Street Fighter Alpha 3/Adon

From SuperCombo Wiki

Introduction

After the self proclaimed "God of Muay Thai" defeated his former master Sagat in the previous game, Adon now sets his sights on Akuma, as he believes the latter's mastery of the Shun Goku Satsu will make him even more powerful.

Pros Cons
  • Great mobility with jaguar kicks and jaguar tooth
  • Light jaguar kick can be used to start pressure from a distance
  • Jaguar tooth can make people second guess reacting to jaguar kicks
  • Great all-around set of normals for both offense and defense
  • s. LK has great frame adv on block
  • One of the best sweeps in the game
  • Level 3 punch super is incredibly safe/long-range and can be easily confirmed into
  • Level 3 kick super has maybe the largest amount start-up invincibility of any super.
  • Punch air grab does full damage even when teched
  • Air jaguars are extremely good for pressure and mobility on X-ISM (great frames on block)
  • RH jaguar kick can be punishable on hit, depending on spacing
  • Jump-ins aren't that great
  • V-ISM makes reacting to jaguar kicks much easier, which makes it risky to pressure with them
  • Main custom starter requires Adon to be very close against crouching opponents
  • Lacks reliable bread and butters without meter
  • c. MK has a raised hitbox, despite being classed as a low, which means it cannot punish rolls, bull horns, etc


Adon
SFA3 Adon Art.png
Character Data

Color Options

X-Ism A-Ism V-Ism
Sfa3 Adon pxism.png Sfa3 Adon kxism.png Sfa3 Adon paism.png Sfa3 Adon kaism.png Sfa3 Adon pvism.png Sfa3 Adon kvism.png
Punch Kick Punch Kick Punch Kick

Moves List

Ground Normals

  • Standing Jab:
Damage 6 Sfa3 Adon jab.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Standing Strong:
Damage 14 Sfa3 Adon strong.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)/4(X/V)
Frame Count 6/6/15
Block Stun -2
Hit Stun/Counter Hit -1/+3
  • Standing Fierce:
Damage 17 Sfa3 Adon fierce.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)/6(X/V)
Frame Count 7/3/24
Block Stun -4
Hit Stun/Counter Hit -3
  • Standing Short:
Damage 6 Sfa3 Adon short.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Standing Forward:
Damage 12 Sfa3 Adon forward.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)/4(X/V)
Frame Count 7/4/13
Block Stun +2
Hit Stun/Counter Hit +3/+7
  • Close Standing Roundhouse:
Damage 13 Sfa3 Adon roundhouse1.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/6(A)/9(X/V)
Frame Count 8/3/22
Block Stun -2
Hit Stun/Counter Hit -1
  • Far Standing Roundhouse:
Damage 8/8 Sfa3 Adon roundhouse2.png Sfa3 Adon roundhouse3.png
Stun 6/2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4+1(A)/6+1(X/V)
Frame Count 5/5/5/24
Block Stun -3
Hit Stun/Counter Hit -2
  • Crouching Jab:
Damage 5 Sfa3 Adon crjab.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/6
Block Stun +4
Hit Stun/Counter Hit +5/+10
  • Crouching Strong:
Damage 13 Sfa3 Adon crstrong.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)/4(X/V)
Frame Count 7/3/14
Block Stun +2
Hit Stun/Counter Hit +3/+7
  • Crouching Fierce:
Damage 15 Sfa3 Adon crfierce.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)/6(X/V)
Frame Count 9/4/25
Block Stun -6
Hit Stun/Counter Hit -5
  • Crouching Short:
Damage 5 Sfa3 Adon crshort.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/3(A)/4(X/V)
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Crouching Forward:
Damage 13 Sfa3 Adon crforward.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)/4(X/V)
Frame Count 6/6/11
Block Stun +2
Hit Stun/Counter Hit +3/+7
  • Crouching Roundhouse/Sweep:
Damage 15 Sfa3 Adon crroundhouse.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)/6(X/V)
Frame Count 7/6/30
Block Stun -13
Hit Stun/Counter Hit N/A

Air Normals

  • Neutral/Diagonal Jump Jab:
Damage 8 Sfa3 Adon jjab.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 4/10/6
  • Neutral Jump Strong:
Damage 13 Sfa3 Adon njstrong.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(Z)4(X/V)
Frame Count 4/8/8
  • Diagonal Jump Strong:
Damage 13 Sfa3 Adon fjstrong.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(Z)4(X/V)
Frame Count 6/8/8
  • Neutral Jump Fierce:
Damage 17 Sfa3 Adon jfierce.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(Z)6(X/V)
Frame Count 8/6/6
  • Diagonal Jump Fierce:
Damage 17 Sfa3 Adon jfierce.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(Z)6(X/V)
Frame Count 10/6/6
  • Neutral Jump Short ff:
Damage 8 Sfa3 Adon njshort.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 3/10/10
  • Diagonal Jump Short ff:
Damage 8 Sfa3 Adon fjshort.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 3/10/8
  • Neutral Jump Forward ff:
Damage 13 Sfa3 Adon njforward.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(Z)4(V)
Frame Count 6/8/10
  • Diagonal Jump Forward ff:
Damage 13 Sfa3 Adon fjforward1.png Sfa3 Adon fjforward2.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(Z)4(V)
Frame Count 6/8/12
  • Neutral Jump Roundhouse ff:
Damage 17 Sfa3 Adon njroundhouse.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(Z)6(V)
Frame Count 12/6/10
  • Diagonal Jump Roundhouse ff:
Damage 17 Sfa3 Adon fjroundhouse.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(Z)6(V)
Frame Count 14/4/10

