Adon Strategy and Match-up Thread

So after being in the lab, I must say that plinking really is amazing. If you’re not utilizing it, you’re doing yourself an injustice. Also, I’m not sure if plinking works with special moves, but i’ve been plinking lk rising jag in the corner after a corner combo because linking the 2nd rising jag is tight timing, and since i started plinking i haven’t really missed any.

http://shoryuken.com/showthread.php?t=234944&p=8838850 :china:

Also, has anyone found a good use for meaty cl.:mk:? Since active frames are 6, and advantage on hit is +2, hitting on the last frame would yield 5+2 advantage. This was further supported when I was able to link s.:mp: off it, which has a 7-frame startup. Unfortunately, some characters get pushed back so far that none of Adon’s lights and mids can connect afterwards.

On block, 5-1 yields +4 advantage. So what can we do with that? Frame trap with sweep? Walk-up throw? Cross-up shenanigans? iAJK? L2 Focus? Try 'em out.

I’m def switching up my BnB from cr. lp -> cr. lp to cr. short -. cr. lp. Learning that its easier to hit

Also, anyone else finding that lk RJ over a down opponent sometimes results in a cross up?

I was playing a friend who is an Adon player and he crossed me up with an LK RJ on two separate occasions while I was crouching. It seems incredibly situational though.

I found out that h.jaguar kick out priorities everything Zangief does lylat, green hand, jump-ins. Everything.

I had played bushido impact tournament. And i had lost 10 match again M.Bison in freeplay.
I give you few information on this match-up.
I had played again M.Bison very offensive

Short range:M.Bison made zoning with a s.MK and s.HK
-To break his : s.MK,s.MK =+8 (M.Bison frame trap)for ADON to break it
s.MK,s.HK =+10 for ADON to break it
s.HK,s.HK =+12 for ADON to break it
s.HK,s.MK =+10 for ADON to break it
All those frames traps can be break with cr.MP ( frame execution= 5 ).

Middle range :
In this range you must be mind cr.HK, Double Knee Press and Psyco Crusher.

-M.Bison’s cr.HK: In training mode you can see you must have 2 squares between ADON & M.Bison to cr.HK be safe. If M.Bison don’t respect this range cr.hk can whiff(far range) or block (short range) and in this case you can punish him (-10 on block).

Double Knee Press: If M.Bison make 2 hits on block you can punish him with Rising Jaguar(lk)
-DKP(lk): = +0 on block you can’t punish
You can break it with Focus (in training mode you must have 2 square between you).
-DKP(MK): If M.Bison make it in short range you can punish (-5 on block)
You can break it with Focus (in training mode you must have 3 square between you).
-DKP(HK):If M.Bison make it in short range you can punish (-8 on block)
You can break it with Focus (in training mode you must be in far range).

Psycho Crusher: All PC make 2 hits

-PC(lk): short range; punish (-8 on block)
-PC(MK): middle range or far range; punish (-14 on block)
-PC(HK):far range;punish (-17 on block)

Far range:

-Head Press: If you make back dash or foward dash the H.P can whiff and after you can punish him.
-Somersault Skull Diver can be break by a Focus.
-Devil Reverse: Can be break by a Focus.

I used to play Dhalsim, changed to Adon when super came out, been playing him since about 3 weeks prior to launch, I’ve got some videos up me playing Adon up on my youtube; www.youtube.com/affroking - I’d appreciate the feedback

I’ve got some notes on matchups, from the few thousand or so I’ve played, I think I can give my impressions on Adons matchup results;

Ryu
6-4 = Potential 7-3 - so many moves for fireball evasion and U1 which can punish any fireball or whiffed HP/HK on reaction

Ken
5-5 = The priority of the HP SRK from Ken can stuff out most of Adons active air moves, however you still have the ability to U1 on reaction to whiffed SRK’s and Fireballs

Chun-Li
6-4 = With the ability to modify a jump with an Instant air Jaguar Kick you can bait so much out of Chun and your j.mp stuff out most of Chuns Air to Air

E. Honda
3-7 = Most of Hondas normals stuff out Adons special moves, you have to fall back to fundamentals and be prepared to punish mp/hp headbuts and butslams with U1 on reaction to win

Blanka
6-4 = Making good use of Adons overhead (f.mp) has allowed me to get in on nearly all of the blankas I have played, his Jaguar tooth is an excellent option to stop Blanka hopping around

