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

Introduction

SFA3 adon face.jpg

Colors

First row: Punch X-ISM, A-ISM, V-ISM
Second row: Kick X-ISM, A-ISM, V-ISM

Sfa3-adon.png

Moves List

Ground Normals

  • Close/Far Standing Jab:
Damage 6 Adon st lp.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
  • Close/Far Standing Strong:
Damage 14 Adon st mp.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
  • Close/Far Standing Fierce:
Damage 17 Adon s-hp.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
  • Close/Far Standing Short:
Damage 6 Adon st lk.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
  • Close/Far Standing Forward:
Damage 12 Adon st mk.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 Adon close hk.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 Adon far hk.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 Adon cr lp.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 Adon cr mp.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 Adon cr hp.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 Adon cr lk.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 Adon cr mk.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 Adon sweep.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 Adon j lp.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 Adon j mp.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 Adon j mp.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 Adon j hp.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 Adon j hp.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 (Z/V):
Damage 8 Adon j lk.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 (Z/V):
Damage 8 Adon j lk.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 (Z/V):
Damage 13 Adon nj mk.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 (Z/V):
Damage 13 Adon j mk.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 (Z/V):
Damage 17 Adon j hk.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 (Z/V):
Damage 17 Adon j hk.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
  • Air kicks (X):
Damage * Adon air Xism kick.png
Stun *
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit */*)
Frame Count */*/*

Your air kicks become this attack when using X, I'll display the values here as it will get messy in the diagram otherwise, all versions have the same hitbox values. Strength also determines distance, much like the grounded version of jaguar kick.

Damage/Stun - LK(9,5/4,3) | MK(10,6/4,3) | HK(11,7/4,3)
Charge on WF/HIT - LK(0/3) | MK&HK(1/3)
Links into SL/SP/SC - ✕/✕/✕
Framecount ST/LE/RE - LK(19/4/7) | MK(24/5/7) | HK(25/9/9)

Command Normals

  • Jaguar Crunch: f+MP
Damage 8+6 Adona3overhead1.PNG Adona3overhead2.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/?

Standard 2 hit overhead.

Throws

Jaguar Carry

  • Forward or Back + Any 2 Punches

Adon throws.PNG


Jaguar Slam

  • Forward or Back + Any 2 Kicks

Adon throws.PNG Same range as punch throw.

Jaguar Stab

  • (In Air)Forward or Back + Any 2 Punches

Adon air throws.PNG

Jaguar Throw

  • (In Air)Forward or Back + Any 2 Punches

Adon air throws.PNG Both air throws have the same range.

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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