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Super Street Fighter IV AE/Adon


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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 +

Throws Name Command Notes Jaguar Carry

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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 +

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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 hits 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 FocusDash. 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 versions 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 Move Name Close Close Close HL HL HL HL Damage 30 70 90 Stun 50 100 200 Super Meter Gain 20 40 60 Cancel Startup Ability ch/sp/su 4 sp/su sp/su 5 8 Active 3 5 4 Recovery 5 15 15 Frames On On Guard Hit +3 +6 -6 -1 +6 +4 Forces Stand Notes

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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

35 75 120 30 80 120 40 75 40*80 30 60 100 40 70 110

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

sp/su sp/su ch/sp/su su sp/su sp/su sp/su su sp/su sp/su -

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

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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

140 130 130 140

200 140 120 180

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

Air Jaguar Kick

HL

80

80

10/20

14

After landing 12

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Air Jaguar Kick Air Jaguar Kick

HL

80

160

10/20

15

After landing 12 After landing 12

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

Air Jaguar Kick

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

80*40*40 100*60*60 -250/0

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

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Jaguar Tooth

HL

120

200

-250/0

From wall 7

After landing 20

-5

Jaguar Varied Assault

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

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Ultra HL 60x2*45*265 Combo 2

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

Block Move Name


Notes:

Super Meter Damage Stun Gain Cancel Startup Ability Active Recovery

Frames On On Guard Hit Notes

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.

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