Street Fighter Alpha 2/Adon

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Adon is pretty good in A2, of course he has a few flaws, but he is blessed with good normals and a awesome cc. When Adon hit, he hits hard.


  • Great set of normals, is rose-lite
  • Custom combos hurt no matter the level
  • Great set of supers, both safe on block
  • Long reach
  • Jag tooth mind game
  • Awesome anti-airs


  • Jag kick sucks, free hit or cc on you if you use this except in certain cases
  • Jag tooth can be cc pretty easily
  • Sweep is laggy, can be cc

Moves List

Standing Normals

Low Punch

  • Quick little elbow, alot of characters cant duck it, ok normals not great

Medium Punch

  • Quick punch, duckable by most peeps, can be cancelled inot specials, decent far anti air xx hk dp juggles

High Punch

  • A hard punch similar to shotos, no real use

Low Kick

  • Quick shin kick w/ slight frame advantage, good poke up close.

Medium Kick

  • A mid hit knee with good priority and limted aa abilities, good poke.

High Kick

  • Long poke, not duckable, very very good zoning tool

Crouching Normals

Low Punch

  • Low punch with good frame advantage, links into or

Medium Punch

  • Rose-lite. Very abusable poke that stuffs aloooot of moves, and cancelleble. Use like you would Roses, links into itself

High Punch

  • Very good anti-air, loooong reach, about the same as s.hp, ver very good poke as well

Low Kick

  • Short kick to the foot, hits low, not much frame advantage

Medium Kick

  • Very good low poke with good range, cancellable

High Kick

  • Long ass sweep, but laggy, cc starter

Jumping Normals

Medium Punch

  • Very good air-to-air and jump in

High Punch

  • Slow to some out, but beat almost anything when it is

Low Kick

  • Good air-to-air

Medium Kick

  • Extremely good cross up, decent jump in

High Kick

  • Very good jump up or jump back move, with awesome range and priority.

Command Moves

Jaguar Crunch

  • Forward + MP- Far reaching overhead, great on opponent wake-up.

Jutting Kick

  • Down-Forward + MK- Great Anti-air


Jaguar Carry

  • Back or Forward + MP or HP

Jaguar Slam

  • Back or Forward + MK or HP

Special Moves

Rising Jaguar

  • Forward, Down, Down-Forward + Kick

Very very good anti air, I dont think it trades with anything, lk version seems to have the best invincibility.

Jaguar Kick

  • Quarter Circle Forward + Kick

Very unsafe move, on hit they can still do a cc or xx special. Only time it is safe is by distance, ex is hitting Ryu's hand with a mk jag kick at max distance. Mk Jag kick in my experience is the best version to use to punish fireballs, leaving you far away. Using this move wrong will get you killed very fast.

Jaguar Tooth

  • Half Circle Back + Kick

Nice for mind games and safe on block, BUT very easy to cc and alpha counter. Use to make your opponent whiff a move and punish with a cc. Doing this on reaction to a fireball will get you dp'd or customed.

Super Moves

Jaguar Revolver

  • Double Quarter Circle Forward + Kick

Very good move to punish fireballs at lvl 1. Works w/ lvl 2 and 3, but I would cc instead thru the fireball. Use this super to punish or c.rh xx fireball pokes.

Jaguar Varied Assault

  • Double Quarter Circle Forward + Punch

This move is safe on block and lvl 3, good wake up super. Combo into this after a cross up. Lvl 2 is not safe since he jumps up at the end. Mash kkk at the end of the lvl 3 to get a stronger version, mash ppp if it is blocked.

Jaguar Thousand

  • (During Jaguar Varied Assault)Press Punch rapidly

Jaguar Assassin

  • (During Jaguar Varied Assault)Press Kick rapidly

The Basics

You wanna force your opponent to mess up and punish hard. His cross up is very good, and should be done after any knock down. Adon want to zone the oppoent and be smart with jag tooths to make them jumpy. is your friend, but dont under use his other normal cause they are very good, especially, c.fp, s.rh. His over head had good range but use sparingly since it is slow and can be cc, best used after knocking them down. Just remember hit hard, alway look for a opening to land his cc.

More set-ups and info to come

Advanced Strategy

Custom Combos

These ccs can be at any lvl, just watch the meter and end with dp.

1. c.rh xx lk jag kick xN, end with HK dp

or c.rh xx lk jah kcik x4, lk dp, hk dp

2. [ xx lk jag kick]xN, xx hk dp (opponent must be standing)

3. Lvl 3- c.rh xx [hk jag kick, hk dp]x2

Anti-air ccs

4. lvl 1- s.lp or xx hk dp x2

5. lvl 2 and up- s.lp or xx lk jag kick xN, hk dp

6. lvl 3- s.lp or xx [hk jag kick, hk dp]x2

This is where Adon shines his long limbs let him punish from far away, even blocked fireballs mid screen. To punish from far as hell, use s.rh to start cc #2. Most customs you do should be #1 or #4. Also at lvl 2/3, blow thruw fireballs and cc, pretty much a round winner. After any cc, sweep, if the tech roll you will hit them and get a free jag dp juggle.


Vs. Adon (self):

Vs. Akuma:

Vs. Birdie:

Vs. Charlie:

Vs. Chun-Li:

Vs. Dan:

Vs. Dhalsim:

Vs. Gen:

Vs. Guy:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Rolento:

Vs. Rose:

Vs. Ryu:

Vs. Sagat:

Vs. Sakura:

Vs. Sodom:

Vs. Zangief:

Street Fighter Alpha 2
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief