley:

Wait, do they say that cl.mp xx lk jaguar kick combos?

Its possible on certain opponents.

What really sucks about the change to his wakeup speed is that there wasnt really that much wrong with it before just cos people couldnt adjust to it they juts bitched and got their was as usual. And with no buff to his RJ adon is gonna struggle on wakeup.

Ah well he will stay my main no matter what they do just going to be harder to get wins which is what crapcom wanted.

What I dont understand with his RJ’s is why they bother to have lower invinc on lk and upper on mk. Both are overshadowed by hk for AA, so other than for combos, where you dont need the invinc whats the point in having it ? Any thoughts ?
Also I hope his wakeup is still one of the faster wakeups. If it was still the fastest even by 1 frame id be happy :stuck_out_tongue:

I bet it will be the same as fei long.

we all saw the wake up change coming, no doubt about that. It’s pretty dumb because people ARE adjusting. I’ve fought plenty of people online who just don’t even bother for the safe jump and try and catch you expecting a jump in.

its a prime example of that if the people complain enough and not learn to adjust, they will get their way,

True that i fought an ibuki player last night and they easily kept me grounded my faster wakeup was no problem for them they got the wakeup kunai crap everytime and there was nothing i could do. But its always like this people cant be bothered to put in the work to get round it say they complain and crapcom listens.