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{{USFIVMoveListRow|Adon|JaguarVariedAssault| | {{USFIVMoveListRow|Adon|JaguarVariedAssault| | ||
Jaguar Varied Assault|Super Combo|qcf qcf + p|| | Jaguar Varied Assault|Super Combo|qcf qcf + p|| | ||
All versions are unsafe on block but people sometimes struggle with punishing the Punch ender on block. Situational use for this move given the new bonuses Adon gains with ex meter with really fast overhead and free pressure. | |||
}} | }} | ||
{{USFIVMoveListRow|Adon|JaguarVariedAssault( | {{USFIVMoveListRow|Adon|JaguarVariedAssault( | ||
StandardEnd)|Jaguar Varied Assault (Standard End)|Super Combo (Default)|Jaguar Varied Assault (Standard End)|Standard end to Jaguar Varied Assault if no buttons are pressed| | StandardEnd)|Jaguar Varied Assault (Standard End)|Super Combo (Default)|Jaguar Varied Assault (Standard End)|Standard end to Jaguar Varied Assault if no buttons are pressed| | ||
The wall bounce is mainly for show and pretty much useless. You cannot capitalize on that hit. | |||
}} | }} | ||
{{USFIVMoveListRow|Adon|ThousandJaguars| | {{USFIVMoveListRow|Adon|ThousandJaguars| | ||
Thousand Jaguars|Super Combo (Punches)|press p repeatedly|Perform before standard ender of Jaguar Varied Assault| | Thousand Jaguars|Super Combo (Punches)|press p repeatedly|Perform before standard ender of Jaguar Varied Assault| | ||
Mashing buttons puts out more damage in combos with less hits and guarantees better chip damage. | |||
}} | }} | ||
{{USFIVMoveListRow|Adon|JaguarAssassin| | {{USFIVMoveListRow|Adon|JaguarAssassin| | ||
Jaguar Assassin|Super Combo (Kicks)|k|Perform before standard ender of Jaguar Varied Assault| | Jaguar Assassin|Super Combo (Kicks)|k|Perform before standard ender of Jaguar Varied Assault| | ||
More damage in longer combos. Absolutely do not use this move on block, you are far better off using the punch ender. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Ultra Combos === | === Ultra Combos === |
Revision as of 13:09, 2 July 2014

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 via confusion and mobility. His Jaguar Tooth allows him to avoid and punish fireball characters with relative ease. His various Jaguar Kicks allow him to weave out of certain pesky attacks and punish them severely. Many of Adon's combos require well-timed links. Adon's main weakness is that a lot of his options are, in truth, very risky. Many Adon players will find that a lot of anti-air moves are the final nail in the coffin for their strategies. Provided the player does not recklessly use Adon's move. His pressure, free chip damage, and frame traps will crack even the sturdiest of players. With meter, Projectiles mean nothing to Adon, he possesses an instant overhead at any time with EX Air Jaguar kick, multiple armor breaking moves with or without meter meaning focus attacks mean nothing to him. Adon rewards the patient play with good knowledge of his normals. His Ultra changes cost him some of his pressure at the gain of more consistent damage. Double Ultra gives Adon the tools to handle most if not all situations and even then buffs to his normal ultras allows them to be more consistent. His back throw still has excellent range coupled with the ability to kara cancel it meaning Adon is still deadly upclose.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Close HK: Hitbox slightly expanded horizontally and upward
- Jaguar Crunch (Overhead): On hit against standing opponents now +3 from +4
- Rising Jaguar: 2nd hit of Light verion on grounded opponents now floats higher upward and slightly more forward for more consistent follow-up Rising Jaguar juggle in the corner
- Jaguar Kick: Medium version damage reduced to 130 from 140
- Jaguar Kick: Hard version damage reduced to 120 from 130
- Air Jaguar Kick: All versions chip damage reduced to 10 from 20, actual damage unchanged
- EX Air Jaguar Kick: 2nd hit now hits high
- Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents
- Jaguar Revolver (UC1): Damage reduced to 480 from 510
- Jaguar Revolver (UCa): First hit's Active Frames reduced to 6 frames from 7 frames
- L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5 on block at best
(New to Ultra SFIV Console Digital Release)
- Crouch LP: On hit now +6 from +5
- Air Jaguar Kick: Light and Medium versions damage versus airborne opponents reduced to 90 from 130
- Air Jaguar Kick: Hard version damage versus airborne opponents reduced to 100 from 120
- Air Jaguar Kick: Hard version upward Hitbox slightly reduced
- Air Jaguar Kick: Medium version on block now -2 from -1 when done at the lowest height and blocked on the first Active Frame
- Air Jaguar Kick: Hard version on now -2 from 0 when done at the lowest height and blocked on the first Active Frame
Character Specific Data
