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Adon, a master of Muay Thai, has always lived in the shadow of his teacher and master Sagat. Adon believed his master invincible, until Sagat's defeat at the hands of Ryu. This led Adon to believe that perhaps it was his time to reign as the world's greatest Muay Thai warrior, and he has lost respect for Sagat and aims to pass him up. In learning more about the man who defeated his master, Adon also learned about Akuma and the Satsui no Hado, and now aims to integrate the killing intent into his own Muay Thai art form. | Adon, a master of Muay Thai, has always lived in the shadow of his teacher and master Sagat. Adon believed his master invincible, until Sagat's defeat at the hands of Ryu. This led Adon to believe that perhaps it was his time to reign as the world's greatest Muay Thai warrior, and he has lost respect for Sagat and aims to pass him up. In learning more about the man who defeated his master, Adon also learned about Akuma and the Satsui no Hado, and now aims to integrate the killing intent into his own Muay Thai art form. | ||
| | | | ||
Adon | Adon is an extremely technical character who specializes in controlling space with various special moves and {{high}} damage output. Many of Adon's strengths are locked away from {{high}} execution but that should not be a deterrent. Strong pressure from grounded and air Jaguar Kicks, countering projectiles with EX Jaguar Tooth's, various tick {{throw}} setups and frame traps, multiple armor breaking moves, and various ways to hammer an opponent. Adon rewards the fundamentally strong player with a variety of mixups and tools at his disposal. However characters with strong normals can stuff some of his easier approaches, players must practice his higher execution techniques in order to fully unlock the power of Jaguar. Adon is a lethal character whose staggering damage, multiple armor breaking moves, and wave of pressure can overwhelm opponent rewards the patient and hard working player.}} | ||
=== Players to Watch === | |||
GamerBee, Yoro | |||
== Moves == | == Moves == | ||
Line 11: | Line 14: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Jaguar Crunch | f + mp | high }} | {{SSFIVMoveListRow | Jaguar Crunch | {{f}} + {{mp}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 17: | Line 20: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Jaguar Carry | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Jaguar Carry | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Jaguar Slam | b + lp + lk | throw }} | {{SSFIVMoveListRow | Jaguar Slam | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 24: | Line 27: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Jaguar Kick | rdp + k | ex armorbreak }} | {{SSFIVMoveListRow | Jaguar Kick | {{rdp}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Airborne Jaguar Kick | (during vertical or forward jump) qcb + k | ex }} | {{SSFIVMoveListRow | Airborne Jaguar Kick | (during vertical or forward jump) {{qcb}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Rising Jaguar | dp + k | ex }} | {{SSFIVMoveListRow | Rising Jaguar | {{dp}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Jaguar Tooth | hcb + k | ex armorbreak }} | {{SSFIVMoveListRow | Jaguar Tooth | {{hcb}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Jaguar Varied Assault | qcf qcf + p | }} | {{SSFIVMoveListRow | Jaguar Varied Assault | {{qcf}} qcf + {{p}} | }} | ||
{{SSFIVMoveListRow | Thousand Jaguars | Press p repeatedly | Perform during Jaguar Varied Assault }} | {{SSFIVMoveListRow | Thousand Jaguars | Press {{p}} repeatedly | Perform during Jaguar Varied Assault }} | ||
{{SSFIVMoveListRow | Jaguar Assassin | k | Perform during Jaguar Varied Assault }} | {{SSFIVMoveListRow | Jaguar Assassin | {{k}} | Perform during Jaguar Varied Assault }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Jaguar Revolver | qcb qcb + 3k | armorbreak }} | {{SSFIVMoveListRow | Jaguar Revolver | {{qcb}} qcb + {{3k}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Jaguar Avalanche | qcf qcf + 3k | armorbreak }} | {{SSFIVMoveListRow | Jaguar Avalanche | {{qcf}} qcf + {{3k}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | |||
''Focus Attack'' | |||
Adjusted position of hitbox to ease hitting of short opponents. | |||
''Close Standing Medium Punch'' | |||
Shortened hitback and block push distances. Also made attacker have a -4F (dis)advantage when blocked. | |||
''Jaguar Revolver'' | |||
Fixed issue whereby the move could slip around to the back of an opponent on the ground when hit up close. | |||
Increased the 3rd hit’s knockdown distance when fighting airborne opponents. | |||
''Rising Jaguar'' | |||
Made super-canceling possible on 2nd active frame of first hit for strong version. | |||
Slightly increased forward knockdown distance on first hit for the light, medium, and heavy versions to fix Adon facing the wrong way on EX Focus→Dash. | |||
''Jaguar Kick'' | |||
Expanded body hurtbox downward to toe of lowered leg for light and medium versions. Made expanded part of hurtbox invincible to projectiles. | |||
Changed heavy version’s damage from 140 to 130. | |||
Line 55: | Line 88: | ||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
Line 116: | Line 149: | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |- | | align="center" |-4 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="center" | | | align="center" | | ||
Line 132: | Line 165: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |Forces Stand | ||
| | | | | | ||
|- | |- | ||
Line 155: | Line 188: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |sp/su | | align="center" |sp/su | ||
| align="center" | | | align="center" |5 | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |Forces Stand | ||
| | | | | | ||
|- | |- | ||
Line 174: | Line 207: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |Can juggle | ||
| | | | | | ||
|- | |- | ||
Line 300: | Line 333: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 342: | Line 375: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
Line 356: | Line 389: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 370: | Line 403: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 384: | Line 417: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 398: | Line 431: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 412: | Line 445: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 426: | Line 459: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 440: | Line 473: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 449: | Line 482: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |6 | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 468: | Line 501: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 482: | Line 515: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 496: | Line 529: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 510: | Line 543: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 524: | Line 557: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |+2 Hit advantage on crouching opponent | ||
