Nefdar's
Street Fighter Alpha 3
Comprehensive Adon Guide / FAQ
Copyright 1999 Colin Caldwell
[email protected]
Where to find this...
www.gamefaqs.com
members.spree.com/sip/nefdar
Welcome, all to my Adon guide. Hopefully this document will be useful
to a few people... I just felt that there was a lack of information about
him, and since he's quickly becoming one of my favorite characters I
figured I'd remedy the situation.
This document is written based upon the U.S. release Playstation version
of Street Fighter Alpha 3. Anything in here (except obviously anything
involving the PSX only characters, and the outfit colors) will also work
at the arcade, since that is where I do basically all of my fighting against
other human beings(for some reason, people won't pay money to come play
Street Fighter at my house... :(. Most of my vs. human strategy in here
is written based upon the arcade game.
This guide will cover all three -isms, since I try to use them all pretty
equally and feel like that too many FAQ's just completely ignore
the existence of V-ism...
Please email me with any suggestions / comments / insults / etc. This FAQ
assumes that you understand the basic gameplay mechanics of SFA3, if not,
then look at either my General Gameplay FAQ(which I'm in the process of
writing right now, so it may not be on GameFAQ's yet... :( ) or look at Kao
Megura's FAQ on Gamefaqs.com, his FAQ is excellent. Thanks go out to Kao
for the Japanese names for any of the moves that I use, by the way, as
well as any Japanese quotes. All the Japanese I know I learned from old
Sailor Moon reruns...
The damage ratings for all attacks were taken on the default damage
settings. The damage may vary depending on the damage settings on your
arcade machine or PSX, and upon the character that you are fighting.
(Zangief takes less damage, Shin Akuma takes more).
Note also that damage will be increased if you get a counterhit, and damage
on combos will be decreased if your opponent wiggles the joystick and presses
buttons to reduce damage.
Here's a legend for any abbreviations I might use...
For a character facing right:
UB U UF
B N F
DB D DF
Light punch: Jab, JP
Medium punch: Strong, SP
Heavy punch: Fierce, FP
Light kick: Short, SK
Medium kick: Forward, FK
Heavy kick: Roundhouse, RK
VC: Variable Combo(AKA Custom Combo)
Okay! Let's get started here then...
Contents
I. Basic Attacks
a. Jab
b. Strong
c. Fierce
d. Short
e. Forward
f. Roundhouse
g. Throws
h. Alpha Counters
i. Taunts
II. Special Attacks
a. Rising Jaguar
b. Jaguar Tooth
c. Jaguar Kick
III. Super Combos
a. Jaguar Varied Assault
1. Jaguar Assassin
2. Jaguar Thousand
b. Jaguar Revolver
IV. The Three isms...
a. X-ism advantages/disadvantages
b. X-ism combos
c. X-ism strategy
d. A-ism advantages/disadvantages
e. A-ism combos
f. A-ism strategy
g. V-ism advantages/disadvantages
h. V-ism combos
i. Variable Combos
1. VC's for damage
2. VC's for confusion
j. V-ism strategy
V. Vs. specific character strategy
a. Evil Ryu/Ryu/Ken/Akuma
b. Zangief
c. Dhalsim
d. Karin
e. Blanka
f. Vega
G. Chun-Li
VI. Miscellaneous
a. Win Poses
b. Outfit Colors
c. Winning Quotes
d. Story
e. Other
1. Adon's special intro
2. Adon's origins
3. Street Fighter personality profiles
VII. Closing
a. Thanks
b. Final words
I. Basic Attacks
Note that in X-ism, all of Adon's jumping kicks are replaced with
Jaguar Kicks. If I don't give a separate attack for jumping straight
up and standing close, then they are the same as jumping towards or
standing far, respectively.
a. Jab
Standing: 1 hit, damage : Xism-7, Aism-6, Vism-5
An elbow strike. Comes out quick, and if you're quick you can
repeat 2 or 3 of them for a piddly little combo. It is
cancelable into any specials or super combos, so it is useful
as a leadoff for combos, but its major downfall is that it
hits high, meaning that a crouching opponent will go completely
under it. So if you caught them with a jumpin, then tried to
use this to continue a combo, since they were probably crouching
or else the jumpin would have been blocked this will miss and
they'll recover to block the rest. I don't use this attack much.
Crouching: 1 hit, damage : Xism-6, Aism-5, Vism-4
A simple jab. It can be blocked high or low, and does piddly
damage, plus it is very difficult to repeat quickly like other
character's crouching jabs. When I need an attack like this, I
usually stick with the crouching short, so this attack is rarely
used.
Jumping: 1 hit, damage: Xism-9, Aism-8, Vism-7
A downward angled reverse punch. Works best against grounded
opponents, because of the downward angle it often misses
jumpers. If it is stuck out early, then it will beat many
anti-air attacks, due to a jab's high priority. Normally, for
that purpose, though, I stick with the jumping short. It seems
to be a little more effective. I don't use this very often.
b. Strong
Standing: 1 hit, damage: Xism-16, Aism-14, Vism-12
A shoulder height punch. This move is cancelable into anything,
but since it can be crouched under I usually avoid using it too much
in combos. My favorite use for this is as an anti air attack.
It will cleanly hit opponents out of the air well, as long as they
like to jumpkick deep. Most players try to kick at the last minute,
so they can combo afterwards. Stick this out as they come in, and
you'll get a counterhit, so they'll be juggled. Cancel into a
Jaguar Revolver or Jaguar Kick for a decent combo.
Crouching: 1 hit, damage: Xism-15, Aism-13, Vism-11
An elbow to the top of your opponent's foot. This is an easily
cancelable move, and requires a crouch block. Probably my favorite
linking move in combos. You can go into your Jaguar Varied Assault
super off of this with relative ease. The range is not too great
though, so it is not too good stuck out by itself.
Jumping: 1 hit, damage: Xism-15, Aism-13, Vism-11
Same animation frames as the jumping jab. I don't use this much
either, by far my jumping attack of choice with Adon is the Forward
kick. Boring, let's move on.
F + Strong: Jaguar Crunch
(2 hits, overhead, damage:
Xism-9, 7, Aism-8, 6, Vism-7, 5)
Adon's overhead. It comes out a little slow, and he gives a
trademark "Wahoooo" that is a dead giveaway that it's coming...
Useful in most situations where an overhead comes in handy,
like after a low short or as they're getting up(be conservative
with this, you're asking for a wake-up super every time you do
it). Also very useful in a V-ism attack series.
c. Fierce
Standing: 1 hit, damage: Xism-20, Aism-17, Vism-14
A reverse punch to the jaw. Highly damaging, but it hits high so
it can be ducked. I only use this in very specific cases, if an
opponent leaves himself open at too great a distance for a combo.
One example is if Sagat misses a high Tiger Shot right in front of
you, or if a grappling character misses a throw. Of course, this
is assuming you don't have a super to shove down their throat.
Crouching: 1 hit, damage: Xism-18, Aism-15, Vism-12
An upward angled punch. Excellent anti-air attack. If you get a
counterhit, don't forget to juggle...otherwise not too useful as it
can't be cancelled and it misses crouchers.
Jumping: 1 hit, damage: Xism-20, Aism-17, Vism-14
A straight punch. Since it comes straight out from Adon's shoulder,
it is pretty useless against grounded opponents, it just hits too
high. It is best used to meet jumping opponents in the air and
counterhit their jumping attacks. Then you land right beneath them
to juggle. It comes out pretty instantly, so you should get good
mileage out of it if you use if for this. Works especially well on
X-ism characters, since they can't airblock it.
d. Short
Standing: 1 hit, damage: Xism-7, Aism-6, Vism-5
A shin kick with Adon's front leg. This move comes out quick, and
is cancelable. Works well as a tick into a throw, and also
cancelled into a Rising Jaguar. I use it to pin down my opponent
so that I can begin pressuring them with the forward, roundhouse,
and Jaguar Kick.
Crouching: 1 hit, damage: Xism-6, Aism-5, Vism-4
A foot check. Another good tick. Adon has superb throw range, so
it is easy to tick into throws with him. Immature people will
call you names for doing this too much though...but if somebody
gets thrown in SFA3 then they deserved it, as long as you stay
on the offensive then you won't get thrown often at all.
Another thing of note, if you get a counterhit
with this, you can chain off of it into almost anything. A low
short counter chained into a standing roundhouse is a solid
3-hitter, and if you don't get the counterhit then the roundhouse
still pushes them back to keep you safe. Timing is everything, if
you hit the next attack too late it won't combo, and too early
means the 2nd attack won't come out. As soon as Adon's foot retracts
hit the next button.
Jumping: 1 hit, damage: Aism-8, Vism-7
A knee drop. A very high priority attack. Its best use is right
after you flip out of a juggle, immediately drop down with this.
It will stuff most juggle attempts(though not all...). You can
then get back on the offensive.
e. Forward
Standing: 1 hit, damage: Xism-14, Aism-12, Vism-10
A knee. Cancelable, and has decent range. Works well as a
midrange poke. I usually use this cancelled into a Rising Jaguar
if my opponent gives me an opening and I have no super, it is a
pretty damaging 3 hit combo. Smaller characters can crouch under
this attack.
