Adon Strategy and Match-up Thread

I was playing against my friend’s honda the other day and tried to jump in on him when I realized he had EX. I then did an air jk to try to go over him but did it low enough where I actually beat ex headbutt because the air jk was on top of him. After testing, I found out that you can either make headbutt whiff or beat it with jump air jk if the air jag is done late enough after the jump in. The key is to do the air jag right before your hit box will be in range to get hit by head butt. It’s pretty dope. Also, c.jab is amazing in this match up. Honda = character with no 3 frame normal.

Haha. I love getting hate mail in the game when I win, because I reply as if I were Adon. If I’m in party chat with friends in endless battle and I get the Trollnado off or I’m showing a replay where I do it I tend to say, " (insert name of character you are fighting) is that a twister?! NO! IT’S A TROLLNAAAADOOOOOOOO!"

Also, I can’t seem to see the difference between light punch and light kick, but it still seems the light kick makes you be able to keep doing it faster.

Either way I love using it against charge characters especially because they try to charge a move and you keep effing it up for them.

Good luck spamming short cross up, you’ve really got Adon understood. I’m glad you put so much effort into learning the game and don’t abuse small advantages that online players don’t have an answer for. I mean, until Adon forward dash rj’s you or Blanka up balls you or Gouken counters you or fuerte auto correct U2’s you or Bison forward dash Rh’s you or any charcter with an upper cut mashes upper cut through your block strings because they know you’re going to jump after lk again. :coffee:

This might be common knowledge to some but I just learned it:

While at first I hated capcom for making RJ and JK share the same motion, which meant I couldn’t do 13131313 K to escape some crossup shenanigans like the shotos can, I learned that the RJ always takes priority. So basically if you wiggle 131313 fast enough it does not matter which side the opponent is on, the RJ will always come out and not JK.

I Like it.

anyone else thing its bullshit that Guiles SB Recovery is so fast that Ultra 1 can’t punish it? and that if a guile throws out a point blank Sonic Hurricane, if you Ultra 1, you only get the first hit and eat the whole sonic hurricane?

I can’t say I’ve had that happen. Did the Guile delay the Sonic Hurricane as you were getting up? I’ve noticed them doing that a lot lately. I switched to U2 on Guile a while ago, because Guile will always go to the corner, and if you clip him out of the air with EX JK, it’s pringles… do people still say that?

So, should we compile a list of things to dash under? I’ve improved my Bison victory rate by at least 60% just by ruining his cross up game.

All three of Adon’s close punches are high elbow attacks. Will any of them deflect Ibuki’s crossup kunai? Cuz that’d be another pressure game down the drain.

Yeah i learned today about adons standing fierce beating Ryus jumping fierce CLEAN. no trade.

Yeah, Guiles SB recovery is pretty insane. I’ve been able to punish a few SB’s with Bison’s U2 however, which has 22 frames of startup compared to Adon’s U1, which is 12 frames. Granted, I didn’t do it on reaction, I had to buffer pretty early.

Also, Adon’s U1 doesn’t reach Fullscreen like Bison’s U2 does.

U1 looks cool… but it’s uses outside of certain matchups make it very inferior to U2.

Yeah, I know its not full screen and that makes me even more sad about it because I love Jag Revolver as an ultra in general. Just looks so awesome getting that image of Adon kneeing his opponent at the end with the ultra finish background, so bad ass. So many times i go to dash into a fireball trying to dash and ultra. It’s super risky but, it has worked for me in the past.

In my first post about it I mentioned it will not work on good/smart players. If you want to make quick work of crappy players/flow charts, then it’s a good tool.

But thanks for taking it to that elitism/smartass level and be a prick. :slight_smile:

Interesting, this makes alot of situations where I didn’t get jk make sense. Thank you.

Hmm, it would have to be close jab or strong since fierce comes out too slow. it would also have to not auto correct if she crosses you up to deflect the kunai. Close strong comes out in 5 frames and has 5 active so I think it might be the best bet.

**close strong’s hit box-**http://i1032.photobucket.com/albums/a402/Mr_Suplex/Adon%20Hitbox%20Images/AdonCloseStandingMP.jpg

close jab- http://s1032.photobucket.com/albums/a402/Mr_Suplex/Adon%20Hitbox%20Images/?action=view&current=AdonCloseStandingLP.jpg
And yes, eventually, a dash under list would be helpful although grueling and long to make.

Back dash U1 works much better since it doesn’t go very far and is quick. Back dash super can give you time to buffer and punish anything quickly as well.

