Adon | |
---|---|
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Health: | 144 |
Defensive Rating: | 0 |
Stun: | 40 |
Walk Speed Forward: | 300 |
Walk Speed Backward: | 200 |
Jump Backward: | 45f (3+42+0) |
Neutral Jump: | 45f (3+42+0) |
Jump Forward: | 45f (3+42+0) |
Wake-Up: | 47f |
Quick Rise: | 20f |
Throw Range: | 17 |
Drawing from the speed and cunning of the majestic jaguar, Adon's style has been known to mesmerize victims. A master of Muay Thai, Adon trained with Sagat, but when the latter was defeated by Ryu, Adon believed Sagat to be a disgrace. Adon now seeks Sagat to become the Muay Thai leader once and for all.
Normal Moves
SFA2 Framedata Glossary | |
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Damage |
Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so. |
Stun |
Units of stun inflicted by the move. |
Startup |
The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0). |
Active |
The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences. |
Frame Adv |
The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH) |
Meter |
The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively) |
Block |
Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way. |
Properties |
|
Frames |
All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps). |
Speed |
All framedata collected with the game speed set to normal. |
Hitboxes |
All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.
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Credit | Damage, stun, framedata, meter, and updated hitboxes collected by ![]() |
Standing
Crouching
Neutral Jumping
Diagonal Jumping
Command Normals
Normal Throws
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties |
---|---|---|---|---|---|---|---|
17[0] | 0 | 1 | N/A | N/A | -/-/3 | N/A | ![]() ![]() |
- Deals 8 damage when opponent tech throws.
- Adon has average throw range (Alpha2ThrowRanges).
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties |
---|---|---|---|---|---|---|---|
17[0] | 0 | 1 | N/A | N/A | -/-/3 | N/A | ![]() ![]() |
- Deals 8 damage when opponent tech throws.
- Adon has average throw range (Alpha2ThrowRanges).
Alpha Counters
Punch Alpha Counter
(while in blockstun)+
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties |
---|---|---|---|---|---|---|---|
6[0]x4 | 1x4 | 1 | [2(1)x3]2 | +7 | 0/0/0 | ![]() |
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- First 3 hits are unblockable.
- Only the last hit results in a knockdown.
- Note: The USA revision (960430), Adon's Punch AC hits the opponent very easily during a fixed animation frame (even if it is a weak attack), making it a slight buff. Special thanks to Raf for the finding!
Adon rapid fists the opponent as an anti-air, and sends them almost fullscreen.
Kick Alpha Counter
(while in blockstun)+
Special Moves
Great air-to-air but is a very unsafe move. On hit they can still do a CC or cr. xx special. Only time it is safe is by distance, example is hitting Ryu's hand with a
jag kick at max distance. Using this move wrong will get you killed very fast. Jaguar Kick has slightly better frame advantage if blocked crouching, but is still punishable.
- Punishable on hit.
- [Hitboxes pictured]
Best version to use to punish fireballs, leaving you far away.
Rising Jaguar
Dragon Punch, Uppercut +
Version | Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties |
---|---|---|---|---|---|---|---|---|
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15[4], 4[4] | 8, 6 | 3 | 2(2)10 | -17 | 7/7+1 per hit/10 | ![]() |
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17[5], 5[5] | 8, 4 | 5 | 5(2)9 | -23 | 7/7+1/7 | ![]() |
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16[8], 4[8] | 6, 6 | 5 | 8(4)6 | -28 | 7/7/7+3 | ![]() |
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Rising Jaguar has slightly better frame advantage if blocked standing, but is still punishable.
- Cannot be air blocked.
- Unscaled damage in CC.
- [Hitboxes pictured]
- 3 frames of startup invul; 1 of which while active.
- Hits 1 time max.
Good anit-air. Only version with any invul.
- 0 frames of startup invul.
- Hits 1 time max.
- 0 frames of startup invul.
- Hits 2 times max.
Jaguar Tooth
Wall Dive, Divekick +
Version | Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties |
---|---|---|---|---|---|---|---|---|
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15[7] | 8 | 43-47 | 10 | -2 | 2/4/6 | ![]() |
- |
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15[8] | 10 | 43-47 | 13 | -3 | 2/4/6 | ![]() |
- |
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15[10] | 12 | 43-47 | 17 | -7 | 2/4/6 | ![]() |
- |
Nice for mind games, but very easy to CC and alpha counter. Use to make your opponent whiff a move and punish with a CC. Doing this on reaction to a fireball will get you DP'd or CC'd.
