Adon Strategy and Match-up Thread

cannon drill = spiral arrow
cannon spike = thrust kick

I’ve spent the last few nights putting in a few hours with one of the best Chun-Lis in Sydney, and possibly Australia. Here’s what I’ve learned.

vs. Chun-Li
Recommended Ultra: Jaguar Avalanche

This match is all footsies. st.lp, st.mp and st.lk are your money pokes. Spaced properly, they will stuff the majority of Chun’s footsies game, and if you get it wrong you’ll usually get a trade anyway. Beware her sweep, it’s unfuckwithable. Even trading with it leaves you in a bad way. If you feel one coming, get a focus ready.

Save your EX for RJ FADC U2 and for EX JK to punish sloppy fireballs. EX is preferable since wake-up pressure is a big factor in this match and the person who can maintain it will most often win. This tilts things a bit towards our favour since Adon has an easier time of escaping than Chun.

cr.lk, cr.lk, lk RJ will sometimes whiff on a crouching Chun. Substitute EX RJ where the spacing looks a bit long. Check it out in training mode to get an idea of the right distance for LK RJ.

You can use Jaguar Revolver if you think your reflexes are amazing, but you really want the thread of RJ FADC U2 to keep her honest when the game gets to close range. Her fireballs are punishable with MK/EX Jaguar Kicks. You’ll usually get a couple of these reasonably free off of the first few fireballs because of the Chun-Li habit of following their fireballs when they approach.

Avoid Jaguar Tooth unless you’re 100% sure of a hit since a blocked one will leave you eating a string of jabs and a possible Hazanshou mixup.

Don’t get caught down-backing too often. You’ll see Hazanshous and instant-overhead j.HKs come your way. If you feel like you can block those on reaction, by all means go ahead and bait them by crouching alot. Punish hazanshou with cr.mk xx MK RJ (FADC Ultra if you can) when you block it.

Most importantly: keep a cool head. Being knocked down and eating some pressure isn’t the end of the world. If you panic and go for OS techs or reversals, you’re going to eat an Ultra. Chun only needs to land EX legs to connect her Ultra 2, and that can be acheived by landing a cr.lk. Every hit counts for both players in this match.

Does anyone know how safe Jaguar Kick is preferably the MK/HK versions i tried the LK version and i got lp dash punched by rog on block so i pretty much scratched using that one on rog :confused:

If you are having trouble with Rog I’ve gotten a lot of practice with him. Here are some pointer when facing him.

s.Mk counters his non ex.Punches, Jabs,MP,and LK the spacing/timing is tight but if your in the right spot he wont get in.
s.MK is the perfect AA for Rog and same goes for s.Hk for close jump ins
Roges Ex.Punches can be countered with a M.Jk the spacing is the same as Fei’s chickenwing. I’ve tested this and so far is doing pretty well.
JT is great for baiting a headbut and once it happends you can punish pretty easily.
If you dont want to stuff a rush punch and you know rog isn’t going for a upper you can N.Jump, Mk-s.Lp(2)-RJ
When fighting Rog I would say try to keep your self at max HK range during the whole match until you’ve got him scared.

When facing rog I like to play counter Adon and once you’ve got him scared to do headbut after a few baits you can begin crossing him up with the BnB
J.Mk-S.Lp-C.Lk or C.MK-RJ or if you’ve got metter J.Mk-S.lp-C.lk-RJ-FADC-U2 or sub in a EX.RJ

Cool thanks I’m gonna differently use st mk alot more and had no clue about st hk stoping jump in’s either must be like chun li’s even if u do it like it hit’s i guess gonna try it :smiley: but which jaguar kicks are safe on block >.<

Add st. mk in the honda section. It dominates headbutt while sleeping almost anywhere on the screen.

well ive been playing alot of vegas and as noted from a earlier post that ive read this is more of a defensive match for adon the best tools to use would be st jab,cr fierce and focus attack on some of his specials now if you happen to catch him doing that annoying back flip (three kicks or three punches) go in for a jaguar tooth and cr punch to set up a nice combo and most likely if you get him in the corner that over head is really nice to help mix up your attacks like knocking him down with cr roundhouse or grabbing him i tend to think if you apply pressure the the match up sways to your offensive side instead of vegas. i just started using adon like 2 days ago but im just putting my past few days experience here in this post with the multiple vega fights ive had. oyeah and standing high kick is nice to while playing on a defensive end.

Yeah the S.Hk works for when Rog is right at the top of your head and you get the crazy looking splits hk. You’ll want to hit it Hk right after his peak. On Rog I find non of his JK’s are really safe on block since you’ll want to use this move as a punisher and not as an opener. Tho M.JK seems to hit before his headbut reaction. You can also cross up Rog with JK with M.JK which is really cool to see a rog player think he’s going to hit you with rush punch only to see adon completly flip over him. :smiley:

I’ll be guile testing tonight and will let you guys know what I find.

Is guiles sonic boom recovery too fast for Jag Revolver? I had a guile constantly doing them at point blank on wake up and I went for the Revolver and BLOCK.

So in the lab today, found out a couple of interesting things…

Jaguar Revolver can punish these moves on reaction:

Cammy’s Cannon Spike
Blanka’s Rolling Ball
Sonic Boom
Vega Wall Dive to other side of the screen

So that would make it seem that that Ultra would be preferable, at least in those matchups. Also, in the case of Blanka, every single strength of his Ball can be punished with :lk:Jaguar Kick for 130 damage.