Giving tips that only work on people who don’t know how to play the game properly aren’t very useful IMO. Sorry to call you out cause I’m sure you’re just having fun with the game, I’m just sayin that this thread is mainly for tips used in high level play. Cross up short is buff, but saying to repeat it over and over then branding it something isn’t very buff. :coffee:

It actually looks like jab would be better. The kunai comes down at an angle and actually hits about Adon’s mid section, and the jab collision box reaches lower than the strong.

any tip against Akuma??

a friend of mine has a quite good Akuma and manages to own my Adon with ease…

i know i have to train IA JK more because it seems they are crucial to punish fireball zoning, but still…

and what about his vortex?? Adons seems to lack any good tool against it, his reversals are a bit slow and i always have problems to scape from Akumas vortex and blockstrings/tick throws game.

help needed! :slight_smile:

pd. one thing i found annoying about IA JK, although im now able to perform it with a low missed attemps%, is that i have to perform them “slowly” (you know, we are forced to delay the kick button press after the stick movement), so it is quite hard for me to punish fireballing with IA JK in the heat of the battle.

but i guess thats just a matter of training…

I actually feel this is an even or good match up for Adon. You have answer for fireballs (Ultra1, jk, ex jk air jk, tooth or super ) and You can beat alot of his normals. For me this matchup comes down to AAing jump ins, forward dashing jump in fireball then punishing the landing frames, forward dashing cross up tatsu, beating out akumas RH w/ adon’s RH or s. MK and whiff punishing Akumas low forward with low strong. for some reason, Adon has very fast wake up frames so alot of safe jump set ups aren’t safe when you have ex because you can actually ex rj them before they hit the ground. MK rj might work as well. Once you limit alot of Akuma’s options they will be forced to play footsies on the ground with you, and that’s where adon’s strength lies. Another important thing to note about this match is that you shouldn’t do ground jk or tooth when he has demon. Also, any character with an upper cut can be baited by jumping in then using air jk to go over them and make the upper cut whiff. It’s actually pretty awesome because then they stop AAing you and you get free jump in pressure. Use sparingly though.

Anyone have an suggestions on what to follow up with after a normal Jag Kick hits? I always catch people with medium JK when punishing fireballs, but I don’t really know what to do after since you can’t combo after the grounded ones. I usually just go with a throw.

thanks for the answer :slight_smile:

unfortunately, this is a very smart Akuma; U1 is useless against him, he almost never throw fireballs from an unsafe range (i.e. jaguar kick punishable).

he also almost never jumps in unless you are knocked down (damned Akuma sweep…) and goes for a cross up. He also manages to use demon flips/vortex from safe situations.

as you see, a quite smart player.

do you know if any Adon normal beats Aku far st HK? this is very important because he uses this normal to get in and then to start the vortex/blockstring nightmare…

also, what is the best option to scape from vortex? could a late HK Rising Jaguar work to beat the dive kick?

Since Akuma’s hit box exteneds when he throws a fireball you can punish from almost full screen. Also, the fact that he doesn’t throw fireballs from unsafe ranges means that there’s one less part of Akuma’s game to worry about. Also meaning that he will need to play ground footsies with you. S.hk out ranges and beats akuma’s far heavy kick. On reaction you can also s.mk it. The answer to vortex is either forward dash or block. It’s just a matter of seeing it and reacting very quickly. Reacting to vortex properly took me well over a year to get down with Bison, it’ll take a while but I think I’m getting the hang of it with adon as well.

thanks, ill try to stop his st hk with your suggestions!

@nacor: If he pressures with Demon flips, you should be able to anticipate them and dash under on reaction. Dash under then zone with c.mp. That’s break his pressure. The real problem for Adon against Akuma is chasing after him, and that takes air JKs, but not necessarily instant ones.

@tenyardmike: Depends on your spacing. I prefer to c.MP or c.LP to stuff any normals they might try to throw out, then HK JK. I’m trying to get my IAJ skillz down, and if I could do it consistently, that would be my preferred followup.

One thing I’ve been meaning to try is finding all the sweeps that Adon can punish with c.MP. Probably not possible at max range, but sometimes people just want to sweep. It might be a powerful tool for Adon to be able to c.MP xx Super on reaction to a bad footsie.

alright booda or ricki oh… i need maaaaad help ya’ll… vs guy, rufus, cammy dis one nigga online straight D-BLOCKED (bodied,whooped,put me in a casket) and dictator… any tips pleeeeeease…