Adon Video Thread

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    • Adon Video Thread

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      "www.option-select.com" schrieb:

      -Intro:

      s.MP whiff punishes Dudley t.HP. s.HK breaks focus. HK RJ Anti-air. Jump in HK is blocked, Fuzzy Guard nj.MK xx LK JK, c.MP xx LK RJ. IOH nj.HK(Dizzy). Level 3 Focus, cl.HP xx MK RJ FADC cl.HK (Reset), Dash under, c.LK, c.LK, c.MP xx EX Jaguar Tooth (Crosses up), U2.

      -Basics:

      Adon is an all around solid character who has good mobility and a great footsies game. Additionally, he can use a few tools to confuse his opponent or otherwise cause them to make mistakes he can capitalize from.

      Pokes:
      Adon has excellent pokes. His c.MP is arguably his most important poke, both by itself, and for its ability to combo into both Rising Jaguar and Super. His s.HK is his other important poke both for its great range and hitbox, but also because it prevents the opponent from focusing because it is two hits.
      - c.MP
      - s.HK
      - c.MK
      - s.MP
      - s.HP
      - s.MK
      - c.HK

      Anti-Air
      Adon's main anti-air tool is HK Rising Jaguar. It's all he needs for almost any anti-air situaion due to its invincibility. For jumps out of HK RJ range, s.MK has good priority above his kicking leg, and c.HP has good priority out in front of his extended fist, though sometimes both will trade. nj.HP is another solid option for multiple ranges.
      - HK Rising Jaguar
      - s.MK
      - c.HP
      - nj.HP

      -Basic Combos

      Adon's combos are straightforward and basic. They always end in Rising Jaguar (or Super), and are either Shorts and Jabs hit confirmed, or a cl.HP for extra damage off punishes, or expected hits.
      - c.LK, c.LK xx HK RJ
      *Basic Hit confirm combo
      Can cancel or link into HK RJ

      - c.LK, c.LK, c.LK xx LK RJ
      *Point Blank only
      Character specific
      Slightly more damage and stun (if both hits of RJ connect)
      Easier hit confirm
      Must cancel into LK RJ

      - cl.HP, c.LP xx LK RJ
      *Point Blank only
      Hit confirm off cl.HP
      Must cancel into LK RJ

      - cl.HP xx HK RJ
      *Punish combo
      Max Damage
      No meter

      - c.LK, c.LK xx MK RJ FADC, MK RJ
      *50% Meter
      Max damage off hit confirm
      Can cancel or link into MK RJ

      - c.LK, c.LK xx MK RJ FADC cl.HK
      *50% Meter
      Max Stun off hit confirm
      Can cancel or link into MK RJ

      - c.LK, c.LK xx MK RJ FADC U2
      *50% Meter
      Hit confirm into U2
      Can cancel or link into MK RJ


      Jaguar Varied Assault
      Adon often has a lot of meter because typically he only spends it on FADCing Rising Jaguars. Therefore, it is not rare to have opportunities to combo into his Super. Though Jabs and Shorts can be canceled into the Super, canceling from c.MP maximizes the damage.

      - c.LK c.LK c.MP xx Super
      - AJK c.MP xx Super

      Additionally, Adon can buffer Super on a whiffed c.MP. c.MP is a solid punch that will counter-poke opponents often. When Adon has Super, the potential damage off a buffered c.MP makes his strong footsies game even stronger.

      - c.MP buffered into Super

      Jaguar Varied Assault Enders
      In most situations that Adon combos into Super, the Punch ender (Thousand Jaguar) deals slightly more damage (assuming the player gets all the punches). However, if 4 or more hits are done before canceling into Super, the damage scaling causes the Kick ender (Assassin Jaguar) to do the most damage, because it is less hits overall. Remember that Focus Attacks count for 2 hits for scaling purposes.

      - c.LK c.LK c.MP xx Super -> K Ender (358 Damage)
      - c.LK c.LK c.MP xx Super -> P Ender (359 Damage)
      - j.MK c.LK c.LK c.MP xx Super -> K Ender (391 Damage)
      - j.MK c.LK c.LK c.MP xx Super -> P Ender (394 Damage)

      EX Jaguar Kick
      Besides having limited tracking, being an overhead, and knocking down, EX Jaguar Kick also has some projectile invincibility, allowing it to punish fireballs on reaction.

