Ultra Street Fighter IV/Adon

From Shoryuken Wiki!
Jump to: navigation, search
Ultra Street Fighter IVUSFIV-Header.png
Ultra Street Fighter IV#CharactersUltra Street Fighter IV/Controls and TerminologyUltra Street Fighter IV/Basic ElementsUltra Street Fighter IV/Universal AbilitiesUltra Street Fighter IV/Game SystemsUSFIVHeaderButtons.png


Adon

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. 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. Provided the player does not recklessly use Adon's move. His pressure, free chip damage, and frame traps will crack even the sturdiest of players. With meter, Projectiles mean nothing to Adon, he possesses an instant overhead at any time with EX Air Jaguar kick, multiple armor breaking moves with or without meter meaning focus attacks mean nothing to him. Adon rewards the patient play with good knowledge of his normals. His Ultra changes cost him some of his pressure at the gain of more consistent damage. Double Ultra gives Adon the tools to handle most if not all situations and even then buffs to his normal ultras allows them to be more consistent. His back throw still has excellent range coupled with the ability to kara cancel it meaning Adon is still deadly upclose.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Close HK: Hitbox slightly expanded horizontally and upward
  • Jaguar Crunch (Overhead): On hit against standing opponents now +3 from +4
  • Rising Jaguar: 2nd hit of Light verion on grounded opponents now floats higher upward and slightly more forward for more consistent follow-up Rising Jaguar juggle in the corner
  • Jaguar Kick: Medium version damage reduced to 130 from 140
  • Jaguar Kick: Hard version damage reduced to 120 from 130
  • Air Jaguar Kick: All versions chip damage reduced to 10 from 20, actual damage unchanged
  • EX Air Jaguar Kick: 2nd hit now hits high
  • Jaguar Revolver (UC1): Forward movement from 2nd hit and on slightly shortened so it's easier to connect all hits on close opponents
  • Jaguar Revolver (UC1): Damage reduced to 480 from 510
  • Jaguar Revolver (UCa): First hit's Active Frames reduced to 6 frames from 7 frames
  • L, M and H Rising Jaguar --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Crouch LP: On hit now +6 from +5
  • Air Jaguar Kick: Light and Medium versions damage versus airborne opponents reduced to 90 from 130
  • Air Jaguar Kick: Hard version damage versus airborne opponents reduced to 100 from 120
  • Air Jaguar Kick: Hard version upward Hitbox slightly reduced
  • Air Jaguar Kick: Medium version on block now -2 from -1 when done at the lowest height and blocked on the first Active Frame
  • Air Jaguar Kick: Hard version on now -2 from 0 when done at the lowest height and blocked on the first Active Frame


Character Specific Data

Adon

VITALS
Health: 950 Stun: 1000 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.05 Forward Dash Distance: 1.50
Back Walk Speed: 0.035 Forward Dash Total Frames: 19
JUMPING Back Dash Distance: 0.75
Jump Height Apex: 1.84 Back Dash Total Frames: 22
Jump Total Frames: 38 (4+34) Back Dash Invincibility: 8
Forward Jump Distance: 1.65 Back Dash Airborne: 7
Back Jump Distance 1.65 Back Dash Recovery: 7
THROWS WAKE-UP TIMING
Forward Throw Range: 0.93 Face Up Total Frames: 31
Back Throw Range: 1.05 Face Down Total Frames: 20
NOTABLE MOVE CLASSES
High Attacks: Jaguar Crunch, EX Jaguar Kick, EX Air Jaguar Kick (2nd Hit) Hard Knockdowns: Crouch HK, EX Jaguar Kick (2nd Hit), EX Air Jaguar Kick (2nd Hit)
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Jaguar Kick, EX Jaguar Kick, Jaguar Tooth, EX Jaguar Tooth, Jaguar Revolver, Jaguar Avalanche
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close MP, Close HP, Crouch HP
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 61
L1 Focus Attack Forward Dash: -3 L2 FA Forward Dash (On Block): +3
L1 Focus Attack Back Dash: -6 L2 FA Back Dash (On Block): 0


