Adon, a master of Muay Thai, has always lived in the shadow of his teacher and master Sagat. Adon believed his master invincible, until Sagat's defeat at the hands of Ryu. This led Adon to believe that perhaps it was his time to reign as the world's greatest Muay Thai warrior, and he has lost respect for Sagat and aims to pass him up. In learning more about the man who defeated his master, Adon also learned about Akuma and the Satsui no Hado, and now aims to integrate the killing intent into his own Muay Thai art form.
Adon is an extremely technical character who specializes in controlling space via confusion and mobility. His Jaguar Tooth allows him to avoid and punish fireball characters with relative ease. His various Jaguar Kicks allow him to weave out of certain pesky attacks and punish them severely. Many of Adon's combos require well-timed links and are not very strong, but don't let that put you off. Adon's main weakness is that a lot of his options are, in truth, very risky. Many Adon players will find that a lot of anti-air moves are the final nail in the coffin for their strategies.
Adjusted position of hitbox to ease hitting of short opponents.
Shortened hitback and block push distances. Also made attacker have a -4F (dis)advantage when blocked.
Fixed issue whereby the move could slip around to the back of an opponent on the ground when hit up close.
Increased the 3rd hit’s knockdown distance when fighting airborne opponents.
Made super-canceling possible on 2nd active frame of first hit for strong version.
Slightly increased forward knockdown distance on first hit for the light, medium, and heavy versions to fix Adon facing the wrong way on EX Focus→Dash.
Expanded body hurtbox downward to toe of lowered leg for light and medium versions. Made expanded part of hurtbox invincible to projectiles.
Changed heavy version’s damage from 140 to 130.
|
| Block
|
|
| Super Meter
|
|
|
|
| Frames
|
|
|
| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
|
Close
| HL
| 30
| 50
| 20
| ch/sp/su
| 4
| 3
| 5
| +3
| +6
|
|
|
Close
| HL
| 70
| 100
| 40
| sp/su
| 5
| 5
| 15
| -4
| +6
|
|
|
Close
| HL
| 90
| 200
| 60
| sp/su
| 8
| 4
| 15
| -1
| +4
| Forces Stand
|
|
Close
| HL
| 35
| 50
| 20
| sp/su
| 5
| 3
| 7
| +1
| +4
|
|
|
Close
| HL
| 75
| 100
| 40
| sp/su
| 5
| 6
| 9
| -1
| +5
| Forces Stand
|
|
Close
| HL
| 120
| 200
| 60
| -
| 7
| 3
| 21
| -6
| -2
| Can juggle
|
|
Far
| HL
| 30
| 50
| 20
| ch/sp/su
| 3
| 3
| 6
| +2
| +5
|
|
|
Far
| HL
| 80
| 100
| 40
| su
| 7
| 4
| 13
| -3
| 0
|
|
|
Far
| HL
| 120
| 200
| 60
| -
| 8
| 3
| 14
| +1
| +5
|
|
|
Far
| HL
| 40
| 50
| 20
| sp/su
| 5
| 3
| 8
| 0
| +3
|
|
|
Far
| HL
| 75
| 100
| 40
| -
| 8
| 4
| 13
| -3
| 0
|
|
|
Far
| HL
| 40*80
| 100*100
| 40*40
| -
| 9
| 2*4
| 17
| -3
| +1
|
|
|
crouch
| HL
| 30
| 50
| 20
| sp/su
| 3
| 3
| 6
| +2
| +5
|
|
|
crouch
| HL
| 60
| 100
| 40
| sp/su
| 5
| 2
| 11
| +1
| +4
|
|
|
crouch
| HL
| 100
| 200
| 60
| su
| 9
| 3
| 16
| -1
| +4
| Forces stand
|
|
crouch
| L
| 40
| 50
| 20
| sp/su
| 4
| 2
| 7
| +2
| +5
|
|
|
crouch
| L
| 70
| 100
| 40
| sp/su
| 6
| 2
| 14
| -2
| +1
|
|
|
crouch
| L
| 110
| 200
| 60
| -
| 9
| 2
| 21
| -5
| -
| Untechable knockdown
|
|
Jump up
| H
| 40
| 50
| 20
| -
| 4
| 10
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump up
| H
| 80
| 100
| 40
| -
| 6
| 7
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump up
| H
| 100
| 200
| 60
| -
| 7
| 3
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump up
| H
| 45
| 50
| 20
| -
| 4
| 16
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump up
| H
| 85
| 100
| 40
| sp
| 5
| 8
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump up
| H
| 110
| 200
| 60
| -
| 5
| 6
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump forward
| H
| 40
| 50
| 20
| -
| 4
| 9
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump forward
| H
| 80
| 100
| 40
| -
| 6
| 7
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump forward
| H
| 100
| 200
| 60
| -
| 8
| 5
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump forward
| H
| 45
| 50
| 20
| -
| 4
| 12
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump forward
| H
| 85
| 100
| 40
| -
| 7
| 4
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jump forward
| H
| 110
| 200
| 60
| -
| 10
| 3
| -
| -
| -
| Legs are immune to projectiles until end of startup frames
|
|
Jaguar Crunch ( + )
| H
| 30*50
| 50*50
| 40*20
| -
| 23
| 2*2
| 13
| -2
| +4
| +2 Hit advantage on crouching opponent
|
|
| Focus Attack LVL1
| HL
| 60
| 100
| 20
| -
| 21
| 2
| 39
| -25
| -25
|
|
|
| Focus Attack LVL2
| HL
| 80
| 150
| 40
| -
| 17+12
| 2
| 39
| -19
| -
|
|
|
| Focus Attack LVL3
| -
| 140
| 200
| 60
| -
| 61
| 2
| 44
| -
| -
|
|
|
| Forward Throw
| 0.93
| 130
| 140
| 40
| -
| 3
| 2
| 20
| -
| -
| Untechable knockdown
|
|
| Back Throw
| 1.05
| 130
| 120
| 40
| -
| 3
| 2
| 20
| -
| -
| Untechable knockdown
|
|
Jaguar Kick
| HL
| 140
| 180
| 20/40
| -
| 20
| 6
| 21
| -3
| -2
| 5~25f airborne, armor break
|
|
Jaguar Kick
| HL
| 140
| 180
| 20/40
| -
| 21
| 7
| 20
| -3
| -2
| 6~27f airborne, armor break
|
|
Jaguar Kick
| HL
| 130
| 180
| 20/40
| -
| 22
| 8
| 20
| -4
| -2
| 7~29f airborne, armor break, frame advantage assumes 2nd hit
|
|
Jaguar Kick
| H
| 80*70
| 90*110
| -250/0
| -
| 20
| 2*3
| 1+21
| -2
| -
| 1~24f immune to projectiles, 2~25f airborne, [1st air hit] knockdown, [2nd hit] untechable knockdown, armor break, can juggle
|
|
Air Jaguar Kick
| HL
| 80
| 160
| 10/20
| -
| 14
| 7
| After landing 12
| -
| -
|
|
|
Air Jaguar Kick
| HL
| 80
| 160
| 10/20
| -
| 15
| 5
| After landing 12
| -
| -
|
|
|
Air Jaguar Kick
| HL
| 80
| 160
| 10/20
| -
| 16
| 3
| After landing 12
| -
| -
|
|
|
Air Jaguar Kick
| HL
| 90*70
| 110*90
| -250/0
| -
| 11
| 5*2
| After landing 12
| -
| -
| 1~17f immune to projectiles, 2~25f airborne, [1st air hit] knockdown, [2nd hit] untechable knockdown, can juggle
|
|
Rising Jaguar
| HL
| 50*80
| 100*70
| 30/20*20
| su
| 4
| 2(6)4
| 17+13
| -13
| -
| 1~5f feet immune to strikes and projectiles, 6f~ airborne, knockdown, can juggle
|
|
Rising Jaguar
| HL
| 90*50
| 110*70
| 30/20*20
| su
| 5
| 2(6)5
| 22+13
| -19
| -
| 1~6f upper body immune to strikes and projectiles, 1~5f unthrowable, 7f~ airborne, knockdown, can juggle
|
|
Rising Jaguar
| HL
| 50*100
| 70*120
| 30/20*20
| su
| 5
| 2(6)9
| 22+13
| -23
| -
| 1~6f Invincible, 6f~ airborne, knockdown, can juggle
|
|
Rising Jaguar
| HL
| 80*40*40
| 100*60*60
| -250/0
| su
| 5
| 4(8)2*6
| 24+10
| -33
| -
| 1~8f Invincible, 6f~ airborne, knockdown, can juggle, guard advantage based on 1st hit only
|
|
Jaguar Tooth
| HL
| 120
| 150
| 10/40
| -
| From wall 12
| 4
| After landing 20
| -4
| +1
| 22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break
|
|
Jaguar Tooth
| HL
| 120
| 150
| 10/40
| -
| From wall 13
| 5
| After landing 17
| -1
| +3
| 22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break
|
|
Jaguar Tooth
| HL
| 120
| 150
| 10/40
| -
| From wall 14
| 7
| After landing 18
| -2
| 0
| 22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break
|
|
Jaguar Tooth
| HL
| 120
| 200
| -250/0
| -
| From wall 7
| 7
| After landing 20
| -5
| -
| 22f to wall, 1f~ until landing immune to projectiles, 7f~ airborne towards wall, [air hit] knockdown, armor break
|
|
| Jaguar Varied Assault
| HL
| 50x5*70
| 0
| -1000/0
| -
| 1+7
| 3(9)2(11)2(11)2(18)3(39)3
| 40
| -64
| -
| 1~11f Invincible, 89~135f airborne, [2nd ground hit] forces stand (translate), [5th hit] knockdown, [6th hit] untechable knockdown, [1st-4th air hit] knockdown, can juggle, 4th hit is cancellable, frame advantage based on 5th hit
|
|
| Thousand Jaguar
| HL
| 30*12xN
| 0
| 0/0
| -
| 20
| 3(14)1(2)2(2)1(3)1(2)2
| 31
| -12
| -
| [1st ground hit] forces stand, untechable knockdown, can juggle, press buttons to extend damage
|
|
| Assassin Jaguar
| HL
| 30x3*60
| 0
| 0/0
| -
| 19
| 3(17)4(6)3(8)5
| 41+27
| -83
| -
| 2nd hit onwards airborne, knockdown, can juggle, frame advantage based on 1st hit
|
|
| Ultra Combo 1
| HL
| 60x3*330
| 0
| 0/0
| -
| 0+12
| 7(18)4(18)4
| 34
| -17
| -
| 1~3f Invincible, 4~11f immune to strikes and projectiles, 2~18f/23~40f/45~62f airborne, [air hit] knockdown, armor break, can juggle, 3rd ground hit goes into animation, distance can be adjusted by joystick
|
|
| Ultra Combo 2
| HL
| 60x2*45*265
| 0
| 0/0
| -
| 0+10
| 4(6)5(23)2
| 25+38
| -82
| -
| 1~11f Invincible, 8f~ airborne, knockdown, armor break, can juggle, 3rd hit goes into animation
|
|
|
| Block
|
|
| Super Meter
|
|
|
|
| Frames
|
|
|
| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
|