What would you change about Adon for the Arcade Version

i barely go for the counter hit set ups anymore. Im so skeptical that i’ll just get raped by a mashed out DP.

You guys got it good. Aside from losing the abnormal wake-up, Adon was buffed by a big amount. Break it down:

– 7 Frame Super: If any of you have played as Fei-Long who has a 7-Frame LP Rekka, EX Rekka, and Super, you should appreciate this buff A LOT. Fei can punish so many things thanks to his 7-frame moves including most sweeps.

– Bigger hitbox normals = counter-poking heaven. The dev blogs make a distinction (which everyone should) between hitboxes and hurtboxes. Only the hitbox seems to have been improved on the normals listed (st.LP=** no whiffs over crouchers may be possible so st.LP may become more useful**, st.MP= anti-air/counter-poke, cr.MP= footsie tool). cr.MP alone would’ve been a fantastic move to buff; the move already has a nice hitbox on it currently and increasing its size makes it easier to snatch, say, Ryu’s cr.MK as he tries to footsie you.

– Close st.MP +6 on hit = frame traps, hit-confirm combos and walk-up throw possible. Fei has a +3, +7 cl.MP which allows him to frame trap on block or combo on hit. Condition your opponent to block the frame trap and you should be able to start doing walk-up throw or do counter-hit set ups to beat teching. Extremely useful tool.

– cl.HP xx MK Jaguar Kick = Frame trap/free damage. Deep j.MK on cross-up could do this already and it was available on half the cast with LK JK, but now you can do it from any jump-in on any character. j.HK> cl.HP xx MK Jaguar Kick is 304 damage on hit, with a deep j.MK you get 279 damage. Yes, that’s less than the 320 you could get from substituting a HK RJ, but not significantly so.

The beauty? On block it’s safe. If you went for a jump-in on the opponent today, you’d have to burn 2 bars to FADC a failed RJ (meaning many of you probably didn’t rush into doing cl.HP xx RJ to begin with). Now you can take pot shots with jump-ins. Whenever you land a j.HK or j.MK, go for it. If you hit, it’s big damage. If you don’t you’re -2 and spaced out. This should also frame trap people the way Jaguar Kicks normally do on block. Your j.MK was blocked? Frame trap with cl.HP and cancel into MK Jaguar Kick. If you hit with it, you get 220 damage total. If not, whatever right?

And of course, big buff to EX Tooth. I’ll be looking forward to stepping up my Adon for AE.

Santa didn’t give us all that we asked for but instead gave us things we didnt expect. Which is to say im VERY happy with what they’re giving him. It’s all good stuff. I don’t care about his wake-up, tough shit for all those who are whining about that. He’s gonna be better all around which is sweet. They aren’t changing his AJK so be grateful for that.

Great post, this puts a few changes into perspective that I hadn’t considered (especially the frame change to his Super. I believe it’s currently 8 frames? So I wasn’t sure how much of an improvement it was)

cr. MP getting buffed is ridiculous. It was already a fantastic poke and such a major part of Adon’s footsies, really excited to see how it improves.

And the EX tooth change is great. Gouken isn’t a tough matchup for Adon IMO, but this is just going to destroy the poor guy. Also nice that Adon now was a way to punish projectiles from farthest range.

Wondering if cl. HK is getting its box changed at all, it’d be nice if it was a bit better as an anti air (and even nicer if it didn’t whiff on crouching characters).

so excited for ae now! This more than makes up for the nerfs honda is getting.

great post from nosone! am very pleased about these buffs, and some of the frame trap possibilties opened up, also having the cls.hp to mk.jk available, it will help if your frame trap goes wrong(been blocked) to start up the jag kick pressure which i love about adon. With some of the normal buffs, we may also get more counter hits in our favour after trying a normal after a jaguar kick, meaning more traps(in a sense) and rinse and repeat pressure. It all looks good for Adon in my opinion.

The ex jaguar tooth invincibilty is also good for most matches but a think this will help me more in the guile and juri match ups, if were struggling to get in we just need to wait to see the projectile then BAM! JAGUAR TOOTH and were in.

cls.mp beeing buffed will also be good fun to figure out new traps etc

I am so hype for AE after reading the list.