      - Fireball punish

      If an EX Jaguar Kick hits an opponent in midair with only the first hit, the opponent can be juggled afterwards. The simplest follow-up is s.HK, but a Rising Jaguar will give a knockdown. Using LK or MK RJ gives less damage, while HK or EX gives more but requires Adon to be closer. It is also possible to juggle into U2 if Adon is close enough.

      - 1 hit Air EX JK, s.HK
      - 1 hit Air EX JK, HK RJ
      - 1 hit Air EX JK, U2

      Air Jaguar Kick
      Adon can perform a Jaguar Kick at any time during a neutral or forward jump. This changes their normal trajectories as compared to the ground, but they no longer break armor. However, the altered trajectory can be used to Adon's advantage in multiple ways.

      - Punishing fireballs
      - Baiting Anti-airs
      *Risky, Usefulness is character specific

      The biggest advantage Air Jaguar Kicks have is that they give enough frame advantage on hit that Adon can combo off them if he's close enough.

      - AJK, c.MP xx LK RJ
      - AJK, c.MP xx LK RJ, LK RJ
      *Corner only, Character Specific

      Instant Air Jaguar Kicks

      By performing an Air Jaguar Kick as low to the ground as possible, Adon can perform a Jaguar Kick with the speed of a normal JK, but the properties of an AJK (including frame advantage). These Instant Air Jaguar Kicks (IAJKs) are one of Adon's most versatile tools, and can be used as anything from a poke to a throw bait.

      - As a poke (c.LK, c.LK, c.MP, IAJK block string)
      - c.LK, IAJK throw bait

      There are two methods for inputting an Air Jaguar Kick (AJK) as low to the ground as possible.
      1) QCB, Up (or Up-Forward), Kick.
      2) Up (or Up-Forward), QCB, Kick.
      The first method is more strict to execute, but gives a more consistently timed and spaced AJK. Conversely, the second method is less strict, which allows more control over the timing and spacing.

      - (Inputs) Down, Down-Back, Back, Up (or Up-Forward), LK/MK/HK.
      - (Inputs) Up (or Up-Forward), Down, Down-Back, Back, LK/MK/HK.

      Instant Overheads
      Adon has the ability to overhead most opponents by performing an instant nj.HK. Normally, this is only useful to finish off an opponent, because it is easily punishable even on hit.

      - nj.HK against crouching Ryu

      Fuzzy Guard
      When the opponent blocks an attack high and then switches to a low guard, although they are blocking low, the game does not change the size of their hittable box from standing to crouching until the block stun ends. This means they can still be hit with attacks that would normally whiff on a crouching opponent.

      - (with inputs) j.HK (blocked highed), instant nj.MK (attempted to be blocked low)

      So although an instant nj.MK normally whiffs on almost every character, using a Fuzzy Guard allows it to hit on almost every character. Canceling the instant nj.MK into a Jaguar Kick wont combo on most characters, but it will make it significantly harder to punish. On the characters it combos on, this is an extremely effective way of dealing solid damage.

      - Shown on Sagat with Combo.

      Mixup
      Although Adon is a very capable poking and footsies character, with his unique short jump arc he can create an ambiguous jump in from a Back Throw, or LK Rising Jaguar. From these knockdowns, he can apply a fairly strong mixup using the standard options of overheads and throws combined with the Fuzzy Guard technique.

