Adon Strategy and Match-up Thread

I have something to try on xbox live now xp

i played juicebox last night. we played 15 games and i only won twice lol. i didnt know the match until i played him. i learned alot about the match, but hes just too good.
not like it matters but what would you guys rate this match?

My completely inexperienced eyes say 5-5 maybe slight advantage abel but i dont think so.

Unless he gets you with the TT mixup… It shouldn’t be terrible for Adon. Once you get in and harass, Abel doesn’t really have many defensive options.

Lately I’ve been messing around with & j.fp for aa to create mixups off the reset. He has dash under stuff after the lk & I think a follow up j.fp after the aa j.fp is a safe jump. I could be wrong so dont quote. Also forward throw dash forward safe j.fp. I know that one is a safe jump just hold uf while he’s dashing.

I would like to know what’s a good way to bait wake up srk and such.

God, sometimes I just wonder. What goes through someones head when they get caught with a Jaguar Revolver on a fireball punish? So easy to just not throw a fireball sometimes, specially a red fieball from akuma. That shit takes so long on start up, just screams “hey, free ultra time”.

I caught a Seth doing far st. high punch. I was expecting a fireball, and I saw the arms go down and said with in like a split second my mind was like “…revolver time”. Full Ultra meter, so pretty much Seth was done. like 65% of his life. Nothing Seth can do from far is safe from Ultra 1. You can punish jump back fierce and far standing fierce.

anyone have any DeeJay tips at all? I swear it is the most annoying match up once he has like 2 bars of EX

I’m having a little trouble with this matchup too; seems like one key is punishing fireballs to the fullest extent. Another matchup where you have to capitalize on every knockdown. Further insight would be much appreciated.

edit: I’ve been having alot of success baiting dread kicks off his wake up too.

I went into the lab earlier today. Only real quick. One problem I had was the few DeeJays ive fought like to do lk. sobat kicks (the horizontal ones) up close to beat a normal or a throw. If they do any of the 3, on block, all 3 of his kicks can be punished with a QUICK well timed cr. mp -> lk. rising jaguar. That is if your point blank. If you’re a little farther, maybe a just a lk. RJ will hit. I’ll be doing more testing tomorrow.

Whats a good way to bait his dread kicks? fucking EX dread kicks are a fucking NIGHTMARE.

I’m looking thru Dee Jay’s move list and I don’t see a move call “dread kicks” but from what I can tell, you guys are talking about his anti air special (down, up kick) aka Jack knife? If it is then you can bait it out by doing safe jumps since normal versions come out at 6 frame and ex comes out in 4.

safe jump

hey guys so ive been trying safe jumps and its not completely right…but check it out.

so the setup is…forward throw…walk back 1 step…then walk 2 steps and jump mk. i do this on Ryu doing all dps…including ex(i think)…and its blocked on wake up.

now heres the part where its not completey right…if they dont do anything they get hit but if they simply just hold back and block…the jmk whiffs. i guess its useful as a bait.

any thoughts??

That’s, like, the opposite of what should happen.

EX upkick has godly invincibility. just bait it the same way you would bait a dp. the only reason deejay’s use lk sobat kick is because it is the only version with invincibility. done at the right distance it is completely safe.

Seth - a 8k BP, 4.0pp level - kicked my ass the other day. Not sure I understood the match up well enough to even put up a fight. Maybe I was being impatient and trying to go in too much. Same thing happened with this high level Sim i played who perfected me 2x in a row :frowning:

I’d consider myself a pretty thorough knowledgeable Adon player, so it’s something about the limbs and not knowing when to AJK and when to ground JK to punish…and i seem to be susceptible to trying to rush in too much as opposed to pacing myself and timing my attacks.

Any one with suggestions for Seth (he’s really fast compared to Sim) and for Sim (he has pretty good AA with that knee, and his teleports after a yoga fire keep me in check)?

I’d really appreciate any tips on those two matchups. Thanks.

Can you punish sims/seth teleports with standing firece kick i miss that used it all the time with dictator.

Idk if this has been said before if so sorry before hand. What i do against shoto’s and and against everyone except honda and blanka is after a forward throw dash forward twice and do heavy kick jaguar kick i did it against a ken player today and ther dp completely whiffed i only seen it happen twice on ken once and sagat once usually it just hit’s them in the head but idk

There’s an odd property with some anti airs. I think it has to do with the bounding box, which is separate from the character’s normal collision box that is used to keep characters from passing through each other. I’ve had matches where I’ve done EX RJ and at the same time the opponent did Dudley’s EX uppercut. The two of us didn’t hit each other until the very end of the attacks (RJ won). I think this is because the bounding box isn’t allowing the characters to get close enough for either of their attacks to hit. It is NOT invulnerability.

Against Seth: Against runaway players, use AJK to close the gap and get him into the corner. Neutral jump MP can hit him if he tries to escape off the wall. Just keep pressuring him with JKs, because the chip damage can really add up against Seth. Stay close, punish stupid things with cr.MP, and when you get a lead, watch out for anything desperate.

Against Dhalsim: I’ve been experimenting with Adon’s jump-in mindgames for this matchup. You can screw up his anti-air timing with AJK, and you can bluff an AJK with j.MP. The distance for the j.MP is what you want to use (to make it ambiguous), and then mix up your AJK timing, or just do nothing; you’ll be far away enough that his s.MP anti-air won’t hit you.

i lost to 2 chuns at a tourney; one of them being shizza and the other one getting counter-hit combos on me. she has dramatized me… anyways, here are some tips:

do not throw out the st. roundhouse when playing footsies. just forget it even exists! iajk is a good poke to throw out, best used at max range but dont whiff it. lk jk works well in this match. use it at a range where her pokes wont hit you and also use it sparingly. getting her cornered is your goal through out the whole fight. when theyre knocked down mix it up with late HK JK, neutral jump HK, and keep them cornered with the JK pressure.

EDIT: this is a match up where both ultras can be used. smart players know not to throw fireballs at all when you have revolver, though. i perfer avalanche since its way easier to land.

don’t know if this has been discussed, but safe jump OS’ing close st.RH works wonders on Viper. The RH has more active frames than a wakeup Seismo has invincibility frames, so it gets totally stuffed when timed properly

Also against viper, lk jaguar kick completely stuffs her seismo game and feints. She has bad normals so abuse that too. Don’t be eager to press buttons on wakeup because burning kicks suck, but they are not always ambigious so just be patient. She can really kill you if she gets going, but you can rape her shit in a few JK’s too. Safejump her, I notice most players start to backdash once you do so punish that.

Against boxer, a low iAJK can shutdown jab spam, doesn’t always work but it’s very in your favor in the end. A stand MK also works. Rush punches can be focused or beaten with well spaced/timed roundhouses and fierces. If he does the armor breaking one you can punish it with lk jagkick unless he’s very far, if he cancels his rush punch into super I’m pretty sure backdash will make you airborne and not take all the hits. Safejump him, don’t go for crossups (well you can but don’t let that be your default behavior) because he can escape crossups with headbutts and shit but can’t do much against safejumps.
An important thing against boxer is to remember not to rely on zoning with jagkicks like you would against other characters. His walkspeed is too fast to space them well and you will whiff often so be sure he’s crouch blocking when you do them. Or in the corner (wary of headbutts).

Abel, punish wheelkicks with LK jk if you judge the distance is right, ex is safe of course.
His rekkas should be punished like this: First hit is throwable on block (ex included, but tighter). The timing is tight, you might want to plink your throw. So after you block the first hit, attempt a throw, if he does the second hit you will block it, now you can freely punish with a RJ, doesn’t matter if he does the third hit. It’s pretty hard to do it in matches and I still miss but that’s the idea.

Ryu: Punish sweep with st.rh, I haven’t found anything else reliable unless he does it very close.

Gief: A properly spaced (means that you land outside of SPD range) HK jaguar kick is effective on wakeup, lariat will get beaten and EX greenhand will go trough you, making him waste meter at worst.

Cammy: divekicks are a bitch, other than to focus the hit and backdash I haven’t found what to do. A jab might work bit it’s not guaranteed. Being in the corner is nasty.