Crouching: 1 hit, damage: Xism-15, Aism-13, Vism-11
A thrust kick to the shins. Long range, and it hits low, so it
is excellent as a poking attack. Unfortunately, it can't be
cancelled, but you can't win them all, eh? ;) If your opponent is
at about sweep range, it never hurts to stick this out every now and
then to snag a little extra damage. Just don't get too predictable
or you'll be on the receiving end of a super or variable combo.
Jumping: 1 hit, damage: Aism-13, Vism-11
A jumping round kick. Since Adon's other foot is stuck out behind
him, this will work well as a crossup attack. Works especially
well on big people. Sure, it's no Ken or Gen jumping forward, but
it gets the job done. After this crossup, you can combo a low short
into a Rising Jaguar for 4 hits, or the safer route to go is to
toss your opponent across the room, as I find that after someone
is hit by a crossup they are usually too busy trying to block
to really think about what they are doing. A person who is confused
and unsure of themselves is throw meat. This is by far my jumping
attack of choice.
f. Roundhouse
Standing: 2 hits, damage: Xism-9, 9, Aism-8, 8, Vism-7, 7)
A mid level round kick. If you get them at the right distance, or
if your opponent is airborne, then you'll get two hits on it.
Neither hit is cancelable, though, and it can be crouched underneath
by smaller characters. This is the long range poke of choice for
Adon to use to keep his opponents at about 3 inches distance. If
Adon can keep his opponent at this range, he has won the fight.
Use this extensively to poke at and keep out your opponent. Make
sure not to get too predictable, that is an easy trap to fall into
and you'll be getting Shoryukens and supers all over the place
if your opponent can read you on this attack, since it comes out a
little slow.
Crouching: 1 hit, damage: Xism-18, Aism-15, Vism-12
Adon's sweep is meant for use at a long range, since it reaches
very far, almost as far as his standing roundhouse. If you use it
too close, then you will be often hit. It comes out a little slow,
and has slow recovery time(enough for them to block, then do a quick
super). Use this from the right range and it can be a good tool.
I normally use the crouching forward for this, though, since I can
go right into my pressure game from there more quickly, and if I
miss I'm not as open.
Jumping: 1 hit, damage: Aism-17, Vism-14
A spinning hook kick, angled up. Due to its upward angle, it is
obviously best used for snagging jumpers. I don't use it much,
though, since the jumping fierce already serves that purpose and
serves it better, since it comes out faster.
Standing Close(B + Roundhouse in V-ism): 1 hit, damage:
Xism-15, Aism-13, Vism-11
An upward thrust kick. Works very well as an anti air, but is
useless against grounded opponents as it hits high and has no range.
If an opponent is jumping over you too close to use the crouching
fierce, then this will work too. It is easier to juggle after an
anti-air counterhit when using the close roundhouse, due to its
shorter recovery time. It is obviously better to use
in V-ism, since then you know that it will come out if you hold
away. Otherwise, make sure that you are close enough or else you'll
get the standing roundhouse, which will not work too well against a
good jumpin.
g. Throws
Jaguar Carry: press F or B and 2 punch buttons when close
damage: Xism-24, Aism-20, Vism-16
This throw puts your opponent at a full screen distance. Don't
throw an opponent into the corner with it when you are close to
the corner, it is possible(though difficult) to hit you while you
are recovering if they land too close to you, since Adon flips off of
his opponent and floats to the ground. I don't use throws all that
much in Alpha 3, because they are unreliable at times, but they should
never be ignored. My favorite use of throwing is when I find out
that the person I'm fighting is one of those people who thinks that
if you throw you are automatically a talentless cheeseball. I have
fun with these guys, I try to land at least 10 throws on them every
round. Usually, they are pretty easy to catch, because the reason
they don't like throws is because they are too slow to avoid them.
There are also places where a throw is very useful in a mix-up game.
Throws are quite handy in V-ism against certain playing styles
(more on this later).
Jaguar Slam: press B or F and 2 kick buttons when close
damage: Xism-24, Aism-20, Vism-16
This throw is a little better to look at than the Jaguar Carry, it
also puts your opponent at a lesser distance. This is my throw of
choice, as it places the opponent at just the right distance where
Adon is at his best...at the very tip of his roundhouse Jaguar Kick
range. Adon knees his opponent, then flips them over on their back.
Jaguar Stab: press B or F and 2 punch buttons when close in the air
damage: Xism-24, Aism-20, Vism-16
Definitely Adon's air throw of choice. Sucks in nearby airborne
targets and slams them mercilessly to the ground, where they are
smashed by Adon's elbow. Works well to counter anticipated jumpins,
but my favorite use of airthrows is after a low fierce or close
roundhouse counter against a jumpin. The close roundhouse is a little
easier to use because the recovery time is better. Jump up immediately
after them, and if they don't immediately flip out with an attack
then you'll suck them right back to the ground. Don't get too
predictable here, if they flip out with an attack then you're hit.
Jump in with a fierce or roundhouse juggle occasionally to hit their
counter attempts. Once they start blocking that, then it's back to
slamming them. This attack works well in VC's in the corner too,
since if it is done in a VC then you can continue juggling after the
throw. However, this can be escaped if the opponent tech hits.
Jaguar Throw: press B or F and 2 kick buttons when close in the air
damage: Xism-24, Aism-20, Vism-16
A midair version of the Jaguar Carry. Useful in all the same situations
as the PP air throw, but since it is less visually pleasing and
puts your opponent at a great distance, I usually don't use it.
h. Alpha Counters
A-ism: 1 hit Rising Jaguar(block, then press F+1 punch and 1 kick of
the same strength)(consumes 1 level of super
and a block of Guard Power)
damage: 4
Yes, for the cost of a whole level of super and a guard power block,
you only do 4 damage. I would never use an alpha counter in SFA3
except for some very specific moments, like if your opponent has no
energy left at all and it is a very tight match, you can finish
them off with this, or if you are trying to escape a multi-hitting
super that is about to cheese you to death. Probably their best
use is to escape certain V-ism pattern attacks that are otherwise
very difficult to avoid. Otherwise, they are certainly not worth it.
As AC's go, this one is not too bad, it has high priority and you
won't get hit out of it too often, use it on airborne opponents if
possible instead of grounded ones, of else they may recover in time
to block and spank you.
V-ism: 1-4 hit Jaguar Thousand(block, then press F+1 punch and 1 kick of
the same strength)(consumes 50% of the
VC meter and a block of Guard Power)
damage: 1-4
See above for my general opinion of Alpha Counters, never use them
unless you just have no other choice or if you are sure it will kill
your opponent. Hit the punch buttons quickly after you do it, and
you will get all 4 hits if the opponent was close enough. This one is
best used at very close range, and it works to break you out of certain
VC's that are very difficult to escape. Otherwise, don't touch it with
a ten foot pole, Adon has much better uses for half a VC bar.
i. Taunts
Adon only has one taunt, press start(select on the PSX) and he'll give
a big thumbs down and laugh. Remember that you can only do this in
A or V-ism, and only once a round(except V-ism, where you can do it
repeatedly in a VC). I still don't understand why Capcom made it so
you can only taunt once a round in Street Fighter, taunting is so much
fun! Still, I guess there had to be some advantage to picking Dan...
Taunting after a Jaguar Carry is always fun, they are placed at the
full screen by the throw and usually can't get to you in time. This
is especially good against wussie anti-throw activists. These are those
people who walk back and forth in front of arcades with picket signs
chanting "Hell no, please don't throw" or some other catchy slogan,
they'll usually look at you with disgust every time you throw them, if
you win with a throw they will give you various insults on their way
back over to the change machine. If a person gives me this attitude,
then I throw them at every opportunity. Even if I could have done a
more damaging combo, I still throw them. I try to win an entire
round with nothing but throws. My goal is to make actual steam come
out of their ears. I always taunt after a full screen throw against
these types. Another fun thing to do is to activate a VC, then throw
them over and over...it's risky, they can easily hit you, but if you
pull it off it sure does make them mad...
Truth is, throws are easy to avoid if done often and are just another
useful tool in a confusion game. You have to adapt to both using
and defending against throws in your game plan, or else you're not going
to have much luck against an opponent who does.
Anyway, that rant has nothing to do with the subject at hand...ahem...
Never underestimate the value of a good taunt. It has definite
psychological effects, especially on beginner and intermediate players.
Doing a taunt from about 3/4 screen distance will cause your opponent
to rush at you in an attempt to get you while you taunt, but they won't
make it in time and you can counter whatever they blitz you with.
Taunting draws out turtles. If you are fighting an opponent who is slow
or has no long range moves to nail you with(Zangief comes to mind) then
getting a little distance and taunting is just what the doctor ordered
to piss them off and make them play stupidly.
Whatever you do, don't get hit out of a taunt, around here that's worse
than losing a fight :) Your honor will be scarred for at least a few
days!
II. Special Attacks
a. Rising Jaguar- press F, D, DF, then any kick
(2 hits)(usable in Xism, Aism, and Vism)(kick button used
determines height)
Damage: Xism: Short-20, Forward-21, Roundhouse-22
Aism: Short-17, Forward-18, Roundhouse-19
Vism: Short-14, Forward-15, Roundhouse-16
Adon rises into the air, first with his front knee, then striking with
his rear knee while screaming "Jaguar!" is his trademark Adon screechy
voice. This move is an almost unbeatable anti-air defense, I've only
been hit out of it by a few very specific air attacks(like Akuma and
Vism Cammy's annoying dive kicks). If you start it up too early and
meet the opponent mid-air with it, then it can be air-blocked, so start
it late(so that Adon's first knee connects while his other foot is still
planted on the ground) and then it cannot be defended against. People
who jump predictably can be taken to school all day with this, it will
beat them every time. It is also very effective as a wake-up tool if
someone is trying to attack you just as you get up. If you time it as
a reversal just as you get up, it will smack down almost anything, even
many super combos. Be aware, however, that a good player will try to
bait you into doing this so they can hit you afterwards. Some common
methods of doing this that are very effective are:
1. They'll jump towards you after knocking you down, but jump early
so they'll have time to land and block. You see them jump and
reflexively do this move, and then you are meat when you come
down.
