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== Combos == | == Combos == | ||
''' | ''Meterless'' | ||
- Chain hitconfirm > 236P~P, j.HK, 5HP, 236P~P, j.HK, 5HP, 236P~2P | |||
Adon's beginner and midscreen BNB. Introduction to his combo structure, every other combo he has is some variation of this core idea. Truncate the second 236P~P if the first 236P~P an airborne opponent. You can use different strengths of 236P to adjust the opponent's height if needed, with faster ones raising them up and slower ones letting them fall. | |||
- Chain hitconfirm > 236P~P, j.HK, 5HP, 236P~P, j.HK, 5HP, 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~2P | |||
Adon's corner BNB using TK Jaguar Kick loops. Higher execution, but higher damage. It's important to make sure the opponent is as high as possible before the j.214LK, to ensure consistent links. Works on the whole cast, but difficulty varies wildly. | |||
- Chain hitconfirm > 236P~P, j.HK > 214P~K, 5HP, 236P~P, j.HK, 5HP, 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~2P | |||
On some chars, you can add a 214P~K to the combo to add a bit of extra damage. | |||
''1 bar'' | ''1 bar'' | ||
Adon doesn't really have any 1 bar extensions that are worth doing. He'd rather save his meter for 2 bar routes, which do notably more damage then his 0-1 bar routes. | |||
''2 bars''' | |||
- Chain Hitconfirm > 623KKK, 5HP, 236P~P, j.HK, 5HP, 236P~2P. | |||
- - Chain hitconfirm > 623KKK, 5HP, 236P~P, j.HK, 5HP, 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~2P | |||
623K can be inserted into any combo to add a huge chunk of extra damage. Just make sure to do it early, as it scales very badly. | |||
''Charge Cancel'' | ''Charge Cancel'' | ||
...5HP > 623K, CC j.HK/5HP... | |||
Adon's CC extensions aren't very complicated. Just do 632K and CC into either j.HK or 5HP. | |||
{{Navbox-SFIVR}} | {{Navbox-SFIVR}} | ||
{{Category:Street Fighter IV Remix}} | {{Category:Street Fighter IV Remix}} | ||
{{Category: Adon}} | {{Category: Adon}} |
Latest revision as of 02:47, 1 April 2025
Adon was there the night Sagat's dad was killed. He didn't care then and he doesn't care now.
A Street Fighter I original that was finally made playable in the Alpha series, Adon is a mixup technician with high mobility, sporting a command jump as well as a double jump and an excellent forward dash. Adon retains his classic DP, Rising Jaguar, now made air-OK. The centerpiece of Adon's combo theory is his 236P, 100 Jaguars, a volley of punches that can be canceled into a jump-cancelable launcher followup or a hard knockdown overhead ender. This pairs well with his new special move, a command jump/stance move that replaces his walldive move, Jaguar Jump, which has a fastfall followup as well as a safe divekick. This gives Adon unparalleled air reset ability, and his full chains make it extremely easy for him to convert from any opening he does get. In addition, all of Adon's normals are fully jump-cancelable, even his command normal overhead, making his mixups generally extremely low-risk across the board.
His sole weakness lies in his middling reward - with a surplus of tools for opening the opponent up, Adon's actual combo game afterwards tends to fall flat of the average meterless damage in Remix, meaning he needs one or two extra confirms to get the kill compared to the average character. Outside of his meterless damage, his spending options aren't that great either, with the exception of his Jaguar Avalanche super, allowing him to pick up a combo afterwards. With powerful movement options and disappointing reward, Adon is a low-risk low-reward rushdown character that likes to weave his way around the opponent's neutral with his best-in-class movement, and then open them up with air resets and standing overheads.
Strengths | Weaknesses |
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Normals
Note: Adon can cancel all of his medium and heavy normals into a jump. Adon has full L>M>H>CMD chains.
Standing
- 5LP: Pretty standard jab. Doesn't whiff on crouchers despite how it looks.
- 5MP: Adon does a quick high punch. Decent damage and speed.
- 5HP: Quick, large punch with an absurd amount of forward movement. Key hitconfirm, pressure, and combo tool.
- 5LK: Adon does a short kick. Longest range grounded light, useful for pressure.
- 5MK: Quick, far kick that is one of Adon's main pokes in neutral. Due to Adon's lenient cancel windows, it (along with most of his buttons) can be reaction hitconfirmed into 5HP at any range.
- 5HK: Adon does a big kick. Highest damage heavy, mostly just a combo tool.
Crouching
- 2LP: Generic low jab.
- 2MP: Adon does a downwards punch. Useful in combos.
- 2HP: Big, slightly upwards angled crouching punch.
- 2LK: Low kick. Main light for pressure as it hits low and chains into itself. RIP damage if this is your starter.
- 2MK: Standard 2MK. Highest reward low, go-to for oki and mixups.
- 2HK: Generic sweep. Useful in pressure sometimes due to being a low-hitting heavy, but has worse reward then 2MK. Doesn't HKD, but launches.
Jumping
- j.LP: Upward angled elbow strike. Adon's air lights have a strange property where they cause a much lower reset then most lights, making mixups off them even harder to react to.
- j.MP: Upward punch, good air-to-air. Buffer cancel into 214LK when doing air-to airs to get a conversion.
- nj.HP: Beefier version of j.MP, but locked to neutral jump.
- j.HP: Downward elbow strike. Great jump-in.
- j.LK: Quick knee. Interchangeable with j.LP
- nj.MK: Downward kick with a nasty angle for jump-ins, but has low damage and hitstun. Can instant overhead some of the cast, though conversions are limited to nonexistent, depending on character.