Zangief
5-5 = If you rely on fundamentals then its an even game, 2 hits on the HK stops Giefs focusing to apply pressure however everything is punishable, especially the Jaguar Tooth

Guile
4-6 = This is a similar matchup to the Ryu one, but using U1 to punish the sonic boom has to be done with some serious Yomi shit because it recovers so fast, that aside, make good use of adons j.ml crossup in this matchup, it seems to stuff out the Flash Kick

Dhalsim
5-5 =Hard to punish Sim because you can’t rely on the crossup, key here is to ex-jaguar tooth as soon as they teleport, there is nothing really in your favour, but nothing againt

Balrog
4-6 = Because you rely on airborn attacks for all moves, excluding one, Balrogs can just buffalo you all day, again, the key here is to fall back on fundamentals and use the crossup alot, you can’t bait with the Tooth, U1 lands full screen before you can recover

Vega
5-5 = diagonal j.mp and j/hp have excellent priority in the air and the hitbox is long enough to stop the air grab, if you focus everything else on the ground you can use your dash to get in quick and puinish most of Vegas moves on his recovery

Sagat
6-4 = Possibly even a 7-3, with the ex-Jaguar kicks you can punish any sagat tiger shot, upper or lower and your IAJK allowes you to stuff his SRK on wakeup, you can also use U1 to punish any of his supers

M. Bison
5-5 = Quite an even matchup, I find the overhead works well here as alot of bisons spend quite a bit of time crouching and your crossup works well, for some reason, Adon has a hard time grabbing Bison when he is crouching, remember that and stick to spacing him out and using HK to punish any focus pressure

Rufus
5-5 = Jumping mp/hp stuffs out Rufus air target combo and times correctly, snake strike, use EX-JK’s to punish him if he wants to jump in, the only downside with this matchup is Rufus’s dive kick, Adon has no easy way to wakeup punish

Abel
5-5 = Another even matchup, not found anything to be in the advantage over either fighter

El Fuerte
7-3 = The majority of your moves can combat El Fuerte in the air, also, on wakeup you can rising jaguar to get you out free from the wakeup games, Adons dash alos him to dash in and out real fast to punish anything El Fuerte tries

C.Viper
4-6 = Now, I’m not sure if this is down to my experience of this matchup but Vipers burning kick stuffs out most of Adons supers, you have to fall back to spacing and learning to use lk.jaguar tooth to punish the big jump in burning kicks, it may well be 5-5 but with the moves being stuffed out I think it’s a hard matchup to even out for Adon

Guy
6-4 = Not had any problems with the Guy matchup, Adons diagonal jumping mp keeps me free in the air, out of reach of the Izuna drop grabs or the command flip grabs while the crossup helps on his wakeup, Adons grab is also real fast with a big distance which means you can grab to punish any dash in attack if blocked

Cody
6-4 = This is pretty much the same at the Ryu matchup

Hakan
7-3 = don’t let him oil up stick close to him and use alot of neutral jump mk’s into ex jaguar kicks to stuff out any of his wakeup shit, Adons HK is his best weapon against Hakan

Gouken
6-4 = Again, almost identical to the Ryu matchup, with the only exception being you cant punish the hp fireball with U1

Ibuki
6-4 = both are so fast it just comes down to fundamentals with Adons HK you can stop all Ibuki focus pressure and you can also ex-tooth and U1 through any jumping EX-Kunai

Juri
3-7 = This is a fucking nightmare, ask PrivateRyan about it, I had a real hard time, I’m not going to spell it out because I’ll get pumped in the Glasgow RB’s but if your interested in the tactic, he knows what it is

Dudley
6-4 = HK outpokes everything Dudley has, you can also cr.lp all of dudleys machine gun uppercuts and 9/10 times you can stuff out his wakeup upper with a diagonal jumping hp

Makoto
7-3 = She just has nothing to touch Adon with, HK to break the focus, ex-jk’s to stop any jump ins, your dash is also excellent for getting in to punish after something is whiffed

Seth
6-4 = It’s all HK and EX-JK’s in this match, if he jumps off the wall, use a hk rising Jaguar to immediatly stuff anything he’s going to do, all projectiles can be punished with U1

T.Hawk
5-5 = Exact same as the Zangief matchup, everything is punishable with a spd, use hk tp punish blocked condor dives

Cammy
7-3 = Cammy can out poke and put prioritise all of Adons normals and supers, you have to fall back on more fundamental play and punish blocked supers with a dash in > combo to have any chance in this matchup, it’s like turtle rushdown, stupid hard with a good cammy

DeeJay
6-4 = It’s the same as the Ryu matchup, no difference, use the Jaguar Kick to increate the amount of time your in the air or to crossup then try to use that to your advantage

Akuma
6-4 = As above, same as Ryu, if Akuma jumps for air fireball you can dash in twice and punish everytime, U1 lands on all fireballs and you can use it to punish jump in fireballs too

Rose
? - I’ve not played enough rose players to get a real feel of the matchup.