2. They'll stand next to you as you get up and throw an early attack,
then block, you'll get up to hit them out of the attack, but it's
too late and they smack you.
3. They'll jump towards you from just out of this move's range, so you
try to smack them and miss. You know what happens then...
Of course, the best way to get around these techniques is to learn to
read your opponent. Know the range of this attack like the back of
your hand, if they jump over your head or too far away, don't use it,
if they're too close then the close Roundhouse works better, and if
they're too far use the low Fierce. Also, know the timing of when
you can attack as you rise, if you see them jump in or attack too
early, realize it and don't fall for the trick.
Of course, as with most dragon punch-type moves like this, if you miss
then you are wide open to anything for a few moments. If you do miss,
then your best hope is to try to immediately do another one as you land,
of do a super. If your opponent mistimes their attack, you may catch
them.
This move is also probably the best starter for a VC with Adon, it
sets them up for further juggles nicely.
b. Jaguar Tooth: F, DF, D, DB, B, then any kick
(1 hit)(usable in Xism, Aism, and Vism)(kick button
used determines range)
damage: Xism: Short-16, Forward-16, Roundhouse-16
Aism: Short-14, Forward-14, Roundhouse-14
Vism: Short-12, Forward-12, Roundhouse-12
Adon jumps back to the rear wall and latches to it, then leaps off with
a kick that travels in a straight line while exclaiming "Jaguar Tooth".
If you use SK, then he attacks a few inches away from the wall he
latches to, FK makes him attack about midscreen, and RK makes him
attack all the way to the opposite side of the room. This move works
like an overhead, it must be blocked high. This is an excellent move,
it is good for causing mass confusion and is also great for Adon's
pressure game. If it is blocked, you are usually pretty safe from
counter attack as the recovery time isn't too bad, they have to do a
perfect reversal in order to really counter you effectively and even
then it may not work if you didn't hit them deep enough. After blocking
this move, the vast majority of people will just try to sweep you, if
your target is doing this then blow through that with a super, RK Jaguar
Kick, or VC.
Try this: cancel a low strong into a Jaguar Tooth(make sure to press the
right attack button for your opponent's location). This is an
unorthodox attack method that will catch people off guard a few times,
since they must block low then high. Try using the Jaguar Tooth
to anticipate jumpers too, as they try to dropkick you you will fly out
from under them and come back with a kick. Thusly, you are still on
the offensive and their momentum is lost.
The Jaguar Tooth is an excellent method to use to escape the corner.
If you are fighting a V-ism player, then my advice to you is to get the
hell away from the corner ASAP! Many VC's do more damage in the corner,
and are easier to do. Also, most of the mix-up tactics that are almost
impossible to defend against must be executed on a cornered opponent.
If you are cornered, use a RH Jaguar Tooth and you'll fly past the
opponent to the other side.
If your opponent loves to sit back and low fierce you every time you
jump, then this move is a gold mine for you. They are likely to try to
use the low fierce to hit you out of it, since these players use their
reflexes not their brains. In their mind, if your feet leave the ground,
it's time to hold down and ram on the fierce punch. You'll nail them
a few times with this, and then they'll get skittish and that
indecision is all you need to allow you to score a jumpin every now
and then. The Jaguar Tooth will eat up almost any normal move anti-air
attack in the game, nothing short of a dragon punch type move or a super
has ever knocked me out of it.
A few things to look out for when doing this move...
Dragon punch characters can smack you out of it, as well as many supers.
This won't happen much unless you get predictable, though, so of
course don't use it in an extremely predictable fashion. If you are
getting consistently knocked out of this, then stop using it for a
while and then start using it in a completely different way.
Also, make sure and use the right range. If your opponent is midscreen
and you use the RK version, then you will attack too close, and you
will be open to counterattack. Use the appropriate strength kick button
for the situation.
This move will work in VC's if placed correctly, and it adds a few
style points to any Variable Combo, in my opinion.
c. Jaguar Kick: B, D, DB then any kick(in A-ism or V-ism)
jump, then press kick(in X-ism)
(1 hit)(Kick button used determines path of kick(SK
travels low and far, RK travels high and short))
Damage: Xism: Short-6, Forward-7, Roundhouse-8
Aism: Short-9, Forward-10, Roundhouse-12
Vism: Short-8, Forward-8, Roundhouse-10
Adon leaps up and yells, "Jaguar Kick" then does a flip and drops
his rear leg on his opponent in a wide arc. If you use RK, then
he jumps high but short range, and SK travels low to the ground but
about three-fourths of the screen distance. Although it looks like
an overhead, this move can be blocked low.
In A or V-ism....
If you distance this move correctly, then you are safe from
counterattack. You are vulnerable to a quick jump attack while
you first start the attack, but after you attack is blocked you
should land too far away for a decent counter during the very
short recovery time. This move is much better than it was in
Alpha 2, where the recovery time on it made it almost useless.
It can be difficult to use effectively at first, however, because
you always have to be sure to use the right strength Jaguar Kick
for the situation. Once you have learned the exact range of your
kicks, then this move allows Adon to effectively zone off the screen
and keep his opponent right where he wants them.
One use of this that is fairly obvious is as a fireball counter, I
rarely use it for that though because if you saw the fireball
coming that far in advance, you could have jumped in with a combo
that was much more damaging. It is a little annoying to your
opponent to have his fireballs flipped over though, so the
psychological advantage of doing this is worth noting.
Another good use of it is against janitor players(the ones who
love sweeping). You know the type, these guys almost always
pick a Shotokan character, then whenever you get anywhere near
them, they try to stick out a low forward or roundhouse. Most
of their damage comes from hitting you with mix-ups as you get
up from their innumerable sweeps. The RK Jaguar Kick hits a
sweep every time is timed right. You hop over the low attack and
drop the heel right on their little head. You know what these
guys will try to do after that, they'll either try to sweep again,
which calls for another Jaguar Kick, or they'll turtle up so you
can smack them with an overhead or throw.
If your opponent is standing about three inches from you, do the RK
Jaguar Kick. Use the FK version if they are at almost full-screen
distance. If you do it right, then the edge of the large hit arc that
is created by Adon's foot will strike them. If your actual foot hits,
and you land close enough to them for a throw, you missed. You should
*just barely* nick them with the edge of the attack.
If they block, then look and see how they react.
Chances are very high that that is how they will continue to react
for a long time, as I've noticed that most players learn *very*
slowly...depending upon what they do, counter them every time until
they do learn to do something else. Once you've got their mind
occupied with countering your Jaguar Kicks, then just stop doing them
altogether for a while, instead rely more on your Jaguar Tooth and
poking attacks. They'll sit waiting for a Jaguar Kick and when you
don't do one like they're accustomed to, then they will start to lose
their edge. Good players will walk back and forth to screw up your
distancing, don't be lured into doing a Jaguar Kick too close or else
you are going to eat whatever attack they want to feed you.
If they react to your Jaguar Kick by blocking and turtling, then
throwing, your overhead, or a low forward followed by another Jaguar
Kick, then repeating the process is always an option. Make sure that
you wait for the forward kick to push them back into the good Jaguar Kick
range, not doing this move too close to an opponent is something I can't
stress enough.
If they always try to sweep, then a super, VC, Jaguar Tooth, or
crossup jumping forward will do the trick nicely.
If they are the type that goes for a throw, they'll probably learn
to stop that pretty quickly as long as you are playing your distance
right. A properly distanced Jaguar Kick lands you out of range of
throws. Rising Jaguar them in the mouth or just fierce punch them
while they recover, that is if you don't feel like super comboing
or VC'ing them, that's always an option too.
Finally, there's the type who has a dragon punch or super answer
for everything, undoubtedly they will try to dragon punch you out of
your Jaguar Kick. A dragon punch will hit you on your way in, but
if they try to counter after blocking, then you will have a free hit
or two as they come down. Same goes for the vast majority of
super combos. If someone is dragon punching you out of your
Jaguar Kick with any consistency, then you are being predictable.
The best way to remedy this is to think about the situations where
you normally Jaguar Kick, then instead fake the motion(crouch
quickly, then stand). They'll dragon punch, then you nail them.
Some things to watch out for...
If you do the wrong version of the move depending on your opponent's
distance, then you will come up short, fly over their head, or worst
case, you'll land right next to them. If you land too close after
this move, you are going to get chewed up. Make sure and use your
target distances for the roundhouse and forward versions, and you should
bait your opponent into trying to counter the kicks without them
actually being able to get to you in time. I hardly ever do the
short version outside of a VC, it doesn't travel high enough to avoid
attacks and it is very difficult to distance properly. If they are
all the way across the screen, it may work well.