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 3 5 3 6
Close MP Close Strong.gif 70 100 40 HL sp/su 5 5 15 -4 6
Close HP Close Fierce.gif 90 200 60 HL sp/su 8 4 15 -1 4
Close LK Close Short.gif 35 50 20 HL sp/su 5 3 7 1 4
Close MK Close Forward.gif 75 100 40 HL sp/su 5 6 9 -1 5
Close HK Close Roundhouse.gif 120 200 60 HL - 7 3 21 -6 -2
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 3 6 2 5
Far MP Far Strong.gif 80 100 40 HL su 7 4 13 -3 0
Far HP Far Fierce.gif 120 200 60 HL - 8 3 14 1 5
Far LK Far Short.gif 40 50 20 HL sp/su 5 3 8 0 3
Far MK Far Forward.gif 75 100 40 HL - 8 4 13 -3 0
Far HK Far Roundhouse.gif 40*80 100*100 40*40 HL - 9 2*4 17 -3 1
Crouch LP Crouch Jab.gif 30 50 20 HL sp/su 3 3 6 2 6
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 2 11 1 4
Crouch HP Crouch Fierce.gif 100 200 60 HL su 9 3 16 -1 4
Crouch LK Crouch Short.gif 40 50 20 L sp/su 4 2 7 2 5
Crouch MK Crouch Forward.gif 70 100 40 L sp/su 6 2 14 -2 1
Crouch HK Crouch Roundhouse.gif 110 200 60 L - 9 2 21 -5 -
Jaguar Crunch Right.gif+Strong.gif 30*50 50*50 40*20 H - 23 2*2 13 -2 3[2]
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 4 10 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 7 3 - - -
Neutral Jump LK Neutral Jump Short.gif 45 50 20 H - 4 16 - - -
Neutral Jump MK Neutral Jump Forward.gif 85 100 40 H sp 5 8 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 110 200 60 H - 5 6 - - -
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 4 9 - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 6 7 - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 8 5 - - -
Angled Jump LK Angled Jump Short.gif 45 50 20 H - 4 12 - - -
Angled Jump MK Angled Jump Forward.gif 85 100 40 H - 7 4 - - -
Angled Jump HK Angled Jump Roundhouse.gif 110 200 60 H - 10 3 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 39 -25 -25
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 39 -19 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 61 2 44 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 39 -25 -25
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 39 -19 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 61 2 44 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 39 -19 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Jaguar Carry Forward Throw 130 140 40 0.937 - 3 2 20 - -
Jaguar Slam Back Throw 130 120 40 1.048 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Jaguar Kick Jaguar Kick Short.gif 130[90] 180 20/40 HL - 20 6 21 -3 -2
Jaguar Kick Forward.gif 130[90] 180 20/40 HL - 21 7 20 -3 -2
Jaguar Kick Roundhouse.gif 120[100] 180 20/40 HL - 22 8 20 -4 -2
EX Jaguar Kick Jaguar Kick EX.gif 80*70 90*110 -250/0 H - 20 2*3 1+21 -2 -
Air Jaguar Kick Air Jaguar Kick Short.gif 80 160 10/20 HL - 14 7 After landing 12 - -
Air Jaguar Kick Forward.gif 80 160 10/20 HL - 15 5 After landing 12 - -
Air Jaguar Kick Roundhouse.gif 80 160 10/20 HL - 16 3 After landing 12 - -
EX Air Jaguar Kick Air Jaguar Kick EX.gif 90*70 110*90 -250/0 HL*H - 11 5*2 After landing 12 - -
Rising Jaguar Rising Jaguar Short.gif 50*80 100*70 30/20*20 HL su 4 2(6)4 17+13 -13 -
Rising Jaguar Forward.gif 90*50 110*70 30/20*20 HL su 5 2(6)5 22+13 -19 -
Rising Jaguar Roundhouse.gif 50*100 70*120 30/20*20 HL su 5 2(6)9 22+13 -23 -
EX Rising Jaguar Rising Jaguar EX.gif 80*40*40 100*60*60 -250/0 HL su 5 4(8)2*6 24+10 -33 -
Jaguar Tooth Jaguar Tooth Short.gif 120 150 10/40 HL - From wall 12 4 After landing 20 -4 1
Jaguar Tooth Forward.gif 120 150 10/40 HL - From wall 13 5 After landing 17 -1 3
Jaguar Tooth Roundhouse.gif 120 150 10/40 HL - From wall 14 7 After landing 18 -2 0
EX Jaguar Tooth Jaguar Tooth EX.gif 120 200 -250/0 HL - From wall 7 7 After landing 20 -5 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Jaguar Varied Assault Super Combo (start) 62*50x3 0 -1000/0 HL - 1+7 3(9)2(11)2(11)2 0
Jaguar Varied Assault (Standard End) Super Combo (normal end) 50*70 0 0/0 HL - 18 3(39)3 40 -64 -
Thousand Jaguars Super Combo (P end) 0 0/0 HL - 20 3(14)1(2)2(2)1(3)1(2)2(2)1(3)1(2)2(2)1(3)1(2)2(2)1(3)1 31 112 - Press buttons to extend damage, opponent gains 40*10xN meter on hit
Jaguar Assassin Super Combo (K end) 30x3*60 0 0/0 HL - 19 3(17)4(6)3(8)5 41+27 -83 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Jaguar Revolver Ultra Combo 1 60x3*300 0 0/0 HL - 0+12 6(18)4(18)4 34 -17 -
Jaguar Avalanche Ultra Combo 2 60x2*45*265 0 0/0 HL - 0+10 4(6)5(23)2 25+38 -82 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit


Moves

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png Speccancel.png

~~ Uses and Strategies ~~

Basic pressure/link tools. Easy to tick throws off of this.

File:Example.png

Close MP

Close Strong Close Mp.png Speccancel.png

~~ Uses and Strategies ~~

On hit can combo into grounded Jaguar Kicks.

File:Example.png

Close HP

Close Fierce Close Hp.png Speccancel.png

~~ Uses and Strategies ~~

A close elbow hit which can combo into MK Jaguar Kick. A good frame trap is CloseLP to CloseHP.

File:Example.png

Close LK

Close Short Close Lk.png Speccancel.png

~~ Uses and Strategies ~~

An alright move but no real notable use.

File:Example.png

Close MK

Close Forward Close Mk.png Speccancel.png

~~ Uses and Strategies ~~

Often used for frame traps. After diagonal jump mk on block you can use this move followed by throw or a light normal to keep pressure on the opponent.

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

No real use except for crossunder shenanigans and possible poor neutral jump attempts.

Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

A good poke in combination with his other tools. Catches opponents pretty well.

File:Example.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

Long range and hard hitting it can also anti air somewhat having opponents land on it.

File:Example.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

A far reaching and better anti air for the far normals. It has a very good combination of vertical and horizontal range.

File:Example.png

Far HK

Far Roundhouse Hk.png 2 hits

~~ Uses and Strategies ~~

Breaks normal focus attacks, very long horizontal range, good poke, and good damage off of hit. One of Adon's main/famous tools.

Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png Speccancel.png

~~ Uses and Strategies ~~

Main pressure and combo tool. The buff to hitstun allows for more consistent damage especially now that cr.MK can be used now as well.

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png Speccancel.png

~~ Uses and Strategies ~~

Low, fast, and good counterpoke/poke tool.

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

Can sometimes anti air but not super consisnt.

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png Speccancel.png

~~ Uses and Strategies ~~

The low starter since CrouchLP does not hit low. Usually linked into CrouchLP and comboed from there or pressure is put on.

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png Speccancel.png

~~ Uses and Strategies ~~

Long range, nothing spectacular given the speed of his better normals. But a good tool in combos.

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png Hardknockdown.png

~~ Uses and Strategies ~~

Long range fast sweep. Can sometimes combo off of Instant Air Jaguar Kick.