Adon
VITALS | |||||
---|---|---|---|---|---|
Health: | 950 | Stun: | 1000 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.05 | Forward Dash Distance: | 1.50 | ||
Back Walk Speed: | 0.035 | Forward Dash Total Frames: | 19 | ||
JUMPING | Back Dash Distance: | 0.75 | |||
Jump Height Apex: | 1.84 | Back Dash Total Frames: | 22 | ||
Jump Total Frames: | 38 (4+34) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.65 | Back Dash Airborne: | 7 | ||
Back Jump Distance | 1.65 | Back Dash Recovery: | 7 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.93 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 1.05 | Face Down Total Frames: | 20 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Jaguar Crunch, EX Jaguar Kick, EX Air Jaguar Kick (2nd Hit) | Hard Knockdowns: | Crouch HK, EX Jaguar Kick (2nd Hit), EX Air Jaguar Kick (2nd Hit) | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | Jaguar Kick, EX Jaguar Kick, Jaguar Tooth, EX Jaguar Tooth, Jaguar Revolver, Jaguar Avalanche | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | TBD | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 61 | ||||
L1 Focus Attack Forward Dash: | -3 | L2 FA Forward Dash (On Block): | +3 | ||
L1 Focus Attack Back Dash: | -6 | L2 FA Back Dash (On Block): | 0 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | speccancel |
~~ Uses and Strategies ~~ Basic pressure/link tools. Easy to tick throws off of this. | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | speccancel |
~~ Uses and Strategies ~~ On hit can combo into grounded Jaguar Kicks. | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | speccancel |
~~ Uses and Strategies ~~ A close elbow hit which can combo into MK Jaguar Kick. A good frame trap is CloseLP to CloseHP. | ||||
File:No image.png |
Close LK |
Close Short | Close lk | speccancel |
~~ Uses and Strategies ~~ An alright move but no real notable use. | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | speccancel |
~~ Uses and Strategies ~~ Often used for frame traps. After diagonal jump mk on block you can use this move followed by throw or a light normal to keep pressure on the opponent. | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ No real use except for crossunder shenanigans and possible poor neutral jump attempts. |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ Long range and hard hitting it can also anti air somewhat having opponents land on it. | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ A far reaching and better anti air for the far normals. It has a very good combination of vertical and horizontal range. | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | 2 hits |
~~ Uses and Strategies ~~ Breaks normal focus attacks, very long horizontal range, good poke, and good damage off of hit. One is Adon's main/famous tools. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | speccancel |
~~ Uses and Strategies ~~ Main pressure and combo tool. The buff to hitstun allows for more consistent damage especially now that cr.MK can be used now as well. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | speccancel |
~~ Uses and Strategies ~~ Low, fast, and good counterpoke/poke tool. | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ Can sometimes anti air but not super consisnt. | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | speccancel |
~~ Uses and Strategies ~~ The low starter since CrouchLP does not hit low. Usually linked into CrouchLP and comboed from there or pressure is put on. | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | speccancel |
~~ Uses and Strategies ~~ Long range, nothing spectacular given the speed of his better normals. But a good tool in combos. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | hardknockdown |
~~ Uses and Strategies ~~ Long range fast sweep. Can sometimes combo off of Instant Air Jaguar Kick. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ Good air to air and sometimes anti air against opponents. | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | speccancel |
~~ Uses and Strategies ~~ Instant overhead that usually allows for combos into Air Jaguar Kick. Really useful on bigger characters and crouch happy players. Leads to lots of good damage or mostly safe pressure. | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ Harder hitting MK essentially. Instant overhead but more risky given the longer recovery and no ability to cancel into air jaguar kick. |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ Looks like it is similar to Sagat's diagonal jump MP but it is not like that. Yes Adon's body contorts weirdly but this is the regular hard hitting jump in normal, and it is easy to anti air. | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ Really easy crossup but really low hitstun/blockstun so it is difficult to combo off of. | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ Great crossup that leads to frame traps and easy combos on hit. No real downside to this move. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ Hard hitting but rather long startup so you have to do it somewhat early. |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Jaguar Crunch |