The big weakness of this move is that your opponent can jump towards
you with a fierce or roundhouse and smack you down for a counterhit,
then go into a juggle if they saw this move coming and are familiar
with Adon. If you are fighting a person who does this, then you
need to make sure and not use the attack predictably or in an
easily recognized pattern, or else you'll eat big combos.
In X-ism...
The move is done completely differently in X-ism, and trades off a
little damage for a multitude of new ranges and less recovery time.
One thing that you lose in X-ism, is that if the move is blocked,
since it is not technically a special move in X-ism, it does no
block damage. In X-ism, this move has *no* recovery time and that
more than makes up for that small downfall.
There are in total 5 different paths the kick can follow, depending
upon which kick button is used and whether you jumped up, back, or
forward to do the move:
Jump back, and press kick: The jumping back versions are really
useful against any long range pokes your opponent likes to stick out.
If he is constantly harassing you with a poking game, then as he comes
in hop back and immediately hit roundhouse and you'll cleanly smack
him out of his attack almost every time. The short version has a smaller
hit area, but comes out faster, whereas the roundhouse is a little
slower but hits a wide area.
Jump up, and press kick: You should get a lot of mileage out of the
jumping up versions. Jumping up to the height of your jump and pressing
roundhouse will cause you to come down with an attack very similar to
the RK Jaguar Kick of A and V-ism. Only difference is that in X-ism,
Adon's Jaguar Kicks have no recovery time, so distance is not nearly
as much of a factor. You can use this move extremely liberally.
Anytime your opponent is aggressive with low sweeps or fireballs, you
will be able to flip over their attack with this and smack them
constantly. If your opponent is not familiar with X-ism Adon, they may
think that they can counter afterwards if you land close, like they
would be able to against an A or V-ism player. Land close purposefully
and block(unless they like to throw in this situation, then jumping back
with another quick Jaguar Kick works great for me). Just jumping up
and sticking out this move every now and then never hurts, the only thing
you really need to fear is them jumping up and hitting you early, which
won't happen unless they see it coming a mile away, or a dragon punch or
uppercut super like a Reverse Shaft Breaker or Shinryuken. If you
don't stick this out extremely predictably, you should keep those kinds
of situations to a minimum. Just like jumping back, the kick button
you use determines the speed, power, and hit area of the attack.
The jumping forward versions are used in much the same way as the
forward Jaguar Kick in A and V-ism, if you press the kick button
as soon as you leave the ground the kicks will look very similar to
the old style Jaguar Kicks of the other isms. You can use them in much
the same way, except even more liberally because the recovery time
is gone. They can also be used to make up large amounts of
distance. Depending upon what button you press, you get a different
result:
SK: A quick kick with a small hit area. Does not move you forward
very far.
FK: A larger hit area, comes out about a millisecond slower. Moves you
forward slightly.
RK: A huge hit area, comes out a teeny bit slower than the FK
version, moves you forward very far.
Probably one of the most useful ways to work them in is against
anti-air players. Many players live and die by anti air, these
people generally are Shotokan players and they love their low
fierces and dragon punches. You'll recognize them immediately, they
are those guys who spend the entire fight crouching. They generally
stick out sweeps whenever you walk close, attempting to entice you to
jump towards them so they can get you. These players never attack
unless they have no other choice, and it is sometimes fairly tricky
to get at them if they are well practiced at playing this style.
The low fierce is completely powerless against an incoming Jaguar
Kick, and when they see you jump towards them they will reflexively
stick out the punch, hit short and you fall on them with a
solid kick. Eventually they'll start dragon punching, so then you
switch into the roundhouse Jaguar kick at the peak of your jump. If you
do it right, you'll flip right past their dragon punch! Hit them
then at your leisure. Eventually, they'll just start blocking, and
then they are yours to play with.
Jump towards your opponent from out of their normal anti-air range,
like from a full screen distance. Many players, if they can't hit you
with an uppercut because you are too far away, will try to sweep you
when you land reflexively. Be prepared to block the sweep, and take
note. From now on, jump towards them from full screen, then just before
touching down press roundhouse. You'll bounce forward and hit them out
of the sweep that they attempted. Keep it up until they learn,
because even if they block there is no danger to yourself. If you are
far away, a hop forward and Jaguar Kick with roundhouse at the peak of
your jump will cover the whole screen, allowing you to get back on the
offensive in a hurry and possibly smack an opponent on the way in. The
most important thing to do is to take note of how your opponent reacts
after blocking your Jaguar Kicks, and counter-attack accordingly. Most
opponents will try to immediately counterattack, so be prepared to
block upon landing. Usually it will be a super or dragon punch, and
they will probably be vulnerable afterwards. A sweep is also a common
reaction, you can just do a jump up Jaguar Kick, a Jaguar Tooth, or
VC or super right through it. Throwers can be easily dealt with any way
you see fit. You want to scare the opponent so that they continue
blocking after they block a Jaguar Kick, waiting for your next attack.
Once they're thinking that way, you can really tear them up. Mix them
up by alternating between throwing, overhead(either the Jaguar Crunch
or the Jaguar Tooth), and low attacks(like low short into super, or a
low forward followed by another Jaguar Kick, or a low short followed by
a throw or overhead).
III. Super Combos
a. Jaguar Varied Assault-D, DF, F, D, DF, F then any punch
(jab for lv1, strong for lv2, fierce for lv3)
Lv1: 4 hits, 27 damage
Lv2: 6 hits, 34 damage
Lv3 or in X-ism: 6 hits, 50 damage
(usable in X or A-ism)
This is going to be your super combo of choice the vast majority of the
time. The damage and hits given above assume that you press no buttons
during the super combo's execution. However, you should never do this.
The reason it is called a "varied assault" is because it has two
variations, which are determined by whether you press a punch or a kick
button during the attack. Each one has its own specific use.
Both alternate versions are outlined below this section.
In A-ism, you can only switch into one of the other variations if you
do the move at level 3. If you are at levels 1 or 2, or press nothing
at level 3, Adon elbows forward a few times, then ends with a leaping
attack where it looks like he is pinching the enemy's head between his
elbow and knee. If this version is blocked, you are wide open to
attack, plus it does less damage than the other versions. My advice is,
unless you desperately need a high priority super combo, or you are
sure it will finish your opponent, wait for level 3 before you use this
super. The rewards are much greater.
Landing this super combo should not be too difficult, it is pretty
easily comboed off of a low short or strong, and the opening frames of
it are invincible. This means that it will out-prioritize anything that
is thrown its way(I have executed this at the same time as Ken executed
a Shoryureppa, and this won). The opening frames of the Lv2 and Lv3
versions will easily pass through projectiles, the Lv3 one will pass
through super projectiles without really having to be timed all that
well. Basically, up to the point where Adon delivers the rushing
elbow, he is virtually invincible. This super will allow you to do
serious damage to anyone who predictably pokes out attacks, and works
wonders against those who attack as you are getting up. I really can't
say enough good things about this super, it is one of the best in the
game. If the super connects, then switch into the Jaguar Assassin, but
if it is blocked, then switch to the Jaguar Thousand. This way, you
are guaranteed at least a fierce punch and a half worth of damage,
even if it is blocked, with no danger to yourself!
If your opponent's guard meter is low, then doing this will
ensure that it breaks in the middle, then you can go into the Jaguar
Assassin for good damage. Basically, if they are sitting on the
ground if front of you and hear Adon's trademark super combo kiyai,
then no matter what they are going to take some damage.
Note that an opponent with perfect timing who blocks this can hit
you between blocking the elbows. It is very difficult and requires
a very quick attack(super or dragon punch), but it is possible. The
computer will do it every now and then. Not really something that's
going to happen too much, but it's worth noting.
1. Jaguar Assassin-press kick after the fifth hit of a LV3 or
X-ism Jaguar Varied Assault
8 hits, 71 damage
Adon performs the first five elbows of the Jaguar Varied Assault,
then performs a 3 hit Rising Jaguar at the end. Many think that
you must hit the kick button rapidly to do this, but if you do, then
the move will cancel into the Rising Jaguar too early, and you'll
only get 7 hits. Count the hits, and press kick once just after the
fifth hit connects. The timing on this isn't really all that hard,
with a little practice you'll get it every time, and you get about 8
extra points of damage for your trouble. This is the most damaging
version of the Jaguar Varied Assault, and is what you want to do
if the Assault connects. After the triple Rising Jaguar, your
opponent is perfectly set up to juggle, especially in the corner.
You can follow with a juggle combo in the corner pretty easily, and
the opponent has very little time to flip out.
Basically, not only does this do half a lifebar of damage by
itself, but it also sets up your opponent for more free hits if
you are well versed in how they like to flip out. Doing 75 percent
damage off of connecting a Jaguar Assassin is not a rare thing at
all.
If your super is blocked, do not do this, you are completely
vulnerable coming down, just as if you had missed a Rising Jaguar.
Instead, switch to the Jaguar Thousand.
2. Jaguar Thousand-press punch rapidly during a
Lv3 or X-ism Jaguar Varied Assault
13 hits, 55 damage
This is the version of the Assault that you want to use if your
opponent blocks. Adon performs the first four hits, then goes
into a extremely rapid fire punch with his front hand that hits
several times(a la Joe Higashi from Fatal Fury). This pushes the
opponent back so they will have a hard time counterattacking, and
also ticks off about a fierce punch and a half worth of damage!
As soon as you notice them blocking, start ramming on the punch
buttons quickly and rotating the stick(not too hard now, don't
break it...) in order to get the maximum amount of damage.