| | | | | | ||
|- | |- | ||
Line 533: | Line 566: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |39 | | align="center" |39 | ||
Line 547: | Line 580: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |39 | | align="center" |39 | ||
Line 580: | Line 613: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
Line 594: | Line 627: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
Line 608: | Line 641: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |5~25f airborne, armor break | ||
| | | | | | ||
|- | |- | ||
Line 622: | Line 655: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |6~27f airborne, armor break | ||
| | | | | | ||
|- | |- | ||
| |Jaguar Kick [[File:Roundhouse.gif]] | | |Jaguar Kick [[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |130 | ||
| align="center" |180 | | align="center" |180 | ||
| align="center" |20/40 | | align="center" |20/40 | ||
Line 636: | Line 669: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |7~29f airborne, armor break, frame advantage assumes 2nd hit | ||
| | | | | | ||
|- | |- | ||
Line 650: | Line 683: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~24f immune to projectiles, 2~25f airborne, [1st air hit] knockdown, [2nd hit] untechable knockdown, armor break, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 656: | Line 689: | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
| align="center" | | | align="center" |160 | ||
| align="center" |10/20 | | align="center" |10/20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" | | | align="center" |After landing 12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 675: | Line 708: | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" | | | align="center" |After landing 12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 689: | Line 722: | ||
| align="center" |16 | | align="center" |16 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" | | | align="center" |After landing 12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 703: | Line 736: | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |5*2 | | align="center" |5*2 | ||
| align="center" | | | align="center" |After landing 12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~17f immune to projectiles, 2~25f airborne, [1st air hit] knockdown, [2nd hit] untechable knockdown, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 720: | Line 753: | ||
| align="center" |-13 | | align="center" |-13 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~5f feet immune to strikes and projectiles, 6f~ airborne, knockdown, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 734: | Line 767: | ||
| align="center" |-19 | | align="center" |-19 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f upper body immune to strikes and projectiles, 1~5f unthrowable, 7f~ airborne, knockdown, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 748: | Line 781: | ||
| align="center" |-23 | | align="center" |-23 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, 6f~ airborne, knockdown, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 762: | Line 795: | ||
| align="center" |-33 | | align="center" |-33 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~8f Invincible, 6f~ airborne, knockdown, can juggle, guard advantage based on 1st hit only | ||
| | | | | | ||
|- | |- | ||
Line 771: | Line 804: | ||
| align="center" |10/40 | | align="center" |10/40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |From wall 12 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" | | | align="center" |After landing 20 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break | ||
| | | | | | ||
|- | |- | ||
Line 785: | Line 818: | ||
| align="center" |10/40 | | align="center" |10/40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |From wall 13 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" | | | align="center" |After landing 17 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break | ||
| | | | | | ||
|- | |- | ||
Line 799: | Line 832: | ||
| align="center" |10/40 | | align="center" |10/40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |From wall 14 | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" | | | align="center" |After landing 18 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break | ||
| | | | | | ||
|- | |- | ||
Line 813: | Line 846: | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |From wall 7 | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" | | | align="center" |After landing 20 | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |22f to wall, 1f~ until landing immune to projectiles, 7f~ airborne towards wall, [air hit] knockdown, armor break | ||
| | | | | | ||
|- | |- | ||
Line 832: | Line 865: | ||
| align="center" |-64 | | align="center" |-64 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, 89~135f airborne, [2nd ground hit] forces stand (translate), [5th hit] knockdown, [6th hit] untechable knockdown, [1st-4th air hit] knockdown, can juggle, 4th hit is cancellable, frame advantage based on 5th hit | ||
| | | | | | ||
|- | |- | ||
Line 846: | Line 879: | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[1st ground hit] forces stand, untechable knockdown, can juggle, press buttons to extend damage | ||
| | | | | | ||
|- | |- | ||
Line 860: | Line 893: | ||
| align="center" |-83 | | align="center" |-83 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |2nd hit onwards airborne, knockdown, can juggle, frame advantage based on 1st hit | ||
| | | | | | ||
|- | |- | ||
Line 874: | Line 907: | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~3f Invincible, 4~11f immune to strikes and projectiles, 2~18f/23~40f/45~62f airborne, [air hit] knockdown, armor break, can juggle, 3rd ground hit goes into animation, distance can be adjusted by joystick | ||
| | | | | | ||
|- | |- | ||
Line 888: | Line 921: | ||
| align="center" |-82 | | align="center" |-82 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, 8f~ airborne, knockdown, armor break, can juggle, 3rd hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 919: | Line 952: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] | |||
[[Category:Adon]] |
Latest revision as of 02:23, 9 December 2020