Overhead | f + mp | 2 hits |
~~ Uses and Strategies ~~ Similar to Cody's overhead. Both hit twice breaking regular focus and both are somewhat slow on startup. A good tool to throw out every now and then but susceptible to counterattacks due to its long startup. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Jaguar Carry |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jaguar Slam |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ Farther range and puts the opponent really close to Adon easy setup to crossup. |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Jaguar Kick |
Jaguar Kick | rdp + k ex armorbreak | ex is hardknockdown |
~~ Uses and Strategies ~~ One of the reason's Adon is so popular and so hated. This move cleanly beats focus attacks with its regular armor breaking properties. It is usually safe on block provided you do not do the move too close to the opponent. The chip damage is insance off of this move. It can also crossup. It suffers from long startup and easily susceptible to people whose anti airs are on point. LK: Farthest horizontal range. The deeper the hit on block, the more unsafe you are. You want to hit the opponent with just the tip of this move in order to stay safe and not eat a grab, command grab, or reversal uppercut. MK has better vertical range and combos off of more normals where LK does not. HK is the most safe with the most vertical range as well, used to blow up crouch teching players and leads to easy frame traps off of CrouchLP. | ||||
File:No image.png |
Air Jaguar Kick |
Air Jaguar Kick | (in air) qcb + k ex | ex is an overhead |
~~ Uses and Strategies ~~ While the move itself do not break armor. It allows for easy pressure provided the player can execute it from the lowest height. The ex version is especially useful given that it is essentially a very fast overhead that gives a hardknockdown. | ||||
File:No image.png |
Rising Jaguar |
Rising Jaguar | dp + k ex | 5f startup LK is lowerbody invincible travels most horizontally and juggles in corner MK is upperbody invincible travels at around 45 angle HK is startupinvuln and travels at around 60 to 70 angle |
~~ Uses and Strategies ~~ High damage 2 hit uppercut. MK best for FADC since it does more damage on the first hit than second and HK is the opposite. LK is good for BnB and its low invincibility as well as the corner juggle it gives on standing opponents creating huge damage. | ||||
File:No image.png |
Jaguar Tooth |
Jaguar Tooth | hcb + k ex armorbreak | ex is projectile invincible |
~~ Uses and Strategies ~~ A relatively safe approach. However Adon is in a moving target state where eh can easily be hit out of the move. Even the worst anti air are relatively effective against this move. Do this when you are sure when your opponent will not anti air or to bait out an uppercut. The ex version is great against projectiles since it is fully invincible to them. |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Jaguar Varied Assault |
Super Combo | qcf qcf + p | |
~~ Uses and Strategies ~~ All versions are unsafe on block but people sometimes struggle with punishing the Punch ender on block. Situational use for this move given the new bonuses Adon gains with ex meter with really fast overhead and free pressure. | ||||
File:No image.png | Jaguar Varied Assault (Standard End) | Super Combo (Default) | Jaguar Varied Assault (Standard End) | Standard end to Jaguar Varied Assault if no buttons are pressed |
~~ Uses and Strategies ~~ The wall bounce is mainly for show and pretty much useless. You cannot capitalize on that hit. | ||||
File:No image.png |
Thousand Jaguars |
Super Combo (Punches) | press p repeatedly | Perform before standard ender of Jaguar Varied Assault |
~~ Uses and Strategies ~~ Mashing buttons puts out more damage in combos with less hits and guarantees better chip damage. | ||||
File:No image.png |
Jaguar Assassin |
Super Combo (Kicks) | k | Perform before standard ender of Jaguar Varied Assault |
~~ Uses and Strategies ~~ More damage in longer combos. Absolutely do not use this move on block, you are far better off using the punch ender. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Jaguar Revolver |
Ultra Combo I | qcb qcb + 3k armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jaguar Avalanche |
Ultra Combo II | qcf qcf + 3k armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data