- Startup depends on the distance to the wall behind Adon.
- Better frame advantage the lower Jaguar Tooth hits or is blocked. Can give positive frame advantage.
- Unscaled damage in CC.
- [Hitbox pictured top]
- Travels about half screen.
- [Hitbox pictured bottom]
- Travels about 3/4ths screen.
- [Hitbox pictured bottom]
- Travels about full screen.
- Punishable on hit.
Super Moves
Startup Invulnerability Notes:
- At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
Jaguar Varied Assault
Punch Super +
Combo into this after a cross up.
- A full 2 quarter-circles isn't required. Required inputs:
+
.
Level 1
- 5 frames of startup hit invul.; 0 of which while active.
- 7 frames of startup projectile invul.
- Hits 4 times.
Level 2
- 6 frames of startup hit invul.; 1 of which while active.
- 10 frames of startup projectile invul.
- Hits 6 times.
Level 3
- 6 frames of startup hit invul.; 1 of which while active.
- 13 frames of startup projectile invul.
- Hits 6 times.
Good wake-up super. Mash at the end to get a stronger version (Jaguar Assassin), mash
if it is blocked (Jaguar Thousand).
Jaguar Varied Assault (Level 3) -> Jaguar Thousand
Punch Ender +
,
(rapidly)
Jaguar Varied Assault (Level 3) -> Jaguar Assassin
Kick Ender +
,
(rapidly)
Jaguar Revolver
Axe Kick Super +
Very good move to punish fireballs at lvl 1. Works w/ lvl 2 and 3, but I would CC instead thru the fireball. Use this super to punish cr. or cr.
xx fireball pokes.
- A full 2 quarter-circles isn't required. Required inputs:
+
.
Level 1
- 23 frames of startup hit invul.; 0 of which while active.
- 33 frames of startup projectile invul.
- Hits 3 times.
Level 2
- 26 frames of startup hit invul.; 3 of which while active.
- 36 frames of startup projectile invul.
- Hits 4 times.
Level 3
- 29 frames of startup hit invul.; 6 of which while active.
- 39 frames of startup projectile invul.
- Hits 6 times.
The Basics
You wanna force your opponent to mess up and punish hard. His cross up is very good, and should be done after any knock down. Adon want to zone the oppoent and be smart with jag tooths to make them jumpy. cr. is your friend, but dont under use his other normal cause they are very good, especially cr.
, cr.
,
. His overhead has good range but use it sparingly since it is slow and can be cc'ed; best used after knocking them down. Just remember: hit hard, always look for a opening to land his cc.
Advanced Strategy
Combos
Custom Combos
These ccs can be at any lvl, just watch the meter and end with dp.
2. [cr. xx
jag kick xN,
xx
dp (opponent must be standing)
3. Lvl 3- cr. xx
jag kick,
dp x2
Anti-air ccs
5. lvl 2 and up- or
xx
jag kick xN,
dp
6. lvl 3- or
xx
jag kick,
dp x2
This is where Adon shines his long limbs let him punish from far away, even blocked fireballs mid screen. To punish from far as hell, use to start cc #2. Most customs you do should be #1 or #4. Also at lvl 2/3, blow threw fireballs and cc, pretty much a round winner. After any cc, sweep, if the tech roll you will hit them and get a free jag dp juggle.
Adon: lvl 1- c.rh xx hk dp x2
lvl 1- c.rh xx lk jag kick x2, hk dp
lvl 2- c.rh xx lk jag kick xN, hk dp
lvl 3- c.rh xx [hk jag kick, hk dp]x2
lvl 3- c.rh xx lk jag kick x4, mk jag kick, hk dp
lvl 3- c.mp xx lk jag kick x5, s.mp or s.lk in hk dp (must be standing)
Match-ups
You can anti-air him with any of your normal aa's (Rising Jaguar, df+mk, cr. hp (far), and just AC as well) and that will take a lot of his game away. Don't ever jaguar kick unless you want to die or you're absolutely sure you're far enough away to be safe. This match is basically just building meter and trying to outpoke each other, then land the CC.
Standing roundhouse and cr.mp are obviously tough for Birdie to deal with, but remember his cr.hp will AA just about anything.