- j.MK: Forward kick, good for further air-to-airs.
- j.HK: Weird forward kick. Higher damage then j.HP, but a weirder hitbox and slower.
Command Normals
- 6MP: Fast, 2 hit grounded overhead that's safe on block and reaction hitconfirms into max damage combos. Have fun!
Specials
- 236P: 100 Jaguars. Adon's primary combo tool. Safe on block, but the last hit can be ducked to punish you. All versions do the same damage, but heavier versions start up slightly slower, in exchange for more forward movement. EX 100 Jaguars can be dash canceled for pressure and combos. Has 2 follow ups, both combo tools.
- 236P~P: Elbow Launch. Adon's primary launcher and combo extender. Infinite juggle potential, but will revert to a lower launch after the combo progresses far enough. In almost all circumstances, you can you get one grounded launch and one full height relaunch before it transitions to the shorter launch. Can still be jump canceled at high juggle, giving it combo applications even late into combos.
- 236P: Knockdown. Splats the opponent down for a very plus HKD. Adon's primary combo ender and best knockdown.
- 214P: Jaguar Jump. Adon's mobility special; Allows for all sorts of tricky movement. LP version jumps slightly backwards, MP stays in place, HP jumps forward. Has two followups; followups can be buffered in advance to do them as soon as possible.
- 214P~P: Fastfall. Adon quickly falls straight to the ground. Great for baiting antiairs and general tricky movement.
- 214P~K: Jaguar Tooth. Adon does a divekick that launches on hit. Button strength determines angle; LK is the shallowest, while HK is nearly a 45 degree angle.
- 214K: Jaguar Kick. Adon jumps forward with an arcing downward kick. Fireball punish and neutral tool, as it's safe on block. Mostly overshadowed by the air version, which can also be cancelled into off this. Only EX is an overhead, despite looks. EX causes an instant HKD.
j.214K: Air Jaguar Kick. Has faster startup and a steeper angle than the ground version. Slightly plus, giving it pressure use when combined with Adon's jump cancels on his normals. Very useful combo tool. especially late in combos and off air-to-airs. While the reward is still low, EX is a blisteringly fast overhead when TKed, making it a great way to close out rounds.
- 623K: Rising Jaguar. Adon's DP. Pretty unremarkable... but for some reason can't be CCed on block, making it much riskier then most other DPs. Stil can be CCed on hit, which grants decent reward.
Supers
- 236PPP: Assault. Adon's Ultra 1 from SF4. Not much reason to use, outclassed by 623KKK.
- 214KKK: Revolver. Adon's Ultra 2 from SF4, but with less range. Not much reason to use, outclassed by 623KKK.
- 623K: Avalanche. Bar none, Adon's best use of meter. High damage, allows combos after, and a reversal. Allows Adon's damage to be actually threatening with meter.
Unique Movement
- Dash: Great dash. Fast, goes far, and even has some low profile to boot.
- j.7/8/9: Double Jump. Adon's double jump. The height gained is rather low, more of a hop. This makes it a bit worse for mobility, but better at letting you punish whiffed AAs.
Universal
Forward Throw: Adon throws you into a wallbounce. Leads to universal BNBs for some of Adon's best meterless damage.
Back Throw: Adon throws you backwards, HKDing you point blank behind him. Great KD, but no combo and bad corner carry. Just stick to forward throw.
Alpha Counter: Big jumping knee attack. Decent horizontal hitbox, but great vertical one. If you hit this at it's absolute peak height, you can link a 5LP to get an air reset and better mix.
Backdash: Quick hop back, can't be cancelled. Short distance and duration.
Strategy
Neutral
Info Here
Offense
Info Here
Defense
Info Here
Combos
Meterless
- Chain hitconfirm > 236P~P, j.HK, 5HP, 236P~P, j.HK, 5HP, 236P~2P
Adon's beginner and midscreen BNB. Introduction to his combo structure, every other combo he has is some variation of this core idea. Truncate the second 236P~P if the first 236P~P an airborne opponent. You can use different strengths of 236P to adjust the opponent's height if needed, with faster ones raising them up and slower ones letting them fall.
- Chain hitconfirm > 236P~P, j.HK, 5HP, 236P~P, j.HK, 5HP, 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~2P
Adon's corner BNB using TK Jaguar Kick loops. Higher execution, but higher damage. It's important to make sure the opponent is as high as possible before the j.214LK, to ensure consistent links. Works on the whole cast, but difficulty varies wildly.
- Chain hitconfirm > 236P~P, j.HK > 214P~K, 5HP, 236P~P, j.HK, 5HP, 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~2P
On some chars, you can add a 214P~K to the combo to add a bit of extra damage.
1 bar
Adon doesn't really have any 1 bar extensions that are worth doing. He'd rather save his meter for 2 bar routes, which do notably more damage then his 0-1 bar routes.
2 bars'
- Chain Hitconfirm > 623KKK, 5HP, 236P~P, j.HK, 5HP, 236P~2P.
- - Chain hitconfirm > 623KKK, 5HP, 236P~P, j.HK, 5HP, 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~P TK 214LK, 2MP > 5HP > 236P~2P
623K can be inserted into any combo to add a huge chunk of extra damage. Just make sure to do it early, as it scales very badly.
Charge Cancel
...5HP > 623K, CC j.HK/5HP...
Adon's CC extensions aren't very complicated. Just do 632K and CC into either j.HK or 5HP.
Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak. Adon is a video game character from the Street Fighter series, first appearing as a non-playable opponent in the original Street Fighter, before becoming playable in Street Fighter Alpha. He is a former pupil of Sagat, seeking to surpass his disgraced master and become the Emperor of Muay Thai.