Neutral Jumping Normals

  Name Nickname Command Notes
File:Example.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

Good air to air and sometimes anti air against opponents.

File:Example.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png Speccancel.png

~~ Uses and Strategies ~~

Instant overhead that usually allows for combos into Air Jaguar Kick. Really useful on bigger characters and crouch happy players. Leads to lots of good damage or mostly safe pressure.

File:Example.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

Harder hitting MK essentially. Instant overhead but more risky given the longer recovery and no ability to cancel into air jaguar kick.

Diagonal Jumping Normals

  Name Nickname Command Notes
File:Example.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

Looks like it is similar to Sagat's diagonal jump MP but it is not like that. Yes Adon's body contorts weirdly but this is the regular hard hitting jump in normal, and it is easy to anti air.

File:Example.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

Really easy crossup but really low hitstun/blockstun so it is difficult to combo off of.

File:Example.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

Great crossup that leads to frame traps and easy combos on hit. No real downside to this move.

File:Example.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

Hard hitting but rather long startup so you have to do it somewhat early.

Unique Attacks

  Name Nickname Command Notes
File:Example.png

Jaguar Crunch

Overhead F.png + Mp.png 2 hits

~~ Uses and Strategies ~~

Similar to Cody's overhead. Both hit twice breaking regular focus and both are somewhat slow on startup. A good tool to throw out every now and then but susceptible to counterattacks due to its long startup.

Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Jaguar Carry

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jaguar Slam

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

Farther range and puts the opponent really close to Adon easy setup to crossup.

Special Moves

  Name Nickname Command Notes
File:Example.png

Jaguar Kick

Jaguar Kick Rdp.png + K.png Ex.png Armorbreak.png Ex.png is Hardknockdown.png

~~ Uses and Strategies ~~

One of the reason's Adon is so popular and so hated. This move cleanly beats focus attacks with its regular armor breaking properties. It is usually safe on block provided you do not do the move too close to the opponent. The chip damage is insance off of this move. It can also crossup. It suffers from long startup and easily susceptible to people whose anti airs are on point. LK: Farthest horizontal range. The deeper the hit on block, the more unsafe you are. You want to hit the opponent with just the tip of this move in order to stay safe and not eat a grab, command grab, or reversal uppercut. MK has better vertical range and combos off of more normals where LK does not. HK is the most safe with the most vertical range as well, used to blow up crouch teching players and leads to easy frame traps off of CrouchLP.

File:Example.png

Air Jaguar Kick

Air Jaguar Kick (in air) Qcb.png + K.png Ex.png Ex.png is an overhead

~~ Uses and Strategies ~~

While the move itself do not break armor. It allows for easy pressure provided the player can execute it from the lowest height. The ex version is especially useful given that it is essentially a very fast overhead that gives a hardknockdown.

File:Example.png

Rising Jaguar

Rising Jaguar Dp.png + K.png Ex.png 5f startup LK.png is lowerbody invincible travels most horizontally and juggles in corner MK.png is upperbody invincible travels at around 45 angle HK.png is startupinvuln and travels at around 60 to 70 angle

~~ Uses and Strategies ~~

High damage 2 hit uppercut. MK best for FADC since it does more damage on the first hit than second and HK is the opposite. LK is good for BnB and its low invincibility as well as the corner juggle it gives on standing opponents creating huge damage.

File:Example.png

Jaguar Tooth

Jaguar Tooth Hcb.png + K.png Ex.png Armorbreak.png Ex.png is projectile invincible

~~ Uses and Strategies ~~

A relatively safe approach. However Adon is in a moving target state where eh can easily be hit out of the move. Even the worst anti air are relatively effective against this move. Do this when you are sure when your opponent will not anti air or to bait out an uppercut. The ex version is great against projectiles since it is fully invincible to them.