Also found out that cl.:mk: is cancellable. Now this may not seem that big of a deal, but what’s the current idea for a b&B?

c.:lk:, c.:lk:, :lk:Rising Jaguar 184/236

Now, I dunno if you guys are like me, but I have an execution problem, and that is a pretty tight link and ends in a shoryu motion. I’ve fudged it up in a fight more than you can imagine. Well, now with cl.:mk:, I can do this:

crossup:mk:, cl.:mk:, :hk:Rising Jaguar 280/352 (Without crossup:mk:, it’s 226/290)

I have yet to miss this setup, and the cl.:mk: and the :hk:Rising Jag work on every character, even the ones with odd hitboxes. If you can’t do that rough link, here’s a high damage, easy to confirm move off a crossup. From away, you still might want to try the :lk:'s into Rising Jag, but this is really easy to hit off a crossup. Works on all crouching characters, too.

The “decided” BnB is more practical in most situations just because of the ability to hit confirm as well as continue pressure if the combo fails. Cl. mk isn’t exactly the best normal to begin pressuring with. That’s the upside of cr.lp cr.lk lkRJ. If blocked before the RJ, you’re still right in their face. Still, the aforementioned BnB is really more of the universal combo; off of a cross-up I, too, prefer going for a healthier dose of pain than jab >> short xx lk.RJ. Replacing the jab-short with cl.forward and a heavy RJ is a big difference in damage.

Gotta make sure you’re gonna land it though. There isn’t really that big window of hit confirming. I’d feel more confident doing it if I’d been fucking with someone on wakeup for a while. Switching between cross-up j.mk and a normal j.mk is good, but I like to use cross-up j.lk too for a quick tick throw. J.hp is for when I feel I’ve conditioned them to expect a cross-up and I just go for straight on jump in combo.

If no one else is going to do it, I’ll see if [which] JK['s] is/are safe on block in training mode. I can’t give numbers but it’s really not that hard. Just try to mash out a SPD or a DP after a blocked JK and make sure Adon is recorded to either jump or block, respectively. Obviously you want to do both to see if one’s safe and the other isn’t.

Or maybe we already know these things.

With Adons wonky timed links, I don’t think I’ll ever master some of his bread and butters.

Yea ya can. It’s all about that practice mode.

Good news! Most of his BnBs are all jabs

Here’s a simple little setup that I’ve been having surprisingly good fortune with:

Charge a Focus attack just barely to level 2, release, backdash. If it is blocked, you’ve put a bit of distance between you and their likely retaliation, giving you the opportunity to frequently punish their attempted counter. If it connects, the crumple is slow enough that you have time to comfortably land an EX Tooth, and usually follow it up with a close standing roundhouse for not-too-shabby damage. Where this really shines is when your opponent has his back to the corner,* up to approximately 1/4 of the map away from it* (a surprisingly generous distance), where they will be pushed back to the point where you can juggle into Avalanche. Obviously, corner EX tooth into Ultra is nothing new (and doubly obviously, neither is crumple into Ultra), but having a relatively safe way to confirm into it is handy, especially when the method to do so is also a fairly good setup to bait an attempted punish so long as you’re not predictable with it. A word of caution here: You often momentarily cross-up with the EX tooth in this situation, and if you’re doing your Ultra motion during that, it can mess up the direction of your inputs, so you really need to be on point with it. I prefer to wait until after they’re launched past me to do it, for consistency’s sake.

Now here’s where it strolls out to shenanigan town. Even if they block, it is sometimes worthwhile to go for the EX tooth anyway. The blocked FA and backdash provides a pretty good momentum skip to catch them off balance, so If they attempt to punish, or simply look to use the break in your pressure to press for their own momentum, you’ll nail them, and again, possibly juggle into Ultra.

Also, I have had some success with mid-screen EX tooth into Ultra after a focus attack crumple and backdash, but very inconsistent. Sometimes they’ll launch more vertical, in which case I can just barely catch them as they zip away, and sometimes I’ll cross them up far enough to Ultra back the direction I came, and interrupt them before they pass over me. Other than that, they often fly away too far, too fast to catch mid-screen.

Here’s a video of a jaguar kick cross up you can do. Someone find some uses for it…I’m too lazy to do it right now.

[media=youtube]Y5BT-4gyV6Y[/media]

since i didn’t see it talked about heres my two cents. Grouned fierce jag kick beats head stomp and bisons(dictator) other air special usually after you hit them with it twice they stop doing it. Same deal w/ vega(claw) and barcelona attack if you catch him on the begin start up. no combo potential but the move is extremely safe on block so its an effective punish.

Well I was practing against guile via training mode on player used guile, guile combos, and cpu hardest.

JT- Guile can ex flash this out sonic booms as well. EX.JT can go throw a sonic boom I think, But EX.Flash will still kill it
JK- s.hk s.Hp can counter this
RJ - Sonic boom will kill this move, Guiles Jumping away comman kick will kill it as well.

As far as the matchup is concered I think guile will be a worst. Guile seems to have an answer for every thing we can do. However I find the once you knock a Guile down you can get him into a cross up and get into his face. You must make sure that guile cant tech stand to cross him up. Once this is done you’ll have to use J.MK and hit him at his back. Doing this will knock him out of a flash kick but he will recover standing so make sure to use c.Mp-RJ. This matchup is going to be a hard fight.

I haven’t read through the entire thread yet so if this has been mentioned my apologies

we can use neutral jump mk as an IO after a jump in attack then comboed into the air JK which is stated
but neutral hk is also an IO after a jump in and I find it a lot easier to connect with only downside you can’t
combo to the air JK kick
I think this is valuable because the IO air JK combo doesn’t work on the whole cast so on those who it doesn’t
this would be a nice alternative for mix ups

Its a great way to end block strings to for some chip damage and to push the guy toward the corner.