Fei Long
? - I’ve not played enough Fei Long players to get a real feel of the matchup.

Like I said, its just my opinions based on my play style and the people I’ve played, most of which are from Neo Empire so feel free to add/change whatever you disagree with.

Wow that’s some pretty accurate shit. Indeed honda is the hardest matchup IMO. Guile and boxer are a little bad but not too much.

I agree with most of what you said except vs Viper.
I know a good viper and played him plenty, it was hard at first but I think it’s more like 6-4 adon once you know her. Burning kicks are a pain but you just have to take it and block sometimes, don’t press random buttons or focus and dash if you really have doubts. It’s ambigous but not THAT much. You can see it most of the time.
For the rest, lk jagkick shuts down her seismo bullshit completely. She has low life like adon so she can’t block too many jagkicks. She has mediocre antiair and she’s very easy to safejump. Just don’t be surprised by ex burning kick reversal, it’s kinda weird. EX seismo is slow and punishable and thunder knuckle is lame. Basically her footsie game is much worse than adon’s but once she gets a KD she can kill you. It’s hard for her if you play it safe and if you don’t do mistakes on wakeup. Also in the corner various jagkicks rape her hard.

I think gouken is more like 7-3, maybe worse.
Adon skullfucks gouken really hard. He’s just a bad character and the fact he can’t parry at all vs adon and once adon has EX it becomes risky to fireball fucks him further. The only goukens that were even remotely threatening were those that stay at max range and just fireball from there because any closer and he gets raped. But doing that he finds himself in the corner eventually and escaping with demon flip just doesn’t cut it when you’ve seen it a couple of times. Maybe one day I’ll meet a gouken that will change my mind. Hopefully. Right now I think he’s total ass.

standing or crouching lp or lk o-s light rising jag
crouching mp o-s light rising jag

these five o-s’s are good during footsies, to tag your opponent when they stick out a limb. Cr. mp o-s l. rj in particular has great range.

I see adon as a relatively footsies/zoning-based character, mainly because he lacks a projectile and has a decent set of long-range normals (roundhouse, -> mp, fierce, and cr. mp). Of course, you can keep your opponent on their toes by incorporating jag kicks into your spacing game. But more so than most characters adon needs to apply pressure from up close.

That being said, i think these o-s’s are a good addition to adon’s arsenal.

aaah… i miss chainable jabs/shorts so much with Adon… :frowning:

I had the random light rising jaguar cross up happen again. It only been happening on Codys and Dudleys.

That’s interesting. My hardest matchups are by far Blanka and T Hawk. I’ll admit I haven’t played as many Hondas, but when I do if I zone them a bit farther than I do most characters it seems to work out pretty well. A well timed HK Jag Kick beats head butt clean and it where I do most of my damage.

Unless I missed it in the thread, does anyone have any advice vs. Hawk? I feel like he can beat everything I throw at him, and playing defensively just isn’t an option. I’ve discovered recently that playing at 3/4 screen or farther helps a lot, but I haven’t had much of a chance to try it against different Hawk players.

Certain blockstrings against certain characters will always make you crossup.I posted one vs ryu a while ago but can’t remember it.

Blanka isn’t too hard as long as you’re defensive.
Can’t help vs hawk because good hawks, like, don’t exist or something. I’ve yet to see a good player that doesn’t just pick him to mess around.

I need help:

What do you do against akuma far HK? Adon can’t duck the second hit so this is a huge pain in the ass. I haven’t found one move that will hit it everytime. Does it really leave akuma at 0 on block?

Rufus, some guys do his ex messiah, and delay the flipkick. When I try this in training, the flipkick is easy to beat with a HK or EX jaguar. However I don’t know how but these guys beat even EX RJ. Whan kind of bullshit is that?

T-Hawk: You have to zone and play the footsie game. His pokes go farther out than yours so you have to bait the fierce or roundhouse pokes to focus them, dash in, and get a combo in. You can punish his dive with LK JK and roundhouse. Use safe jumps if you’re going to pressure to bait out the DP’s and stay out of blockstring range.

Blanka: Don’t let him do Hop shenanigans. Block, block, block. you can punish Blanka Balls with LK JK and Ultra 1, though I’ve found the timing for punishing with Ultra 1 to be precise. Other than that, play good footsies… Try and bait them into doing something stupid and capitalize on it.

BISON: Even though this was posted in the video thread, I think the topic was about the Adon vs. Bison matchup. I found it appropriate to leave my thoughts in here. That s.HK and s.MK are both nasty. Best advice is try and bait the HK and focus in and punish. besides that, if you can beat Bison in the ground, it’s going to force him to try and jump in… which we know doesn’t work very well against Adon. Watch out for Crossup PC’s and FADC’d slides.
TVG:

Dude, for both Akuma and Rufus I’d say just block. From my experience I’ve learned that it’s better to be safe than sorry. In both of those instances both characters are half way into a move and are committed so they can’t really “mix you up” or anything until the move is over. For Rufus’ Messiah kick just watch out between the sweep and the overhead, other than that… It’s better to be left in a neutral position than to get hit and get kocked down, in my opinion.

PS: That list needs some corrections in my opinion, but does have some accurate info on certain matchups. All in all, I don’t think Adon has REALLY bad matchups. He zones people out, he can rush down really well. He can bait for miles and his footsies are great. You just have to be patient and not jump the gun in a match. I think Adon is about patience, and knowing when to set the difference between rushing down and knowing when to sit back.

Real quick shout out to all you guys who provide info about adon… I just came back from devestation n didn’t make final 8 but make top 16… I haven’t asked many questions reason being anything i wanted to ask was already posted and answered :slight_smile: I recieved mad respect from Fillipino Champ, Mike Ross, and Sabre… I was supposed to money match Mike Ross but had daddy issuses on daddy’s day at end of night… Once again thank you info providers your tha shit :wink:

Against Bison Ultra 1 can be good to punish bisons Reversal like his Ex Psycho crusher or devils reverse Also teleport if u can predict it and also Adons St.HK Beats Bisons Ultra2 Clean LOL

I think most of the 6-4 match ups are more 5-5 honestly adon can get knocked outta his specials by normals doesn’t have a good reversal unless u do ex but with that being said they have to anticpate a jaguar tooth or kick coming so but for the most part i think your list is right just some of those 6-4 match up’s i honestly dont think there 6-4 more 5-5

Glad to hear you did well. recently I’ve been using Bison alot to get him fully sharpened for evo. I’ve only been pulling adon out in grand finals when I have a chance to come back with Bison in case I lose lol Last tournament, I got sent to losers using Bison against someone’s guy/honda. I made it to grand finals and played them again using Adon and 3-0’d them the first set. I hate that even if you crouch, rh rj some times loses to hondas jumpin strong and fierce. Guy, however, Can never elbow drop adon crouching. That match up is sooo in Adon’s favor. Just make sure you punish every slide.

For akuma, “just blocking” would mean I stop playing footsies entierly. That kinda doesn’t seem like the right thing to do. The problem with far HK is that the risk reward is too much in akuma’s favor. If he hits it, great he does a combo. You block it and you’re in neutral position (and akuma can mixup well). You beat it, you got a poke at best. It’s fast, has good priority and great damage. Not being able to duck under the second hit really hurts adon.

For rufus, I’m aware I can block stuff, but I’d rather punish TBH. I’d also like to undrerstand why he’s beating moves that are invincible with that flipkick while I cannot reproduce that when I try. Maybe I’ll ask the rufus forums.

I miss playing Chun-Li and having Akuma’s far :hk: whiff on second hit. Now I actually have to counter it, lol.

Anyways, probably the best way to punish that (and all other committed ground approaches) with a big combo would be, through anticipation, n.jump :hk:, cl.:mk: xx RJ. Or if you’re too far, n.jump :hk:, c.:hk:. Standing Fierce works great to stuff it out too.

I have to agree with Kelso. If they’re delaying their flip kick, just block it. However they can choose to do nothing and just grab you. So in essence, it’s a true 50-50, unless you have a teleport or something (which you don’t). Maybe U2 can go through delayed flip kick?

But yeah, it’s an old SF4 trick that Rufus players usually do on Shotos, from what I’ve heard. It’s stupid… but so is everything else Rufus does.