Super Street Fighter IV AE/Adon

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Super Street Fighter IV AE
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game Systems


Contents

Adon

Image:SSFIV-Adon_Face.jpg

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.


In a nutshell

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.


Moves

Unique Attacks

Name
Command
Notes
Jaguar Crunch
File:f.png + File:mp.png
File:high.png

Throws

Name
Command
Notes
Jaguar Carry
File:f.png or File:n.png + File:lp.png + File:lk.png
File:throw.png
Jaguar Slam
File:b.png + File:lp.png + File:lk.png
File:throw.png

Special Moves

Name
Command
Notes
Jaguar Kick
File:rdp.png + File:k.png
File:ex.png File:armorbreak.png
Airborne Jaguar Kick
(during vertical or forward jump) File:qcb.png + File:k.png
File:ex.png
Rising Jaguar
File:dp.png + File:k.png
File:ex.png
Jaguar Tooth
File:hcb.png + File:k.png
File:ex.png File:armorbreak.png

Super Combo

Name
Command
Notes
Jaguar Varied Assault
File:qcf.png File:qcf.png + File:p.png
   Thousand Jaguars
Press File:p.png repeatedly
Perform during Jaguar Varied Assault
   Jaguar Assassin
File:k.png
Perform during Jaguar Varied Assault

Ultra Combos

Name
Command
Notes
Jaguar Revolver
File:qcb.png File:qcb.png + File:3k.png
File:armorbreak.png
Jaguar Avalanche
File:qcf.png File:qcf.png + File:3k.png
File:armorbreak.png


AE ver. 2012 Changes

Focus Attack

Adjusted position of hitbox to ease hitting of short opponents.


Close Standing Medium Punch

Shortened hitback and block push distances. Also made attacker have a -4F (dis)advantage when blocked.


Jaguar Revolver

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.


Rising Jaguar

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.


Jaguar Kick

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.


AE Changes

  • Crouching Light Punch, Close Standing Medium Punch and Crouching Hard Punch all had changes made to their frame data.
  • Close Standing Medium Punch, on hit, will have a frame advantage of +6, so it's possible to link specials moves to combo, although it's still not cancelable. This move was -1 on hit in SSF4.
  • Far Standing Light Punch, Far Standing Medium Punch and Crouching Medium Punch were given bigger hitboxes.
  • EX Jaguar Tooth will not do the yellow EX Flash until he gets to the wall and is invincible to projectiles until grounded.
  • Medium Jaguar Kick's hitbox was changed, so Close Standing Hard Punch into Medium Jaguar Kick will register as a combo.
  • Super's (Varied Assault) startup changed to 7 frames, down from 9 in SSF4, and the first hit's hitbox is extended downward more.
  • Wakeup time was nerfed. Adon now takes longer to get up off the ground than he did in SSF4.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close File:Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +6
Close File:Strong.gif HL 70 100 40 sp/su 5 5 15 -4 +6
Close File:Fierce.gif HL 90 200 60 sp/su 8 4 15 -1 +4 Forces Stand
Close File:Short.gif HL 35 50 20 sp/su 5 3 7 +1 +4
Close File:Forward.gif HL 75 100 40 sp/su 5 6 9 -1 +5 Forces Stand
Close File:Roundhouse.gif HL 120 200 60 - 7 3 21 -6 -2 Can juggle
Far File:Jab.gif HL 30 50 20 ch/sp/su 3 3 6 +2 +5
Far File:Strong.gif HL 80 100 40 su 7 4 13 -3 0
Far File:Fierce.gif HL 120 200 60 - 8 3 14 +1 +5
Far File:Short.gif HL 40 50 20 sp/su 5 3 8 0 +3
Far File:Forward.gif HL 75 100 40 - 8 4 13 -3 0
Far File:Roundhouse.gif HL 40*80 100*100 40*40 - 9 2*4 17 -3 +1
crouch File:Jab.gif HL 30 50 20 sp/su 3 3 6 +2 +5
crouch File:Strong.gif HL 60 100 40 sp/su 5 2 11 +1 +4
crouch File:Fierce.gif HL 100 200 60 su 9 3 16 -1 +4 Forces stand
crouch File:Short.gif L 40 50 20 sp/su 4 2 7 +2 +5
crouch File:Forward.gif L 70 100 40 sp/su 6 2 14 -2 +1
crouch File:Roundhouse.gif L 110 200 60 - 9 2 21 -5 - Untechable knockdown
Jump up File:Jab.gif H 40 50 20 - 4 10 - - - Legs are immune to projectiles until end of startup frames
Jump up File:Strong.gif H 80 100 40 - 6 7 - - - Legs are immune to projectiles until end of startup frames
Jump up File:Fierce.gif H 100 200 60 - 7 3 - - - Legs are immune to projectiles until end of startup frames
Jump up File:Short.gif H 45 50 20 - 4 16 - - - Legs are immune to projectiles until end of startup frames
Jump up File:Forward.gif H 85 100 40 sp 5 8 - - - Legs are immune to projectiles until end of startup frames
Jump up File:Roundhouse.gif H 110 200 60 - 5 6 - - - Legs are immune to projectiles until end of startup frames
Jump forward File:Jab.gif H 40 50 20 - 4 9 - - - Legs are immune to projectiles until end of startup frames
Jump forward File:Strong.gif H 80 100 40 - 6 7 - - - Legs are immune to projectiles until end of startup frames
Jump forward File:Fierce.gif H 100 200 60 - 8 5 - - - Legs are immune to projectiles until end of startup frames
Jump forward File:Short.gif H 45 50 20 - 4 12 - - - Legs are immune to projectiles until end of startup frames
Jump forward File:Forward.gif H 85 100 40 - 7 4 - - - Legs are immune to projectiles until end of startup frames
Jump forward File:Roundhouse.gif H 110 200 60 - 10 3 - - - Legs are immune to projectiles until end of startup frames
Jaguar Crunch (File:Right.gif+File:Strong.gif) 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 File:Short.gif HL 140 180 20/40 - 20 6 21 -3 -2 5~25f airborne, armor break
Jaguar Kick File:Forward.gif HL 140 180 20/40 - 21 7 20 -3 -2 6~27f airborne, armor break
Jaguar Kick File:Roundhouse.gif HL 130 180 20/40 - 22 8 20 -4 -2 7~29f airborne, armor break, frame advantage assumes 2nd hit
Jaguar Kick File:EX.gif 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 File:Short.gif HL 80 160 10/20 - 14 7 After landing 12 - -
Air Jaguar Kick File:Forward.gif HL 80 160 10/20 - 15 5 After landing 12 - -
Air Jaguar Kick File:Roundhouse.gif HL 80 160 10/20 - 16 3 After landing 12 - -
Air Jaguar Kick File:EX.gif 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 File:Short.gif 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 File:Forward.gif 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 File:Roundhouse.gif 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 File:EX.gif 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 File:Short.gif 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 File:Forward.gif 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 File:Roundhouse.gif 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 File:EX.gif 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
Notes:
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