This attack also chews up about 2 and a half blocks of guard
meter. There are very few ways to defend against this...V-ism
Dan and Juni can use their push defenses to push you off and
avoid block damage, but Dan can't do much to counterattack even if
he does push off. Juni can super you or use her Spiral Arrow, but
Juni players are rare and Juni players who will think to do this
are even rarer... Basically you are completely safe from counter
attack after a Jaguar Thousand except in the most extreme of
circumstances. If your opponent is low on life, executing this will
end the match for them, whether they block or not. Basically, the
only way to defend is to hit Adon between elbows on the initial
rush, or to Alpha Counter Adon during the initial rush(AC'ing during
the actual Jaguar Thousand will probably just cause them to be hit).
The player who has the balls to try this is very rare indeed. Your
opponent can also wiggle the stick and press buttons to reduce
guard meter and block damage, but most people don't think to do
this either.
b. Jaguar Revolver-D, DF, F, D, DF, F then any kick
(short for Lv1, forward for Lv2, roundhouse for
Lv3)(usable in A-ism only)
Lv1: 3 hits, 35 damage
Lv2: 4 hits, 54 damage
Lv3: 6 hits, 69 damage
Adon does his trademark super combo kiyai, then leaps forward with
repeated multi-hitting Jaguar Kicks.
This is Adon's second super combo in A-ism. It is not nearly as useful
as the Varied Assault, but there are several places where it may come
in handy. As a rule, you should shy away from this super combo
except against predictable jumpers and fireball throwers, as these are
the attack's two greatest uses.
If your opponent often likes to toss fireballs to pressure you from
about 3 inches or so away, then use this move as they throw a fireball
and you'll flip right over it and hit them solidly as a counterhit,
doing even more damage than normal. Timing is everything on this,
stand at about the right distance and start doing the motion. Your
opponent will see you fumbling with the stick and think that you are
screwing up one of your moves, and he may react with a fireball. If
he does, then hit kick and off you go.
If the opponent is constantly jumping in with deep jumpkicks to combo
you, then that is another excellent use for this. Counter them as they
jump in with a standing strong punch, then cancel that into the
Jaguar Revolver for a good juggle combo. You can follow that with more</pre><pre id="faqspan-2">
juggles, and the opponent will have a very small window
of opportunity to flip out. It is usually best to cancel into the
Level 1 Revolver in these situations, because often many of the hits
on the higher level versions will miss anyway.
Standing strong counter, Lv1 Jaguar Revolver, then a Rising Jaguar RK
immediately afterwards connects nicely for a very damaging combo. They
may flip out after the Revolver, but even if they do the Rising Jaguar
will almost certainly get them anyway.
Generally, unless I see one of these two patterns in my opponent's
playing style, I stick with the Jaguar VA super combo, but in these
situations this attack is quite useful.
At the beginning of this attack, Adon takes a moment to flip forward,
just like a normal Jaguar Kick. The opponent has plenty of warning
beforehand, due to the darkening screen and the loud kiyai, so anyone
who knows anything about Adon will recognize it immediately and jump
towards you with a air attack to smack you right out of your super, then
juggle you. For this reason, do not do this on anyone unless you are
sure it will hit, like in the anti-air combo above or against fireballs.
However, if the opponent blocks this attack, there is no recovery time
afterwards, so if they try to counter you will be able to defend
accordingly.
Never perform this super when you are standing close to the opponent,
or Adon's initial flip will flip you right over them and you'll
completely miss, not only looking foolish but also probably getting hit
in the back. The best distance is from RK Jaguar Kick distance, about
three inches.
IV. The Three isms...
Here is the big strategy section, as well as outlines of the advantages/
disadvantages of the three isms in my humble opinion. Adon plays very
differently depending upon his ism, more so than many other characters.
a. X-ism advantages/disadvantages
X-ism is my second favorite style for Adon, I prefer it to A-ism
because you can be a lot more aggressive with his Jaguar Kicks, as
well as his combos doing added damage. V-ism ranks a little higher in
my mind because of the high powered, stylish VC's that Adon is
capable of, as well as for his VC's for confusion that are really
extremely tricky.
X-ism Adon is a very aggressive fighter, even more so than the other
isms. Since he has the hopping Jaguar Kicks that have no recovery time,
he can attack quite relentlessly, and like all X-ism characters his
normal attacks and special moves do 20 percent more damage than in
A-ism.
X-ism benefits:
1-Jaguar Kicks are quicker, easier to aim, and have no recovery time.
The Jaguar Kicks can be used with much more versatility.
2-All normal attacks and special moves do added damage, the most of
any ism.
X-ism losses:
1-No air blocking or ground recovery roll.
2-No Jaguar Revolver super combo.
3-Jaguar Kicks do less damage than in A or V-ism.
4-No Variable Combos.
5-No Alpha Counters.
6-No taunting!!!
7-Close roundhouse air counter cannot be depended upon, unlike in V-ism,
because you cannot control whether it comes out by holding B.
8-No crossup jumping forward kick, since it is replaced by Jaguar
Kicks.
b. X-ism combos
Normal moves---
1. Low short counter, standing roundhouse(3 hits, 23 damage)
The standing roundhouse can be replaced with almost any attack,
such as a sweep if you want to put your opponent on the floor.
The second attack will only combo if the low short hits as a counter,
though, and your timing must be good(you'll get the timing after a
while, it is not too hard, just press the next button right after the
short retracts). Do this from time to time while your opponent is
close to push them off of you, even if the counter doesn't happen or the
move is blocked it still serves to make distance.
2. Jumpin strong, low roundhouse(2 hits, 32 damage)
A simple 2-hitter that works well if you land too far away to connect
with something better. Jumpin combos are not Adon's specialty, unless
he has a super charged, so this is probably one of the better options
for jumping in.
3. (opponent jumps in)
Close roundhouse counterhit, Jaguar Stab air throw
(2 hits, 43 damage)
This is easy to flip out of, but if they flip straight down or forward
instead of away then this will possibly snag them anyway. Air
counter your opponent with a close roundhouse a few times and see how
they flip. If they wait to see what you'll do first, or if they don't
flip at all, then this combo is a gold mine for you. It is easier to
execute in V-ism, since you can hold away and be assured that the
close roundhouse will come out and not the standing one, but if
you are sure to move directly under your opponent then you should
be relatively okay in X-ism. The weakness is that if they flip back
immediately with an attack, then you are probably hit, so shy away from
this combo against those types. For them, jump forward with a quick
fierce punch instead to counterhit them, then continue juggling them
across the screen.
This combo is very visually pleasing to me, you kick them up in the air,
then slam them brutally back down again with your elbow :).
Rising Jaguar combos---
1. Low strong CANCEL INTO Rising Jaguar RK(3 hits, 37 damage)
The motion for this is pretty simple once you get used to it. If you
do the low strong, then try to do the whole motion for the Rising
Jaguar, you will fail often, the best way to do it is to combine the
two moves, like this:
F, D, press strong, DF, press roundhouse
If the strong connects, then they were probably standing, so the
Rising Jaguar should hit. However, if this hits a croucher, then they
may duck underneath the Rising Jaguar and be able to counter you so
be aware of that. This is best used if you get a big opening and don't
have a super to use.
2. Jumpin strong, low short CANCEL INTO Rising Jaguar RK(4 hits,
41 damage)
Jump in with a strong punch, then press:
F, D, hit short, DF, hit roundhouse.
This makes the combo go off very smoothly, with practice. Be warned
that if they were crouching, the Rising Jaguar may miss, and then you
will be vulnerable. I usually don't use this combo much at all.
3. (near corner)
Rising Jaguar RK, standing strong CANCEL INTO Rising Jaguar RK
(5 hits, 57 damage)(can flip out after the first Rising Jaguar)
This combo can be escaped, but your opponent has a very small amount
of time to flip out, between the time you land from the first Rising
Jaguar until you press strong. If they are consistently flipping,
then just leave out the strong and use the Rising Jaguar to hit them
anyway almost every time. After the second Rising Jaguar, they can
flip then, try to juggle them with another Rising Jaguar or an air
throw afterwards. After that, though, since you are in the corner, the
SFA3 only-one-juggle-in-the-corner rule takes effect and the opponent
hits the floor regardless. A smart opponent will just hit the ground
and roll after this, because you cannot juggle them anymore unless they
do flip(because of the corner rule).
When canceling the strong, be sure not to be pressing F at the
same time in anticipation of the Rising Jaguar, or else your overhead
will come out and you'll not only miss, but be vulnerable. Press strong
before you begin the Rising Jaguar motion, there should be plenty of
time.
Jaguar Tooth combos---
1. (with your back near the corner)
opponent jumps in with attack, standing strong counterhit
CANCEL INTO Jaguar Tooth RK(2 hits, 34 damage)
The only way that I've come up with to use a Jaguar Tooth in a
useful combo. This does solid damage, and is very impressive to
onlookers. If you don't get the counterhit, then you will fly past
the opponent with your Jaguar Tooth, try to use the moment of
confusion your opponent will probably be having at that point to
your advantage.
When canceling the strong, make sure you are not holding F in
anticipation of the Jaguar Tooth motion or else your overhead will
come out and the opponent's jumpin attack will certainly hit you.
Press strong, then quickly whip the controller around from F to B and
hit roundhouse.
