Ground Normals
Damage |
6 |
|
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
|
Damage |
14 |
|
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
|
Damage |
17 |
|
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
|
Damage |
6 |
|
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
|
Damage |
12 |
|
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 |
|
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
|
Damage |
8/8 |
 |
|
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
|
Damage |
5 |
|
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
|
Damage |
13 |
|
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
|
Damage |
15 |
|
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
|
Damage |
5 |
|
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
|
Damage |
13 |
|
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 |
|
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 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/10/6
|
Damage |
13 |
|
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
|
Damage |
13 |
|
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
|
Damage |
17 |
|
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
|
Damage |
17 |
|
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

:
Damage |
8 |
|
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

:
Damage |
8 |
|
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

:
Damage |
13 |
|
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

:
Damage |
13 |
 |
|
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

:
Damage |
17 |
|
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

:
Damage |
17 |
|
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:
+
Damage |
8+6 |
 |
|
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
:
In Air
|
Short |
Forward |
Roundhouse |
 |
|
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
/
+
Damage |
20 |
|
Stun |
0
|
Meter on whiff/hit |
1(A)3(XV)/0
|
Frame Count |
5/1/20
|
Jaguar Slam
/
+
Damage |
20 |
|
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
/
+
Damage |
20 |
|
Stun |
0
|
Meter on whiff/hit |
1(A)3(XV)/0
|
Frame Count |
1/1/1(before landing)
|
Jaguar Throw
Any direction but
/
+
Damage |
20 |
|
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
+
+
of same strength
Damage |
4 |
|
Frame Count |
30/18/34
|
Invincibility |
0-30
|
Damage |
1x4 |
 |
 |
 |
|
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)
Jaguar Kick(A, and V-ism)
- Back, Down, Down-Forward + Kick
Jaguar Tooth(X, A, and V-ism)
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
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.