What would you change about Adon for the Arcade Version

That’s because Capcom just wants Adon to Comb the whole cast’s hair like his. It’s sort of a joke you see, since he is NOT the king… (Sigh)

I’d enjoy not having to spend meter to combo an RJ on crouching opponents. Also, even though its not a huge deal, cl.RH being a command move would be nice. b+RH would make the most sense. The change to EX JT is whatever. The wake up change is whatever. They should give him the Sagat combo: c.lk, c.mp, c.lp, RJ. You know, for giggles.

In A2, the cl.RH was df+MK, it was probably the sickest anti-air ever.

I fumed for about a month after the game was released that it wasn’t like A2. The jump arcs that Adon has the most trouble with are PERFECT for that move, but the move doesn’t come out unless it’s a closer jump arc, where you’re better off crouching RJ.

anyone worried. i am

i pretty much was going to post exactly this

and to add:

we have an general idea of what we know is getting changed, but I get this reeeeeaaaalllllly odd feeling they probably did something to make Adon do less damage

then again, they might surprise us and change something completely for the better?

heh your joking right ? with onotroll around id bet Adon gets nerfed, thats whats happening with some other mid tier characters right ? :smiley:

The fact that there’s few Adons in Japan worries me. That means there’s less people that can bitch about Adon’s shortcomings. Also we seem to be the thread with the 2nd least amount of posts. 2nd only to T.Hawk, unsurprisingly.

As far as changes are concerned:
-EX AJK should hit twice on crouchers. This would make it worth the meter just for the j.MK xx EX AJK combo on tall characters.
-Make Jaguar Crunch faster, at least by a few frames.
-Short RJ’s second hit should connect on crouchers OR make the second hit deal the most damage (80 instead of 50).
-Fix FA hitbox so people can’t just crouch under it.

Wait wait wait.

You mean that with the wake-up nerf, I no longer have the choice between HK RJ/dash-under, and will actually have to BLOCK jump-ins?

Awww fuck you, Ono-san!:arazz:

Most adon players arnt complaining about the wakeup nerf because they now have to block they (well me atleast) are complaining about it for the fact that it didnt need nerfing in the first place. People just seemed to refuse to adapt to his wakeup speed and simply bitched about it instead. I have come accross many players that have no problem against it.

I’m a straight noob, but I really wish there was an easier anti-air :confused:

Just like with any Gimmick. When people figure it out, it’s no longer a gimmick. Not saying his Wake-up speed a gimmick, but its the easiest example i could come up with. Once someone adapts, it’s no longer a problem.

the wake up getting nerfed may make it easier to rj on jump ins and may make it easier to auto correct so it could be a buff in a way, an i also wana see how good this mk ‘antair’ is going to be as its al ready one for sloppy jump ins

lets discuss

Welp, the hitboxes on normals are being changed which is/was one of my few complaints. Hopefully he’ll be better at poking and footsies because of it. I still want close roundhouse changed to a command normal though.

Wakeup being nerfed was too be expected. I was honestly afraid they’d put more recovery on Jaguar Kicks as well.

All in all it sounds good. We really just have to wait and see how it turns out in arcade edition considering how many changes are omitted from the blog.

They haven’t said anything about wake up being normal, just slower than before so I’m pretty sure he gets up as fast as the next fastest character.

I’m actually really surprised they buffed some of his stuff, although none of it was anything anyone wanted buffed it sure feels good to be not completely shafted.

I like the cst.mp buff in particular, that’s the move I use to frame trap most with.

Adon’s wake up game nerfed to the ground and only buffs are ones to obscured normal/specials that one uses. Why do Cl.s HP to JK when Cl.s HP to RJ do more damage and knocks down which leads to more oki…and Cl.s MP is a terrible frame trap right now because it’s -1 on hit and like +1 on counter hit which doesn’t let you hit confirm it to anything. If you’re close enough for Cl.s MP, you should just hit HP and then link a c.jab to RJ.

I’m happy with the normal buffs. Hit box changes to some of the punch normals is great. maybe we might get better AA results? I’m not too settled with the idea of comboing into Jaguar Kick off of a cl.HP. That seems COMPLETELY pointless. No knockdown, less damage, and will probably leave you too close your opponent. Hopefully we can get a Jaguar Kick to connect of a cr.MP now. The Toof invinc is GREAT. Something that should have been implemented since the release of the game. I’m curious to see how they changed the hit box for mk Jaguar Kick. Probably got bigger more towards the legs/thigh area?

I was hoping for a faster sweep, so we can get more combos that result into untechable knockdown

I’ve gotten RJ from a counter hit cst.mp before. I use cst.hp too but it comes out kinda slow and will get mashed out of sometimes.

This mean it will be easier to link RJ’s from crouching jabs now?

Yeah, you can cancel Cl.s MP’s recovery into a special but that’s not hit confirming (SRK wiki says it special cancelable). If the person blocked your Cl.s MP they would block your RJ too. I’m just going off SRK’s wiki where it says counter hit gives +1, +2, +3 for light, medium, and heavy respectively.

But in AE, Cl.s MP will be a VERY good frame trap because the +6 frame on hit will let you link to just about any normal. And if you meaty counter hit, you can link to sweep. Right now, c.lk, c.lk is a better frame trap (2 frame frame trap) if you know your opponent is mashing.