Académique Documents
Professionnel Documents
Culture Documents
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Adon
Adon
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.
Contents
1 Adon 2 Moves 2.1 Unique Attacks 2.2 Throws 2.3 Special Moves 2.4 Super Combo 2.5 Ultra Combos 3 AE ver. 2012 Changes 4 AE Changes 5 The Basics 6 Combos 7 Strategy 8 Matchups 9 Frame Data 9.1 Notes:
Moves
Unique Attacks Name Command Notes Jaguar Crunch +
1 of 8
3/1/2012 4:20 PM
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Adon
or Jaguar Slam + +
Special Moves Name Command Notes Jaguar Kick + Airborne Jaguar Kick (during vertical or forward jump) Rising Jaguar + Jaguar Tooth + +
Super Combo Name Command Notes Jaguar Varied Assault + Thousand Jaguars Press repeatedly Perform during Jaguar Varied Assault Jaguar Assassin Perform during Jaguar Varied Assault Ultra Combos Name Command Notes Jaguar Revolver + Jaguar Avalanche +
2 of 8
3/1/2012 4:20 PM
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Adon
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.
3 of 8
3/1/2012 4:20 PM
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Adon
Close Close Close Far Far Far Far Far Far crouch crouch crouch crouch crouch crouch
HL HL HL HL HL HL HL HL HL HL HL HL L L L
50 100 200 50 100 200 50 100 100*100 50 100 200 50 100 200
20 40 60 20 40 60 20 40 40*40 20 40 60 20 40 60
5 6 7 3 7 8 5 8 9 3 5 9 4 6 9
3 6 3 3 4 3 3 4 2*4 3 2 3 2 2 2
7 9 21 6 13 14 8 13 17 6 11 16 7 14 21
+1 -1 -6 +2 -3 +1 0 -3 -3 +2 +1 -1 +2 -2 -5
+4 +5 Forces Stand -2 +5 0 +5 +3 0 +1 +5 +4 +4 Forces stand +5 +1 Untechable knockdown Legs are immune to projectiles until end of startup frames Legs are immune to projectiles until end of startup frames Legs are immune to projectiles until end of startup frames Legs are immune to projectiles until end of startup frames Legs are immune to projectiles until end of startup frames Legs are immune to projectiles until end of startup frames Legs are immune to projectiles until end of startup frames Legs are immune to projectiles until end of startup frames Can juggle
Jump up
40
50
20
10
Jump up
80
100
40
Jump up
100
200
60
Jump up
45
50
20
16
Jump up
85
100
40
sp
Jump up
110
200
60
Jump forward
40
50
20
Jump forward
80
100
40
4 of 8
3/1/2012 4:20 PM
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Adon
Jump forward
100
200
60
Jump forward
45
50
20
12
Jump forward
85
100
40
Jump forward
110
200
60
10
Jaguar Crunch ( + ) Focus Attack LVL1 Focus Attack LVL2 Focus Attack LVL3 Forward Throw Back Throw Jaguar Kick Jaguar Kick
30*50
50*50
40*20
23
2*2
13
-2
+4
Legs are immune to projectiles until end of startup frames Legs are immune to projectiles until end of startup frames Legs are immune to projectiles until end of startup frames Legs are immune to projectiles until end of startup frames +2 Hit advantage on crouching opponent
HL
60
100
20
21
39
-25
-25
HL
80
150
40
17+12
39
-19
0.93 1.05 HL
60 40 40 20/40
61 3 3 20
2 2 2 6
44 20 20 21
-3
-2 Untechable knockdown Untechable knockdown 5~25f airborne, armor break 6~27f airborne, armor break 7~29f airborne, armor break, frame advantage assumes 2nd hit 1~24f immune to projectiles, 2~25f airborne, [1st air hit] knockdown, [2nd hit] untechable knockdown, armor break, can juggle
HL
140
180
20/40
21
20
-3
-2
Jaguar Kick
HL
140
180
20/40
22
20
-4
-2
Jaguar Kick
80*70
90*110
-250/0
20
2*3
1+21
-2
HL
80
80
10/20
14
After landing 12
5 of 8
3/1/2012 4:20 PM
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Adon
HL
80
160
10/20
15
HL
80
160
10/20
16
1~17f immune to projectiles, 2~25f airborne, [1st air hit] knockdown, [2nd hit] untechable knockdown, can juggle 1~5f feet immune to strikes and projectiles, 6f~ airborne, knockdown, can juggle, 1~6f upper body immune to strikes and projectiles, 1~5f unthrowable, 7f~ airborne, knockdown, can juggle, 1~6f Invincible, 6f~ airborne, knockdown, can juggle 1~8f Invincible, 6f~ airborne, knockdown, can juggle, guard advantage based on 1st hit only 22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break 22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break 22f to wall, 7f~ airborne towards wall, [air hit] knockdown, armor break
HL
90*70
110*90
-250/0
11
5*2
After landing 12
Rising Jaguar
HL
50*80
100*70 30/20*20
su
2(6)4
17+13
-13
Rising Jaguar
HL
90*50
110*70 30/20*20
su
2(6)5
22+13
-19
Rising Jaguar
HL
50*100
70*120 30/20*20
su
2(6)9
22+13
-23
Rising Jaguar
HL
su
4(8)2*6
24+10
-33
Jaguar Tooth
HL
120
150
10/40
From wall 12
After landing 20
-4
+1
Jaguar Tooth
HL
120
150
10/40
From wall 13
After landing 17
-1
+3
Jaguar Tooth
HL
120
150
10/40
From wall 14
After landing 18
-2
6 of 8
3/1/2012 4:20 PM
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Adon
Jaguar Tooth
HL
120
200
-250/0
From wall 7
After landing 20
-5
HL
50x5*70
-1000/0
1+7 3(9)2(11)2(11)2(18)3(39)3
40
-64
Thousand HL Jaguar
30*12xN
0/0
20
3(14)1(2)2(2)1(3)1(2)2
31
-12
Assassin Jaguar
HL
30x3*60
0/0
19
3(17)4(6)3(8)5
41+27
-83
Ultra HL Combo 1
60x3*330
0/0
0+12
7(18)4(18)4
34
-17
22f to wall, 1f~ until landing immune to projectiles, 7f~ airborne towards wall, [air hit] knockdown, armor break 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 [1st ground hit] forces stand, untechable knockdown, can juggle, press buttons to extend damage 2nd hit onwards airborne, knockdown, can juggle, frame advantage based on 1st hit 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
7 of 8
3/1/2012 4:20 PM
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Adon
0/0
0+10
4(6)5(23)2
25+38
-82
be adjusted by joystick 1~11f Invincible, 8f~ airborne, knockdown, armor break, can juggle, 3rd hit goes into animation
Super Meter Damage Stun Gain Cancel Startup Ability Active Recovery
HL
Retrieved from "http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Adon" Category: Super Street Fighter IV AE This page was last modified on 10 February 2012, at 18:56.
8 of 8
3/1/2012 4:20 PM