Adon
Adon, a master of Muay Thai, has always lived in the shadow of his teacher and master Sagat. Adon believed his master invincible, until Sagat's defeat at the hands of Ryu. This led Adon to believe that perhaps it was his time to reign as the world's greatest Muay Thai warrior, and he has lost respect for Sagat and aims to pass him up. In learning more about the man who defeated his master, Adon also learned about Akuma and the Satsui no Hado, and now aims to integrate the killing intent into his own Muay Thai art form.
In a nutshell
Adon is an extremely technical character who specializes in controlling space with various special moves and damage output. Many of Adon's strengths are locked away from
execution but that should not be a deterrent. Strong pressure from grounded and air Jaguar Kicks, countering projectiles with EX Jaguar Tooth's, various tick
setups and frame traps, multiple armor breaking moves, and various ways to hammer an opponent. Adon rewards the fundamentally strong player with a variety of mixups and tools at his disposal. However characters with strong normals can stuff some of his easier approaches, players must practice his higher execution techniques in order to fully unlock the power of Jaguar. Adon is a lethal character whose staggering damage, multiple armor breaking moves, and wave of pressure can overwhelm opponent rewards the patient and hard working player.
Players to Watch
GamerBee, Yoro
Moves
Unique Attacks



Throws









Special Moves














Super Combo




Ultra Combos






AE ver. 2012 Changes
Focus Attack
Adjusted position of hitbox to ease hitting of short opponents.
Close Standing Medium Punch
Shortened hitback and block push distances. Also made attacker have a -4F (dis)advantage when blocked.
Jaguar Revolver
Fixed issue whereby the move could slip around to the back of an opponent on the ground when hit up close. Increased the 3rd hit’s knockdown distance when fighting airborne opponents.
Rising Jaguar
Made super-canceling possible on 2nd active frame of first hit for strong version. Slightly increased forward knockdown distance on first hit for the light, medium, and heavy versions to fix Adon facing the wrong way on EX Focus→Dash.
Jaguar Kick
Expanded body hurtbox downward to toe of lowered leg for light and medium versions. Made expanded part of hurtbox invincible to projectiles. Changed heavy version’s damage from 140 to 130.
AE Changes
- Crouching Light Punch, Close Standing Medium Punch and Crouching Hard Punch all had changes made to their frame data.
- Close Standing Medium Punch, on hit, will have a frame advantage of +6, so it's possible to link specials moves to combo, although it's still not cancelable. This move was -1 on hit in SSF4.
- Far Standing Light Punch, Far Standing Medium Punch and Crouching Medium Punch were given bigger hitboxes.
- EX Jaguar Tooth will not do the yellow EX Flash until he gets to the wall and is invincible to projectiles until grounded.
- Medium Jaguar Kick's hitbox was changed, so Close Standing Hard Punch into Medium Jaguar Kick will register as a combo.
- Super's (Varied Assault) startup changed to 7 frames, down from 9 in SSF4, and the first hit's hitbox is extended downward more.
- Wakeup time was nerfed. Adon now takes longer to get up off the ground than he did in SSF4.