2. Jumpin strong, low short CANCEL INTO Jaguar Tooth(button used
varies according to opponent's location)
(2 hits, 21 damage)
Only the strong and short combo, but many opponents will start
blocking low after the jumpin, and the Jaguar Tooth will hit them
often. This must be blocked high, then low, then high.
Make sure to use the right strength Jaguar Tooth for the
opponent's location. In order to make the cancel work, it is
much easier to buffer the short into the motion for the Jaguar
Tooth, like:
Jumpin, press strong, F, DF, D, press short, DB, B, press kick.
Jaguar Kick combos---
I really don't know of any good ways to utilize the X-ism Jaguar Kick
in combos, since it is easy to flip out of if you attempt to juggle
with it and since it's not technically a special move it can't be
cancelled into. However, it can serve as a useful setup for combos,
once your opponent gets used to you jumping in with the Jaguar Kick
he will be ready to block it, since most anti-air is useless against
it. This means he will stop anti-air attacking you, so you will land
a lot more jumpin combos(like jumping, not attacking, and throwing, or
jumping, not attacking, and landing with a low short into super).
Jaguar Varied Assault combos---
1. Jumpin strong, low short CANCEL INTO Jaguar Varied Assault
Press nothing: 8 hits, 67 damage
Jaguar Assassin: 10 hits, 87 damage
Jaguar Thousand: 15 hits, 71 damage
Your basic super combo. Does awesome damage, and is not too hard to
land. Remember that you can always leave off the jumpin at the
front, but if you do you are better off using the low strong instead
of the low short for more damage(see combo #2). Remember that if you
hit, go into the Assassin, but if they block, go into the Thousand.
If you are having trouble canceling the low short into the super
then try to buffer the low short into the motion for the Jaguar VA
like:
jumpin, press strong, D, DF, press short, F, D, DF, F, press punch.
2. Low strong CANCEL INTO Jaguar Varied Assault
Press nothing: 7 hits, 63 damage
Jaguar Assassin: 9 hits, 84 damage
Jaguar Thousand: 14 hits, 67 damage
Same as #1, except it cancels off of a low strong. The motions look
like:
D, DF, press strong, F, D, DF, F, press punch.
Your combo of choice if they give you an opening where you can do
some damage.
3. (near corner)
Jumpin strong, low short CANCEL INTO Jaguar Varied Assault CANCEL
INTO Jaguar Assassin, standing strong CANCEL INTO Rising Jaguar RK
(opponent can flip after the Jaguar Assassin)
(13 hits, 107 damage)
Adon's killer combo. If you start it anywhere within half the playfield
of the corner, then the VA will carry you the rest of the way into the
corner and you will be able to finish the combo. Remember that instead
of the jumpin and low short you can start off of a low strong. The
amount of time that the opponent can flip out is small, from when you
land from the Assassin until you press strong. If they do flip out
consistently, then skip the strong and knock them down with the
Rising Jaguar. Naturally, after the entire combo is over, your opponent
may flip out, so try to air throw them or Rising Jaguar them again on
their way back down. If they are smart, they will just fall and roll
because you cannot juggle them anymore unless they do flip (because of
the corner rule). Of course, after this connects, chances are that they
are dead and not worried about flipping or rolling at all.
The exact motions for this look like:
Jumpin, press strong, D, DF, press short, F, D, DF, F, press punch,
wait for the fifth elbow, press kick, land, press strong, F, D, DF,
press RK.
Be sure not to be pressing F when you hit strong, or else you
will do an overhead and be vulnerable.
c. X-ism strategy
X-ism Adon is the kind of character that needs to make his own
openings. He can hold his own as a defensive character with the
Rising Jaguar and long range pokes, and this style will work well
provided that you don't overuse it, but if you do this repetitively
a good player will tear your defense apart. It is easy to fall into the
rut of sticking out a sweep or standing roundhouse to keep the opponent
out and then Rising Jaguar-ing them when they jump, but if you allow
yourself to fall into this predictable pattern then a good player will
play mind games with you and force you to screw up. Instead, use this
strategy occasionally, but stay offensive. After you frustrate your
opponent with your poking and countering game, get on the offensive
before he starts finding ways around your defense. The jumpin
Jaguar Kicks of X-ism Adon are a wonderful tool, use them to close
distance and make an opening. If your opponent tries to counter a
blocked Jaguar Kick, then you will be able to block and punish them.
Teach them that there is, indeed, no recovery time after a Jaguar Kick.
This often causes opponents to become timid and continue blocking after
the Jaguar Kick, so then you can tear up their defense with your
Jaguar Tooth, sweeps, combos off of the low strong, and throws. Once
you have your opponent reflexively blocking when you jump in, they are
yours. Jump in and throw, or jump in and skip the high attack and go
straight into a combo off of a low attack. Players will block waiting
for the Jaguar Kick, but you'll hit them low or throw them instead.
If you notice them blocking your jumpin Jaguar Kick low, then jumpin
with your strong punch into super combo. However, do not overuse the
Jaguar Kicks or, like any move, your opponent will read you and hit
you every time. Your Jaguar Tooth is an excellent tool as well, use it
to counter jumpins and comboed off of low moves. If your opponent
starts defeating your aggressive attacks consistently, then retreat
back into your shell for a little while, just enough to get their mind
on getting through your defense, then resume your aggressive attack.
Never continue an attack pattern continuously, you will be read like a
book, instead switch between many patterns depending upon your
opponent's reactions.
As for the Jaguar VA, feel free to use it anytime your opponent is
sitting there close to you. Doing it in a combo is best, but if you
just pull it out near the enemy then chances are it will eat up one of
their attacks. Even if they block, if you go into the Thousand then you
will still come out way on top. Try to pin down your opponent, maybe
with a low short or jumpin Jaguar Kick, before doing it to make sure
that they don't jump away, since if you completely miss then that's a
waste of an entire X-ism super bar(which are few and far between).
After an opponent blocks your jumpin, then do a low short, then a low
forward. This blocked 3 hits will eat up a lot of guard meter. Two of
these, then a Jaguar VA will bust the Guard meter of your average
opponent with some hits to spare. You could also always follow the
blocked jumpin with a throw, but preferably do this if you are a fairly
big guy and trained in some kind of self-defense, many bone-headed
players will consider you the lowest form of life on Earth for using
that attack method and they may drag you out into the parking lot :(.
d. A-ism advantages/disadvantages
A-ism Adon is more of a basketball player than X-ism Adon(basketball
player is my term for a fighter that zones off the screen and fights
differently according to his distance, like a zone defense).
What I mean, is that your attack strategy changes depending upon what
distance your opponent is from you. At close range, your combos into
super, throws, and quick long range attacks like the low forward and
standing roundhouse serve to put your opponent at the distance you
want. Once you place your opponent at the very tip of your RK Jaguar
Kick range, then you are "in the zone" so to speak, you can pressure
the opponent relentlessly, forcing them to jump in stupidly and
make mistakes.
A-ism benefits:
1-Taunting! Yipee!
2-Air blocking, ground recovery rolling.
3-Attacks do a normal amount of damage, more than in V-ism.
4-Jaguar Kicks do the most damage of any ism. Jaguar Kicks do
block damage, unlike X-ism.
5-You have the Jaguar Revolver super combo.
6-3 level super bar, allowing you to have access to supers faster than
in X-ism.
7-Alpha Counters.
8-Crossup jumping forward kick, which you lose in X-ism.
A-ism losses:
1-Attacks do less damage than in X-ism.
2-Jaguar Kicks have recovery time, unlike in X-ism, and must be used
at precise distances.
3-No Variable Combos.
4-Close roundhouse air counter cannot be depended upon, unlike in V-ism,
because you cannot control whether it comes out by holding B.
e. A-ism combos
Normal moves---
1. Low short counter, standing roundhouse(3 hits, 21 damage)
The standing roundhouse can be replaced with almost any attack,
such as a sweep if you want to put your opponent on the floor.
The second attack will only combo if the low short hits as a counter,
though, and your timing must be good(you'll get the timing after a
while, it is not too hard, just press the next button right after the
short retracts). Do this from time to time while your opponent is
close to push them off of you, even if the counter doesn't happen or the
move is blocked it still serves to make distance.
2. Jumpin forward, low roundhouse(2 hits, 28 damage)
A simple 2-hitter that works well if you land too far away to connect
with something better. Jumpin combos are not Adon's specialty, unless
he has a super charged, so this is probably one of the better options
for jumping in.
3. (opponent jumps in)
Close roundhouse counterhit, Jaguar Stab air throw
(2 hits, 36 damage)
This is easy to flip out of, but if they flip straight down or forward
instead of away then this will possibly snag them anyway. Air
counter your opponent with a close roundhouse a few times and see how
they flip. If they wait to see what you'll do first, or if they don't
flip at all, then this combo is a gold mine for you. It is easier to
execute in V-ism, since you can hold away and be assured that the
close roundhouse will come out and not the standing one, but if
you are sure to move directly under your opponent then you should
be relatively okay in A-ism. The weakness is that if they flip back
immediately with an attack, then you are probably hit, so shy away from
this combo against those types. For them, jump forward with a quick
fierce punch instead to counterhit them, then continue juggling them
across the screen.
This combo is very visually pleasing to me, you kick them up in the air,
then slam them brutally back down again with your elbow :).