Super Combo

  Name Nickname Command Notes
File:Example.png

Jaguar Varied Assault

Super Combo Qcf.png Qcf.png + P.png

~~ Uses and Strategies ~~

All versions are unsafe on block but people sometimes struggle with punishing the Punch ender on block. Situational use for this move given the new bonuses Adon gains with ex meter with really fast overhead and free pressure.

File:Example.png Jaguar Varied Assault (Standard End) Super Combo (Default) Jaguar Varied Assault (Standard End) Standard end to Jaguar Varied Assault if no buttons are pressed Softknockdown.png on hit

~~ Uses and Strategies ~~

The wall bounce is mainly for show and pretty much useless. You cannot capitalize on that hit.

File:Example.png

Thousand Jaguars

Super Combo (Punches) press P.png repeatedly Perform before standard ender of Jaguar Varied Assault

~~ Uses and Strategies ~~

Mashing buttons puts out more damage in combos with less hits and guarantees better chip damage.

File:Example.png

Jaguar Assassin

Super Combo (Kicks) K.png Perform before standard ender of Jaguar Varied Assault

~~ Uses and Strategies ~~

More damage in longer combos. Absolutely do not use this move on block, you are far better off using the punch ender.

Ultra Combos

  Name Nickname Command Notes
File:Example.png

Jaguar Revolver

Ultra Combo I Qcb.png Qcb.png + 3k.png Armorbreak.png Non-cinematic hit results in Hardknockdown.png Projinvincible

~~ Uses and Strategies ~~

Pretty usable on reaction to most fireball characters. Cinematic fireballs like Catastrophe and Sonic Hurricane are easy to go over with this move.

File:Example.png

Jaguar Avalanche

Ultra Combo II Qcf.png Qcf.png + 3k.png Armorbreak.png

~~ Uses and Strategies ~~

Crappy as an anti air. Mainly used for the damage and FADC combo into as FADC to Ultra 1 is non cinematic. In the corner you can possibly catch the opponent jumping back. But really mainly used for FADC damage.

The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon (self)