Command Normals

  • Jaguar Crunch: f+MP
Damage 8+6 Sfa3 Adon overhead1.png Sfa3 Adon overhead2.png
Stun 2x2
Chain Cancel no
Special Cancel no
Super Cancel no
Meter on whiff/hit 1/1x2(A)3+1(XV)
Frame Count 28/3/2/3/18
Block Stun -2
Hit Stun/Counter Hit -1/?
  • Jaguar Kick f: K.png In Air
Short Forward Roundhouse Sfa3 Adon xismjagkick1.png Sfa3 Adon xismjagkick2.png
Damage 9,5 10,6 11,7
Stun 4,3
Meter on whiff/hit 0/3 1/3 1/3
Frame Count 19/4/7 24/5/7 25/9/9

In X-ISM all Adon's aerial kicks are now Jaguar Kicks that can be used at any point during his jump duration, while he loses all his regular kick normals and command Jaguar Kicks this move gives Adon access to annoying aerial gimmickry that can be annoying and difficult to deal with.

Throws

Jaguar Carry

b/f+PP

Damage 20 Sfa3 Adon p&k throw.png
Stun 0
Meter on whiff/hit 1(A)3(XV)/0
Frame Count 5/1/20


Jaguar Slam

b/f+PP

Damage 20 Sfa3 Adon p&k throw.png
Stun 0
Meter on whiff/hit 1(A)3(XV)/0
Frame Count 5/1/20

Same range as punch throw.

Jaguar Stab Any direction but u/d+PP

Damage 20 Sfa3 Adon p&k air throw.png
Stun 0
Meter on whiff/hit 1(A)3(XV)/0
Frame Count 1/1/1(before landing)

Jaguar Throw Any direction but u/d+PP

Damage 20 Sfa3 Adon p&k air throw.png
Stun 0
Meter on whiff/hit 1(A)3(XV)/0
Frame Count 1/1/1(before landing)

Both air throws have the same range.

Alpha Counter

During Blockstun f+P.png+K.png of same strength

  • A-ISM:
Damage 4 Sfa3 Adon acaism.png
Frame Count 30/18/34
Invincibility 0-30
  • V-ISM:
Damage 1x4 Sfa3 Adon acvism1.png Sfa3 Adon acvism2.png Sfa3 Adon acvism3.png Sfa3 Adon acvism4.png
Frame Count 20/2,1*,2,1*,2,1*2/5
Invincibility 0-20

Special Moves

Rising Jaguar(X, A, and V-ism)

  • Forward, Down, Down-Forward + Kick

Jaguar Kick(X-ism)

  • (In Air)Kick

Jaguar Kick(A, and V-ism)

  • Back, Down, Down-Forward + Kick

Jaguar Tooth(X, A, and V-ism)

  • Half Circle Back + Kick

Super Combos

Jaguar Varied Assault(X and A-ism)

  • Double Quarter Circle Forward + Punch

Jaguar Thousand(X and A-ism)

  • (During Jaguar Varied Assault)Press Punch rapidly

Jaguar Assassin(X and A-ism)

  • (During Jaguar Varied Assault)Press Kick rapidly

Jaguar Revolver(A-ism)

  • Double Quarter Circle Forward + Kick

The Basics

Which Ism?

A-Ism

Solid all around and gives you access to great supers, but nothing to really outclass V.

V-Ism

Recommended one, decent customs and good corner strings. DPs allows for counterplay against counter-activates.

X-Ism

Keeps his best super. Air jaguars create a very different and highly effective playstyle. He gains a ton of mobility and becomes very difficult to pin down, but they also tend to leave him way more vulnerable to reaction activates. A unique character worth playing against A and X characters. Avoid against V-ISM unless they have very poor anti-air customs.

Combos

A-ISM combos

V-ISM combos

Advanced Strategy

Adon scj.png

Match-ups

Notable Players

Japan

Arai / Cat-K (V-Adon)

Dark (A-Adon)

Muse (X-Adon)

RO (V-Adon)

Tenin (A-Adon)

VER (A/X/V-Adon)

North America

Haqq (A/V-Adon)

Kyokuji (X/V-Adon)

Discussion

Characters with long-range activates make it difficult to use jaguar kicks at all. Use with great caution.

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