Rising Jaguar combos---
1. Low strong CANCEL INTO Rising Jaguar RK(3 hits, 32 damage)
The motion for this is pretty simple once you get used to it. If you
do the low strong, then try to do the whole motion for the Rising
Jaguar, you will fail often, the best way to do it is to combine the
two moves, like this:
F, D, press strong, DF, press roundhouse
If the strong connects, then they were probably standing, so the
Rising Jaguar should hit. However, if this hits a croucher, then they
may duck underneath the Rising Jaguar and be able to counter you so
be aware of that. This is best used if you get a big opening and don't
have a super to use.
2. Jumpin forward, low short CANCEL INTO Rising Jaguar RK(4 hits,
35 damage)
Jump in with a forward kick, then press:
F, D, hit short, DF, hit roundhouse.
This makes the combo go off very smoothly, with practice. Be warned
that if they were crouching, the Rising Jaguar may miss, and then you
will be vulnerable. This works well if you cross them up with the
jumpin forward kick, since you'll usually catch them standing.
3. (near corner)
Rising Jaguar RK, standing strong CANCEL INTO Rising Jaguar RK
(5 hits, 49 damage)(can flip out after the first Rising Jaguar)
This combo can be escaped, but your opponent has a very small amount
of time to flip out, between the time you land from the first Rising
Jaguar until you press strong. If they are consistently flipping,
then just leave out the strong and use the Rising Jaguar to hit them
anyway almost every time. After the second Rising Jaguar, they can
flip then, try to juggle them with another Rising Jaguar or an air
throw afterwards. After that, though, since you are in the corner, the
SFA3 only-one-juggle-in-the-corner rule takes effect and the opponent
hits the floor regardless. A smart opponent will just hit the ground
and roll after this, because you cannot juggle them anymore unless they
do flip(because of the corner rule).
When canceling the strong, be sure not to be pressing F at the
same time in anticipation of the Rising Jaguar, or else your overhead
will come out and you'll not only miss, but be vulnerable. Press strong
before you begin the Rising Jaguar motion, there should be plenty of
time.
Jaguar Tooth combos---
1. (with your back near the corner)
opponent jumps in with attack, standing strong counterhit
CANCEL INTO Jaguar Tooth RK(2 hits, 29 damage)
The only way that I've come up with to use a Jaguar Tooth in a
useful combo. This does solid damage, and is very impressive to
onlookers. If you don't get the counterhit, then you will fly past
the opponent with your Jaguar Tooth, try to use the moment of
confusion your opponent will probably be having at that point to
your advantage.
When canceling the strong, make sure you are not holding F in
anticipation of the Jaguar Tooth motion or else your overhead will
come out and the opponent's jumpin attack will certainly hit you.
Press strong, then quickly whip the controller around from F to B and
hit roundhouse.
2. Jumpin forward, low short CANCEL INTO Jaguar Tooth(button used
varies according to opponent's location)
(2 hits, 18 damage)
Only the strong and short combo, but many opponents will start
blocking low after the jumpin, and the Jaguar Tooth will hit them
often. This must be blocked high, then low, then high.
Also, since the first hit can cross up, they may have to start
blocking backwards which will add to the confusion.
Make sure to use the right strength Jaguar Tooth for the
opponent's location. In order to make the cancel work, it is
much easier to buffer the short into the motion for the Jaguar
Tooth, like:
Jumpin, press forward, F, DF, D, press short, DB, B, press kick.
Jaguar Kick combos---
1. (opponent jumps in with attack)
standing strong counter CANCEL INTO Jaguar Kick RK(2 hits, 28 damage)
A good counter attack for style points. If you don't get the
counterhit, you will land in time to be fairly safe, although I don't
doubt it's possible to hit you if your opponent is quick. Basically
good to show off. You can hold away while you do the strong punch, then
do the rest of the motion to make it easy, like:
B, press strong, D, DB, press roundhouse.
Jaguar Varied Assault combos---
1. Jumpin forward, low short CANCEL INTO Jaguar Varied Assault
Lv1: 6 hits, 43 damage
Lv2: 8 hits, 54 damage
Lv3 and press nothing: 8 hits, 64 damage
Lv3, go into Jaguar Assassin: 10 hits, 84 damage
Lv3, go into Jaguar Thousand: 15 hits, 68 damage
Your basic super combo. Does awesome damage, and is not too hard to
land. Remember that you can always leave off the jumpin at the
front, but if you do you are better off using the low strong instead
of the low short for more damage(see combo #2). Remember that if you
hit, go into the Assassin, but if they block, go into the Thousand.
If you are having trouble canceling the low short into the super, then
try to buffer the short during the super motion, like:
Jump in, press forward, D, DF, press short, F, D, DF, F, press punch.
That should make it a bit easier.
To make life difficult for your opponent, try to cross them up on
the forward kick jumpin.
2. Low strong CANCEL INTO Jaguar Varied Assault
Lv1: 5 hits, 34 damage
Lv2: 7 hits, 51 damage
Lv3 and press nothing: 7 hits, 61 damage
Lv3, go into Jaguar Assassin: 9 hits, 82 damage
Lv3, go into Jaguar Thousand: 14 hits, 65 damage
If you get an opening, this is an excellent way to make them pay
for it. Like always, go into the Thousand if they block, otherwise
use the Assassin. Try to buffer the low strong into the motion for
the Jaguar VA if you have trouble doing the cancel, like:
D, DF, press strong, F, D, DF, F, press punch.
3. (near corner)
Jumpin forward, low short CANCEL INTO Jaguar Varied Assault CANCEL
INTO Jaguar Assassin, standing strong CANCEL INTO Rising Jaguar RK
(opponent can flip after the Jaguar Assassin)
(13 hits, 105 damage)
Adon's killer combo. If you start it anywhere within half the playfield
of the corner, then the VA will carry you the rest of the way into the
corner and you will be able to finish the combo. Remember that instead
of the jumpin and low short you can start off of a low strong. The
amount of time that the opponent can flip out is small, from when you
land from the Assassin until you press strong. If they do flip out
consistently, then skip the strong and knock them down with the
Rising Jaguar. Naturally, after the entire combo is over, your opponent
may flip out, so try to air throw them or Rising Jaguar them again on
their way back down. If they are smart, they will just fall and roll
because you cannot juggle them anymore unless they do flip (because of
the corner rule). Of course, after this connects, chances are that they
are dead and not worried about flipping or rolling at all.
If you are in the corner, then cross them up with the forward kick and
perform this combo, that puts them right in the corner where you want
them.
The exact motions for this look like:
Jumpin, press forward, D, DF, press short, F, D, DF, F, press punch,
wait for the fifth elbow, press kick, land, press strong, F, D, DF,
press RK.
Be sure not to be pressing F when you hit strong, or else you
will do an overhead and be vulnerable.
Jaguar Revolver combos---
1. (opponent jumps in with an attack)
standing strong counterhit CANCEL INTO Jaguar Revolver, Rising Jaguar
RK
(opponent can flip after the Revolver)
Lv1: 5 hits, 55 damage
Lv2: 6 hits, 70 damage
Lv3: 8 hits, 87 damage
This is probably the safest way to land the Revolver against a non-
fireball character. If you don't get the counterhit, then the super
will probably be blocked, but it doesn't leave you vulnerable after-
wards. Not something you'll do often, but it earns oooohs and aaaahs
from the crowd every time. The Rising Jaguar at the end adds
good damage, even if they flip the chances are very high that it will
hit them, and if they flip they actually take more damage because the
Rising Jaguar is not considered part of the combo anymore(since hits in
big combos have the damage reduced). You must do the Revolver
motion quickly after the strong punch in order to cancel, you cannot do
any shortcuts with the motions because if you tried to press strong
during the Revolver's motion you would get the low strong or the
overhead, both of which would miss.
In my opinion, using the Lv1 Revolver is best in this combo, because
I like to save as many super levels as possible for the Varied Assault.
Also, unless you connect with the strong punch extremely late, many
of the hits will be lost on the level 2 and 3 versions.
2. (near corner)
low strong CANCEL INTO Rising Jaguar RK, standing strong CANCEL INTO
Jaguar Revolver Lv2 or Lv3
(opponent can flip out after the Rising Jaguar RK)
Lv2: 8 hits, 92 damage
Lv3: 10 hits, 104 damage
They can flip after the Rising Jaguar, but they only have a second to
do so. If they do, you should juggle with another RK Rising Jaguar
instead of continuing the combo. Connecting this on Level 1 is not
possible because it comes out too slow, but the other levels work pretty
easily. Mucho style points once again. You can follow up with the
strong / Revolver juggle after any Rising Jaguar in the corner,
not just off of a low strong, of course. You must do the Revolver
motion quickly after the strong punch in order to cancel, you cannot do
any shortcuts with the motions because if you tried to press strong
during the Revolver's motion you would get the low strong or the
overhead, both of which would miss. This is easier if you juggle after
knocking them out of the air with a Rising Jaguar, of course, since
they are juggled higher, but they also have more time to flip out. Just
make sure to hit them with the standing strong as soon as you recover
from the Rising Jaguar, so that you knock them high enough for the
super to reach them.
f. A-ism strategy
A-ism is my least favorite style for Adon, he loses both his quick
X-ism Jaguar Kicks and his highly damaging Variable Combos, in
exchange for the Jaguar Revolver. The one thing that does make A-ism
enjoyable is the style factor in comboing the Revolver, though. You
are sure to receive your props from any crowd if you do it well.