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 3 5 11 3 6 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 5 5 15 24 -4 6 16 26 Reset Reset - - - - - - -
Close HP Close Fierce.gif 90 200 60 HL sp/su 8 4 15 26 -1 4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 35 50 20 HL sp/su 5 3 7 14 1 4 11 14 Forces stand Forces stand Reset Reset - - - - - - -
Close MK Close Forward.gif 75 100 40 HL sp/su 5 6 9 19 -1 5 14 20 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 120 200 60 HL - 7 3 21 30 -6 -2 18 22 Distance restriction: 1.2 Reset Reset - - - - - - JP: 1
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 3 6 11 2 5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL su 7 4 13 23 -3 0 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 8 3 14 24 1 5 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL sp/su 5 3 8 15 0 3 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 75 100 40 HL - 8 4 13 24 -3 0 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 40*80 100*100 40*40 HL - 9 2*4 17 31 -3 1 18 22 Distance restriction: 1.2 Reset Reset - - - - - - JP: 0*2
Crouch LP Crouch Jab.gif 30 50 20 HL sp/su 3 3 6 11 2 6 11 15 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 2 11 17 1 4 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL su 9 3 16 27 -1 4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 40 50 20 L sp/su 4 2 7 12 2 5 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 L sp/su 6 2 14 21 -2 1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 110 200 60 L - 9 2 21 31 -5 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Jaguar Crunch Right.gif+Strong.gif 30*50 50*50 40*20 H - 23 2*2 13 39 -2 3[2] 13 18[17] [] refers to vs crouching Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 4 10 - 13 - - Reset Reset - - - Lower Body: 1~3F - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower Body: 1~5F - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 7 3 - 9 - - Reset Reset - - - Lower Body: 1~6F - - -
Neutral Jump LK Neutral Jump Short.gif 45 50 20 H - 4 16 - 19 - - Reset Reset - - - Lower Body: 1~3F - - -
Neutral Jump MK Neutral Jump Forward.gif 85 100 40 H sp 5 8 - 12 - - Reset Reset - - - Lower Body: 1~4F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 110 200 60 H - 5 6 - 10 - - Reset Reset - - - Lower Body: 1~4F - - -
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 4 9 - 12 - - Reset Reset - - - Lower Body: 1~3F - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower Body: 1~5F - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 8 5 - 12 - - Reset Reset - - - Lower Body: 1~7F - - -
Angled Jump LK Angled Jump Short.gif 45 50 20 H - 4 12 - 15 - - Reset Reset - - - Lower Body: 1~3F - - -
Angled Jump MK Angled Jump Forward.gif 85 100 40 H - 7 4 - 10 - - Reset Reset - - - Lower Body: 1~6F - - -
Angled Jump HK Angled Jump Roundhouse.gif 110 200 60 H - 10 3 - 12 - - Reset Reset - - - Lower Body: 1~9F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 39 61 -25 -25 16 16 Range: 1.759 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 39 69 -19 - 22 - Range: 1.759 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 61 2 44 106 - - - - Range: 1.759, Cannot hit prejump X Crumple Crumple Free Juggle Free Juggle 1~60F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 39 61 -25 -25 16 16 Range: 1.759, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 39 69 -19 - 22 - Range: 1.759, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 61 2 44 106 - - - - Range: 1.759, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~61F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 39 61 -19 - 22 - Range: 1.759, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jaguar Carry Forward Throw 130 140 40 0.937 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Jaguar Slam Back Throw 130 120 40 1.048 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jaguar Kick Jaguar Kick Short.gif 130[90] 180 20/40 HL - 20 6 21 46 -3 -2 24 25 [] refers to vs airborne X Reset Reset - - - Lower Body: 4~26F - 5~25F -
Jaguar Kick Forward.gif 130[90] 180 20/40 HL - 21 7 20 47 -3 -2 24 25 [] refers to vs airborne X Reset Reset - - - Lower Body: 4~26F - 6~27F -
Jaguar Kick Roundhouse.gif 120[100] 180 20/40 HL - 22 8 20 49 -4 -2 24 26 [] refers to vs airborne X Reset Reset - - - - - 7~29F -