Nice post nosone, you made me look at the hp to jk more positively.

I wasnt overly concerned about his wakeup nerf anyway, so seeing changes for things that I regularly moan about is great.

The invinc on tooth is great against chun and sim who have slow projectiles with decent size hitboxes. Usually I get caught because I do the tooth too early, or too late and its just chip damage :frowning:

The normal changes will be awesome, I wonder if the mk buff that was mentioned before is in ?

It’s sitting at a comfortable 9 frames right now (1+8 notation is somewhat confusing in the Wiki, but the first frame does count). Not bad, but it limits its usefulness to being canceled from normals.

I think the Super buff is something you can probably play with for at least 5 hours in training room, testing what you can or can’t punish now. As an offensive tool it was great, but with a faster start-up it now has better defensive/punishment ability to it. You can effectively shut down a lot of things with this.

Just a taste of things to come: you can reversal Honda’s st.HK and Balrog’s cr.HP on block with Super now. Those tools are used so heavily you’d be hard-pressed not to find that opportunity.

Great buffs, i’m hoping that the buffs to cr. mp affect the start-up frames as well, giving an option to possibly combo it from a mk.JK (since they changed its hitbox as well).

That would then open up some more options.

Even if that’s not the case, the buffs to ex JT alone makes Adon a more feared fighter against some of his toughest matchups, and a buff to cr. lp will only mean he can play better footsies and frame traps.

Curious as to what’s their whole big reason to buff cl.st.mp, because currently, the spacing from it puts you in aplace where you might as well use cl.HP.

Wonder if cr.HP got buffed enough to use as an AA? Hmmm…

Overall good buffs, hopefully the wake-up nerf makes him wake up at speed of the next fastest wake-up characters and not Sagat wake up… :confused:

i think Adons wake up will probably be on par with Fei Longs

Im loving the buffs, particularly the jaguar tooth buff, move was completely useless in super now it can be used for both baits(since it doesn’t turn yellow till after he jumps on the wall) and fireball punishes. Im not really advanced enough to truly appreciate the frame data changes at a glance but i can only assume its positive, should make jab jab rising jaguar less of a nightmare to connect. I think it was a fair trade losing his rising speed for all the buffs he received.

Oh and gamerbee for evo 2011, calling it lol.

Have fun with the buffs guys.Looks like another actually fun to watch/play character will be top tier instead of just Honda/Guile/Balrog.

Still doubt Adon will become top-tier, but he’ll move up closer to where C.Viper and Abel tend to be as far as matchups. With good offense and decent mix-ups/defense, he’ll be a threat.

Chun-li, Guile (even after nerfs), Balrog, and Rufus will still be very much top tier. I think Zangief is actually gonna move up with his weird buffs…

Anyways, i could careless about tiers, as long as the game is more balanced overall and the lowest guys like Makoto, Hakan, Guy, Dan, Gen, and Cody got buffed enough, i’m gonna be happy to hopefully see a more variety of fighters in tournaments…

Since I abuse the hell out of dashing under jump-ins on my wake-up, I’m a little dissapointed in the wake up time increase… however the other changes make him even better than before, and will surely help my gameplay regardless. The jag tooth buff is gonna be a lot of fun to utilize since I use it a lot already for baits :smiley:

Meh, these changes won’t be availble to us serveral months from now anyway, if ever in north america…

Forward dash will still escape any non meaty crossup, EX RJ will still be the get the fuck out card on meaty crossups (barring character specific exceptions). As much as I loved the wakeup, it was bullshit objectively. Before you go “but it wasn’t useful because players can adapt” please don’t. Less stuff works on adon, hello, you get out of some things for absolutely free because they don’t have time to apply pressure.

I’m curious about the other changes, they are still pretty vague, but thankfully clearer than the first blog post which didn’t make any sense.

c.lp frames changed: I hope it’s what I think and not what I fear (turning it into 4 frame jab). Probably not. If it’s really more advantage on hit, this is very big. I’m sure most people will agree that it’s very hard to do BnBs with adon “in the open” (as opposed as after a jump or on a clean punish) because c.lp is hard to link out of the blue. Especially considering you have to choose between EX RJ and LK RJ depending on crouch/stand and especially since the perfect hitconfirm would be off only two jabs, it’s easier after 3 jabs but also less effective. That may come out weird but what I’m saying is this change is way bigger than in looks because adon c jab is awesome, just hard to combo off and you fucking die if you miss.

The buff on stand and crouch MP is unexpected, and I mean I wouldn’t even dream of it. What the fuck this is awesome. Along with the other changes I’ll be able to play adon as I like to play and probably not have to use jagkicks to get around some hard to beat normals. Maybe it’s whishful thinking but damn. Also wonder what the “frame change” to c.HP is, startup or recovery?

The super buff will allow you to punish more things, but most likely also to combo it off counterhit stand HP. I’m not sure but I think it barely misses right now. I wouldn’t be too excited about the punishing ability trough, at some ranges even after the first hit connects the rest gets blocked, but maybe they changed that too.

While I’m not interested in the c.HP to MK jagkick combo itself, I’m very curious about the hitbox change. Will it hit earlier? Higher? I hope it still beats lows. This is potentialy huge too.

EX jagkick completely invincible to projectiles…haha this is nuts.

As the acheivement list has been leaked, I’m very sceptical about capcom releasing AE on xbox many months after arcade. Doubt it. They will make money off the DLC and since a lot of their marketing is in the competitive scene (ono at tourneys etc) I doubt they will just kill the scene like that, seems retarded. Maybe there will be a delay, but not a huge one.

New combos off mp

I’m pretty sure you can cr.lk into cl.mp (this is the normal frame trap used by a bunch of people) so it’d be possible to do J.Hk> cr.lk -> cl.mp -> cr.mp -> lk. rj (1 hit)

You’d get 110+40+700.8+600.7+ 80*0.6 = 296 dmg combo, if it managed to hit for 2 hits you’d be at 346. Not too shabby for a hit confirm combo and it’s a 2 frame link (cl.mk -> cr.mp). You gain a lot from taking out the extra cr.lk/cr.lp

I’m interested to see the new properties on the mk jaguar kick, it’d be a jerk 1 frame link but cr.mk is 6 frames of startup so J.Hk > cr.lk -> cl.mp -> cr.mk -> mk jk would be a hell of a block string since cr.mk cancels into mk jk. If it comboed like cl.HP that would be great.

Also, since cl.mp is 5 frames startup you could do J.Hk > cr.lk -> cl.mp -> mk jk if it cancelled, -1 frame on block.

I doubt Capcom would be so incredibly stupid to do such things because Adon would pretty much go to top tier from being so safe, especially with his great crossups. One can hope though?

Also the ex tooth buff is a scrub killer, enables automatic U2 as long as you’ve got one bar vs fireballers, no need to pick U1 anymore, at all, period.

IIRC, you can only juggle U2 from an ex tooth if the opponent is cornered. Unless there are some changes we don’t know about I don’t think that my ultra picks will change much in ae (and I use U1 far more than U2)

Hence the scrub killer comment, as all fireballing scrubs back up ad infinitum.

i’ll still be using Ultra1 in some matches just for the purpose of damage.
510 > 467

After AE, ex tooth -> avalanche will probably be mostly utilized against Guile, Deejay (with his new recovery time), and maybe Chun and Sim

I told myself these sort of things then the other day I was under and the only way to win was to land raw ultra, I bait a whiffed DP, the ultra hits for the first hit then goes over and the rest misses and I die. Then I swore to never pick this piece of shit again. At least U2 punishes things goddamit.

Also about EX tooth, akuma can forget air fireballs altogether now. I hope with the better normals stand HK will be easier to deal with.

U1 was one of the things on my wish list but nope didn’t change.
All it has going for it now is start up speed, and I’m sure it’ll be useful still in some matches but overall U2 looking real nice in AE.