      - Backthrow to:
      1) j.HK, c.LK
      2) j.HK, fuzzy nj.MK
      3) empty jump c.LK
      4) crossup j.MK, c.LK
      5) Fake crossup c.LK

      Bonus Clip
      - Adon Taunting over Dudley s.HP




      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Kuronomaru ()

    • GamerBee scheint ein sehr ordentlicher Adon-Player zu sein ^^ Arbeitet viel mit Jaguar Kick. Hier Vids gegen u.a. Mago und Daigo (oder warscheinlich auch nur seinem Kumpel XD):




      http://www.youtube.com/user/watch?v=7w3z6UDIem8
      http://www.youtube.com/user/watch?v=uaTcryD9wqI
    • hier mal das neuste video von option-select.com. Diesmal über Adon.

      en0USfKWGV0&hd=1

      "www.option-select.com" schrieb:

      -Intro:

      s.MP whiff punishes Dudley t.HP. s.HK breaks focus. HK RJ Anti-air. Jump in HK is blocked, Fuzzy Guard nj.MK xx LK JK, c.MP xx LK RJ. IOH nj.HK(Dizzy). Level 3 Focus, cl.HP xx MK RJ FADC cl.HK (Reset), Dash under, c.LK, c.LK, c.MP xx EX Jaguar Tooth (Crosses up), U2.

      -Basics:

      Adon is an all around solid character who has good mobility and a great footsies game. Additionally, he can use a few tools to confuse his opponent or otherwise cause them to make mistakes he can capitalize from.

      Pokes:
      Adon has excellent pokes. His c.MP is arguably his most important poke, both by itself, and for its ability to combo into both Rising Jaguar and Super. His s.HK is his other important poke both for its great range and hitbox, but also because it prevents the opponent from focusing because it is two hits.
      - c.MP
      - s.HK
      - c.MK
      - s.MP
      - s.HP
      - s.MK
      - c.HK

      Anti-Air
      Adon's main anti-air tool is HK Rising Jaguar. It's all he needs for almost any anti-air situaion due to its invincibility. For jumps out of HK RJ range, s.MK has good priority above his kicking leg, and c.HP has good priority out in front of his extended fist, though sometimes both will trade. nj.HP is another solid option for multiple ranges.
      - HK Rising Jaguar
      - s.MK
      - c.HP
      - nj.HP

      -Basic Combos

      Adon's combos are straightforward and basic. They always end in Rising Jaguar (or Super), and are either Shorts and Jabs hit confirmed, or a cl.HP for extra damage off punishes, or expected hits.
      - c.LK, c.LK xx HK RJ
      *Basic Hit confirm combo
      Can cancel or link into HK RJ

      - c.LK, c.LK, c.LK xx LK RJ
      *Point Blank only
      Character specific
      Slightly more damage and stun (if both hits of RJ connect)
      Easier hit confirm
      Must cancel into LK RJ

      - cl.HP, c.LP xx LK RJ
      *Point Blank only
      Hit confirm off cl.HP
      Must cancel into LK RJ

      - cl.HP xx HK RJ
      *Punish combo
      Max Damage
      No meter

      - c.LK, c.LK xx MK RJ FADC, MK RJ
      *50% Meter
      Max damage off hit confirm
      Can cancel or link into MK RJ

      - c.LK, c.LK xx MK RJ FADC cl.HK
      *50% Meter
      Max Stun off hit confirm
      Can cancel or link into MK RJ

      - c.LK, c.LK xx MK RJ FADC U2
      *50% Meter
      Hit confirm into U2
      Can cancel or link into MK RJ


      Jaguar Varied Assault
      Adon often has a lot of meter because typically he only spends it on FADCing Rising Jaguars. Therefore, it is not rare to have opportunities to combo into his Super. Though Jabs and Shorts can be canceled into the Super, canceling from c.MP maximizes the damage.

      - c.LK c.LK c.MP xx Super
      - AJK c.MP xx Super

      Additionally, Adon can buffer Super on a whiffed c.MP. c.MP is a solid punch that will counter-poke opponents often. When Adon has Super, the potential damage off a buffered c.MP makes his strong footsies game even stronger.

      - c.MP buffered into Super

      Jaguar Varied Assault Enders
      In most situations that Adon combos into Super, the Punch ender (Thousand Jaguar) deals slightly more damage (assuming the player gets all the punches). However, if 4 or more hits are done before canceling into Super, the damage scaling causes the Kick ender (Assassin Jaguar) to do the most damage, because it is less hits overall. Remember that Focus Attacks count for 2 hits for scaling purposes.

      - c.LK c.LK c.MP xx Super -> K Ender (358 Damage)
      - c.LK c.LK c.MP xx Super -> P Ender (359 Damage)
      - j.MK c.LK c.LK c.MP xx Super -> K Ender (391 Damage)
      - j.MK c.LK c.LK c.MP xx Super -> P Ender (394 Damage)

      EX Jaguar Kick
      Besides having limited tracking, being an overhead, and knocking down, EX Jaguar Kick also has some projectile invincibility, allowing it to punish fireballs on reaction.

      - Fireball punish

      If an EX Jaguar Kick hits an opponent in midair with only the first hit, the opponent can be juggled afterwards. The simplest follow-up is s.HK, but a Rising Jaguar will give a knockdown. Using LK or MK RJ gives less damage, while HK or EX gives more but requires Adon to be closer. It is also possible to juggle into U2 if Adon is close enough.

      - 1 hit Air EX JK, s.HK
      - 1 hit Air EX JK, HK RJ
      - 1 hit Air EX JK, U2

      Air Jaguar Kick
      Adon can perform a Jaguar Kick at any time during a neutral or forward jump. This changes their normal trajectories as compared to the ground, but they no longer break armor. However, the altered trajectory can be used to Adon's advantage in multiple ways.

      - Punishing fireballs
      - Baiting Anti-airs
      *Risky, Usefulness is character specific

      The biggest advantage Air Jaguar Kicks have is that they give enough frame advantage on hit that Adon can combo off them if he's close enough.

      - AJK, c.MP xx LK RJ
      - AJK, c.MP xx LK RJ, LK RJ
      *Corner only, Character Specific

      Instant Air Jaguar Kicks

      By performing an Air Jaguar Kick as low to the ground as possible, Adon can perform a Jaguar Kick with the speed of a normal JK, but the properties of an AJK (including frame advantage). These Instant Air Jaguar Kicks (IAJKs) are one of Adon's most versatile tools, and can be used as anything from a poke to a throw bait.

      - As a poke (c.LK, c.LK, c.MP, IAJK block string)
      - c.LK, IAJK throw bait

      There are two methods for inputting an Air Jaguar Kick (AJK) as low to the ground as possible.
      1) QCB, Up (or Up-Forward), Kick.
      2) Up (or Up-Forward), QCB, Kick.
      The first method is more strict to execute, but gives a more consistently timed and spaced AJK. Conversely, the second method is less strict, which allows more control over the timing and spacing.

      - (Inputs) Down, Down-Back, Back, Up (or Up-Forward), LK/MK/HK.
      - (Inputs) Up (or Up-Forward), Down, Down-Back, Back, LK/MK/HK.

      Instant Overheads
      Adon has the ability to overhead most opponents by performing an instant nj.HK. Normally, this is only useful to finish off an opponent, because it is easily punishable even on hit.

      - nj.HK against crouching Ryu

      Fuzzy Guard
      When the opponent blocks an attack high and then switches to a low guard, although they are blocking low, the game does not change the size of their hittable box from standing to crouching until the block stun ends. This means they can still be hit with attacks that would normally whiff on a crouching opponent.

      - (with inputs) j.HK (blocked highed), instant nj.MK (attempted to be blocked low)

      So although an instant nj.MK normally whiffs on almost every character, using a Fuzzy Guard allows it to hit on almost every character. Canceling the instant nj.MK into a Jaguar Kick wont combo on most characters, but it will make it significantly harder to punish. On the characters it combos on, this is an extremely effective way of dealing solid damage.

      - Shown on Sagat with Combo.

      Mixup
      Although Adon is a very capable poking and footsies character, with his unique short jump arc he can create an ambiguous jump in from a Back Throw, or LK Rising Jaguar. From these knockdowns, he can apply a fairly strong mixup using the standard options of overheads and throws combined with the Fuzzy Guard technique.

      - Backthrow to:
      1) j.HK, c.LK
      2) j.HK, fuzzy nj.MK
      3) empty jump c.LK
      4) crossup j.MK, c.LK
      5) Fake crossup c.LK

      Bonus Clip
      - Adon Taunting over Dudley s.HP
      "A 'B&B' or 'BnB' or 'Bread and Butter' combo is a combo that is fundamental to know if you want to play as a character and actually be effective."
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