EX Jaguar Kick Jaguar Kick EX.gif 80*70 90*110 -250/0 H - 20 2*3 1+21 46 -2 - 23 - Opponent gains 15x2 meter on hit X [2nd Hit]: Hard Knockdown [2nd Hit]: Hard Knockdown [1st Hit]: Soft Knockdown, [2nd Hit]: Hard Knockdown [1st Hit]: Soft Knockdown, [2nd Hit]: Hard Knockdown - - - All: 1~24F - 1~25F JP: 1*2
Air Jaguar Kick Air Jaguar Kick Short.gif 80 160 10/20 HL - 14 7 After landing 12 32 - - - - Deals 10 chip damage, height restriction: 0.35 Reset Reset - - - - - - JP: 1
Air Jaguar Kick Forward.gif 80 160 10/20 HL - 15 5 After landing 12 31 - - - - Deals 10 chip damage, height restriction: 0.35 Reset Reset - - - - - - JP: 1
Air Jaguar Kick Roundhouse.gif 80 160 10/20 HL - 16 3 After landing 12 30 - - - - Deals 10 chip damage, height restriction: 0.35 Reset Reset - - - - - - JP: 1
EX Air Jaguar Kick Air Jaguar Kick EX.gif 90*70 110*90 -250/0 HL*H - 11 5*2 After landing 12 29 - - - - Deals 11*9 chip damage, opponent gains 15x2 meter on hit, height restriction: 0.25 [2nd Hit]: Hard Knockdown [2nd Hit]: Hard Knockdown [1st Hit]: Soft Knockdown, [2nd Hit]: Hard Knockdown [1st Hit]: Soft Knockdown, [2nd Hit]: Hard Knockdown - - - All: 1~17F - 2~25f JP: 1*2
Rising Jaguar Rising Jaguar Short.gif 50*80 100*70 30/20*20 HL su 4 2(6)4 17+13 45 -13 - 21 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Lower body: 1~5F Lower body: 1~5F - 6F~ JP: 1*2
Rising Jaguar Forward.gif 90*50 110*70 30/20*20 HL su 5 2(6)5 22+13 52 -19 - 21 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~6F Upper body: 1~6F 1~5F 7F~ JP: 1*2
Rising Jaguar Roundhouse.gif 50*100 70*120 30/20*20 HL su 5 2(6)9 22+13 56 -23 - 21 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1~6F All: 1~6F 1~6F 6F~ JP: 0*2
EX Rising Jaguar Rising Jaguar EX.gif 80*40*40 100*60*60 -250/0 HL su 5 4(8)2*6 24+10 58 -33 - 7 - Guard advantage based on 1st hit only, opponent gains 10x3 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1~8F All: 1~8F 1~8F 6F~ JP: 1*2*3
Jaguar Tooth Jaguar Tooth Short.gif 120 150 10/40 HL - From wall 12 4 After landing 20 57 -4 1 20 25 22F to wall X Soft Knockdown Soft Knockdown - - - - - 7F~ -
Jaguar Tooth Forward.gif 120 150 10/40 HL - From wall 13 5 After landing 17 56 -1 3 21 25 22F to wall X Soft Knockdown Soft Knockdown - - - - - 7F~ -
Jaguar Tooth Roundhouse.gif 120 150 10/40 HL - From wall 14 7 After landing 18 60 -2 0 23 25 22F to wall X Soft Knockdown Soft Knockdown - - - - - 7F~ -
EX Jaguar Tooth Jaguar Tooth EX.gif 120 200 -250/0 HL - From wall 7 7 After landing 20 55 -5 - 22 - 22F to wall, opponent gains 15 meter on hit X Soft Knockdown Soft Knockdown - - - 1F~ until landing - 7F~ JP: 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jaguar Varied Assault Super Combo (start) 62*50x3 0 -1000/0 HL - 1+7 3(9)2(11)2(11)2 0 47 Opponent gains 40x4 meter on hit, [2nd Hit]: Forces stand [2nd Hit]: Forces stand Hard Knockdown Hard Knockdown - All: 1~11F - - - - JP: 1*2*3*4
Jaguar Varied Assault (Standard End) Super Combo (normal end) 50*70 0 0/0 HL - 18 3(39)3 40 102 -64 - -21 2nd Hit can't hit crouching opponents, Frame Advantage based on first hit, opponent gains 40x2 meter on hit [1st Hit]: Hard Knockdown [1st Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 42~88F JP: 5*6
Thousand Jaguars Super Combo (P end) 0 0/0 HL - 20 3(14)1(2)2(2)1(3)1(2)2(2)1(3)1(2)2(2)1(3)1(2)2(2)1(3)1 31 112 20 - Press buttons to extend damage, opponent gains 40*10xN meter on hit -12 [1st Hit]: Forces stand, [Last Hit]: Hard Knockdown [1st Hit]: Forces stand, [Last Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 5~18 sequentially
Jaguar Assassin Super Combo (K end) 30x3*60 0 0/0 HL - 19 3(17)4(6)3(8)5 41+27 132 -83 - -10 Frame advantage based on 1st hit, Opponent gains 40*20x3 meter on hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 20F~ JP: 5*6*7*8
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jaguar Revolver Ultra Combo 1 60x3*300 0 0/0 HL - 0+12 6(18)4(18)4 34 95 -17 - 17 3rd ground hit goes into animation, distance can be adjusted by joystick, opponent gains 20x6 meter on hit X [3rd Hit~]: Hard Knockdown [3rd Hit~]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~3F All: 4~11F All: 4~11F - 2~18F, 23~40F, 45~62F JP: 1*2*3
Jaguar Avalanche Ultra Combo 2 60x2*45*265 0 0/0 HL - 0+10 4(6)5(23)2 25+38 112 -82 - -19 3rd hit goes into animation, opponent gains 20x2*40*20x6 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - - - 8F~ JP: 1*2*3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: