I’m having a friend help me in the sim match up and i use to play chun it’s way easier to get in on him with adon then chun that’s for sure
So it sounds like Ultra 2 for Seth.
No, U1 is better against Seth. If you’re trying to come back from a life disadvantage, you might as well go for things that punish his ranged game, since he doesn’t really need to approach you and can run away FOREVERRRRRR.
Thought about making a thread for this, but it’s probably best to just ask this here. It’s been said that Adon’s matchups are fairly dependent on how well his opponent can deal with JK, and I think that sounds about right. I’ve noticed that characters with a fairly steep jump angle (and shallow horizontal coverage) seem to have a really rough time with HK JK, I have a lot of luck catching opponents on jump-ins to the point where I prefer to use JK as an AA against certain characters.
Namely Sakura, Rufus, Boxer and Dudley, but I’m sure there are others that I’m not thinking of (I have a lot of luck with Cody, but I’m not sure if this is because of his jump angle or if it’s because of his air normals). Are there any other characters that have a rough time getting past HK JK in the air?
Okay, so I’ve been getting very frustrated playing Dudley, it seems every time he jumps on me at the perfect spacing to eat a close s.HK, far comes out. It seems like his hitbox is wacked out or something, it’s not just a once or twice thing, it seems i can never get a close s.HK on the guy. Any one else notice this against other chars?
I wish I had tested this out sooner. What I said above is true ONLY for :lk: (and to an extent :mk:) versions of iAJK. I tested out :hk: iAJK today, and found it to be at least +0 on a blocking, standing opponent. Yes, it’s completely safe against reversal Final Atomic Buster and other 1-frame moves. At any range. JOY. :bgrin:
Update #2: Although this might be old news, :hk: iAJK is +9 (maybe +10?) on hit, and does in fact combo into U2 (it really helps if you double-tap all kicks). On counter-hit and on a standing opponent however, it combos into U1.
Update #3: A well-spaced :mk: iAJK (you have to hit with the tip of his toe) apparently is +11 on hit.
:mk: iAJK, c.:hp: is entirely possible, although as usual, it’s a 1-frame link.
:hk: JK is an amazing AA if you do it early enough. I like to call it ‘Jaguar Wall’ due to it’s monstrous hit box and the fact that it can beat nearly every non-invincible move on the planet. The only problem I have with it is that it’s very punishable on whiff (just like every other JK and JT). If the opponent knows this, for example a good Rufus player, all they have to do is wait for your :hk: JK to whiff halfway across the screen and punish it with c.:hp:.
:hk: JK is excellent on certain characters’ wake-up though. If you time it a little late, and Juri doesn’t have U2, :hk: JK will beat out her counter move and EX pinwheel. Is she holding up? :hk: JK. Is she mashing grab? :hk: JK. Does she like to back-dash? … You know what to do. At worst, you’ll trade with EX pinwheel (in your favor). You have to space it right though… she can go under your JK by dashing forward, so make sure that if she does that she’s still in front of you.
just dashed under my first blanka ultra 1 in a match
i never use HK as anti air, its too unreliable. depending how the spacing is, if its a far jump, HK RJ. if its a close jump in, s.jab, s.strong or ex. rj.
HK JK on chuns wake-up is pretty good as well. they have no answer. i use it like 3 times in a row lol.
^ Just remember to bait her U2.
bait her u2? explain please
If you :hk:JK enough on wake-up, they’ll eventually try U2 on you (which does in fact beat :hk:JK). In other words, sometimes you just gotta block and punish, and not get hit by random ultra.
oh it u2 beats it? hmm gotta check on that. i remember that happened to me but i think my JK stuffed it…i might be mistaken though. its a slow start up and no invicible frames right?
:hk:JK is around 20 frames strart-up and no invincibility. It can beat out certain ultras if done late, but Kikousho covers enough of Chun’s upper body that :hk:JK will get caught. Haven’t tested it out in training mode, but that’s what usually happens when I play Chuns on Live.
Bison General Strategy
Hi guys I’m a Bison/ Adon users. Even though Bison’s higher tier, Adon can give Bison fits if played right. And I’ve heard some Adons here say they don’t like the matchup so here’s my advice
-Zone with your jaguar kicks and get in, but WAIT for Bison to take a Step Forward! That means we’ve lost our charge and you’re good to go.
-then ambigous crossup j. mk, and work your links. Try to stay in close range, where Bison’s st. hk isn’t at it’s ideal range any longer.
-Don’t get cute with your midrange footsies and dash around too much because you’ll be playing into Bison hands with his strong pokes, etc. Don’t respect Bison too much and just rush him down when he gives you a window.
ah i see. but if you do it meaty, youll catch her. im about 99% on this.
Yeah i just had that happen to me.
I went for a chip with hk. Jag Kick and the chun player Kikosho’d and the first hit traded with the JK.
I just beat/traded with Rufuses Big Bang Typhoon
traded with hk. jaguar tooth
beat with hk. jaguar kick
Played a ton of matches vs. a friend playing Cody tonight, and learned that if you punish a Ruffian Kick with U1 Adon will hop over him after the first hit (at least at closest range). Pretty weird (and infuriating), but it happened consistently.
referring to the game between gamerbee and henry cen. specifically the jump.RH dp option select
after a knockdown gamerbee was jumping in with RH i think it was…and buffering his dp move
if henry headbutt…then gamerbee would dp and beat it…
can someone confirm if those jump.RH were safe jumps??? cos i thought they were until 1 occasion he headbut got him…though he could have missed the dp buffer…