A-ism Adon is needs to play his distances right in order to build up
the big win streaks. One thing that I cannot stress enough is the
importance of your RK Jaguar Kick. Anytime that your opponent is
sitting about three inches away from you, you can harass them with
this kick. Naturally, don't do it every time, because they will see it
coming and hit you, but never be afraid to use the RK Jaguar Kick
anytime your opponent is approaching from a few inches away. It will
probably be blocked, but if you play your distance right then you will
recover in time to defend yourself, and the hasty counterattack your
opponent just probably threw out will give you an opening. Never use
it too close, though, or you will pay with half your life bar against
a decent player. If you are fighting a good player who is familiar with
Adon, they will attempt to screw up your distancing by constantly moving
in and out of your good range. They are hoping to make you do a Jaguar
Kick from too close, so that you will invite a very painful counter-
attack. Don't fall into their trap! Never use the Jaguar Kicks
predictably, and if you see someone baiting you to do one, don't!
The kick should be used as a tool to provoke a counterattack attempt
occasionally, but do not rely on it alone or you will get spanked.
Your Jaguar Tooth is a good tool too, use it as an anti-air, as an
overhead, or just to annoy the hell out of your opponent. As long as
you use the right distance version and don't completely miss, you will
be pretty safe from most counterattacks as long as they don't see it
coming a mile away. Keep your opponent out, at the tip of your
roundhouse kick, as best you can, pushing forward and controlling
their position. Your purpose is to annoy the hell out of your opponent
with pokes and well spaced special moves, so that they become frustrated
and start jumping towards you and trying to counter-super you. As for
the former, you can deal with jumpers easily with the Rising Jaguar,
low fierce, or close roundhouse, and if you keep your opponent at the
right distance then many counter supers will not reach you. Of course,
others will, so keep your eyes open and learn when your opponent likes
to pull his supers out. Generally, there are a few types(see Street
Fighter personality profiles, below).
Once you've annoyed your opponent by pushing them around and
pecking at their energy, they will get aggressive. Now you can land a
few of those jumpins and super combos, and take advantage of their
openings.
One thing, unless your opponent threw a fireball and you know that you
got them, stick with the Lv1 Jaguar Revolver to save levels for the
Varied Assault. This is a general rule, of course there are exceptions,
but since the Revolver has a much greater chance of missing you don't
want to waste too many super levels.
g. V-ism advantages/disadvantages
V-ism is my favorite Adon, his VC's are stylish and damaging, and
it is not too hard to make opportunities to land them. You have to
practice, though, and be able to adapt your combo to the situation
in order to be successful with V-ism.
V-ism benefits:
1-Variable Combos.
2-Crossup jumpin forward kick, which you lose in X-ism.
3-Air blocking and ground recovery rolling.
4-Alpha Counters.
5-VC bar charges quickly, faster than super bars of X or A-ism.
6-Control of B+RK anti-air kick makes it more reliable.
7-Taunting, even multiple times in a VC. Hooray!
8-Jaguar Kicks do block damage, unlike in X-ism.
V-ism losses:
1-Attacks and special moves do the least damage of any ism.
2-No Jaguar Varied Assault or Jaguar Revolver super combos.
3-Jaguar Kicks have recovery time and must be distanced precisely,
unlike in X-ism.
h. V-ism combos
Normal moves---
1. Low short counter, standing roundhouse(3 hits, 18 damage)
The standing roundhouse can be replaced with almost any attack,
such as a sweep if you want to put your opponent on the floor.
The second attack will only combo if the low short hits as a counter,
though, and your timing must be good(you'll get the timing after a
while, it is not too hard, just press the next button right after the
short retracts). Do this from time to time while your opponent is
close to push them off of you, even if the counter doesn't happen or the
move is blocked it still serves to make distance.
2. Jumpin forward, low roundhouse(2 hits, 23 damage)
A simple 2-hitter that works well if you land too far away to connect
with something better. Jumpin combos are not Adon's specialty, unless
he has a VC charged, so this is probably one of the better options
for jumping in.
3. (opponent jumps in)
Close roundhouse counterhit, Jaguar Stab air throw
(2 hits, 31 damage)
This is easy to flip out of, but if they flip straight down or forward
instead of away then this will possibly snag them anyway. Air
counter your opponent with a close roundhouse a few times and see how
they flip. If they wait to see what you'll do first, or if they don't
flip at all, then this combo is a gold mine for you. It is easier to
execute in V-ism, since you can hold away and be assured that the
close roundhouse will come out and not the standing one.
The weakness is that if they flip back immediately with an attack,
then you are probably hit, so shy away from this combo against those
types. For them, jump forward with a quick fierce punch instead to
counterhit them, then continue juggling them across the screen.
This combo is very visually pleasing to me, you kick them up in the air,
then slam them brutally back down again with your elbow :).
Rising Jaguar combos---
1. Low strong CANCEL INTO Rising Jaguar RK(3 hits, 27 damage)
The motion for this is pretty simple once you get used to it. If you
do the low strong, then try to do the whole motion for the Rising
Jaguar, you will fail often, the best way to do it is to combine the
two moves, like this:
F, D, press strong, DF, press roundhouse
If the strong connects, then they were probably standing, so the
Rising Jaguar should hit. However, if this hits a croucher, then they
may duck underneath the Rising Jaguar and be able to counter you so
be aware of that. This is best used if you get a big opening and don't
have a VC to use.
2. Jumpin forward, low short CANCEL INTO Rising Jaguar RK(4 hits,
30 damage)
Jump in with a forward kick, then press:
F, D, hit short, DF, hit roundhouse.
This makes the combo go off very smoothly, with practice. Be warned
that if they were crouching, the Rising Jaguar may miss, and then you
will be vulnerable. This works well if you cross them up with the
jumpin forward kick, since you'll usually catch them standing.
3. (near corner)
Rising Jaguar RK, standing strong CANCEL INTO Rising Jaguar RK
(5 hits, 41 damage)(can flip out after the first Rising Jaguar)
This combo can be escaped, but your opponent has a very small amount
of time to flip out, between the time you land from the first Rising
Jaguar until you press strong. If they are consistently flipping,
then just leave out the strong and use the Rising Jaguar to hit them
anyway almost every time. After the second Rising Jaguar, they can
flip then, try to juggle them with another Rising Jaguar or an air
throw afterwards. After that, though, since you are in the corner, the
SFA3 only-one-juggle-in-the-corner rule takes effect and the opponent
hits the floor regardless. A smart opponent will just hit the ground
and roll after this, because you cannot juggle them anymore unless they
do flip(because of the corner rule).
When canceling the strong, be sure not to be pressing F at the
same time in anticipation of the Rising Jaguar, or else your overhead
will come out and you'll not only miss, but be vulnerable. Press strong
before you begin the Rising Jaguar motion, there should be plenty of
time.
Jaguar Tooth combos---
1. (with your back near the corner)
opponent jumps in with attack, standing strong counterhit
CANCEL INTO Jaguar Tooth RK(2 hits, 25 damage)
The only way that I've come up with to use a Jaguar Tooth in a
useful combo. This does solid damage, and is very impressive to
onlookers. If you don't get the counterhit, then you will fly past
the opponent with your Jaguar Tooth, try to use the moment of
confusion your opponent will probably be having at that point to
your advantage.
When canceling the strong, make sure you are not holding F in
anticipation of the Jaguar Tooth motion or else your overhead will
come out and the opponent's jumpin attack will certainly hit you.
Press strong, then quickly whip the controller around from F to B and
hit roundhouse.
2. Jumpin forward, low short CANCEL INTO Jaguar Tooth(button used
varies according to opponent's location)
(2 hits, 15 damage)
Only the strong and short combo, but many opponents will start
blocking low after the jumpin, and the Jaguar Tooth will hit them
often. This must be blocked high, then low, then high.
Also, since the first hit can cross up, they may have to start
blocking backwards which will add to the confusion.
Make sure to use the right strength Jaguar Tooth for the
opponent's location. In order to make the cancel work, it is
much easier to buffer the short into the motion for the Jaguar
Tooth, like:
Jumpin, press forward, F, DF, D, press short, DB, B, press kick.
Jaguar Kick combos---
1. (opponent jumps in with attack)
standing strong counter CANCEL INTO Jaguar Kick RK(2 hits, 24 damage)
A good counter attack for style points. If you don't get the
counterhit, you will land in time to be fairly safe, although I don't
doubt it's possible to hit you if your opponent is quick. Basically
good to show off. You can hold away while you do the strong punch, then
do the rest of the motion to make it easy, like:
B, press strong, D, DB, press roundhouse.
i. Variable Combos
There will be two sections here, one for actual combos(that cannot be
escaped once the first hit connects), and one for VC's meant to be
used on an opponent who blocks to either chip damage, break the guard
meter, or confuse their block so they will have a hard time defending.
The first I will call a "VC for damage".
The latter type of attack I will call an "VC for confusion".
Before each VC, I will make a parenthetical note, either
(jab + short), (strong + forward), or (fierce + roundhouse). This
indicates which buttons you should use to activate the VC.
You will find that against defensive opponents, VC's for confusion
will actually end up getting you more damage on the average, whereas
against aggressive opponents you will land a lot more VC's for
straight damage.
1. VC's for damage
Note that before any of these VC's, you can stick a deep jumpin
attack. For instance, if you jumpin with a forward kick, then
land and immediately press (jab+short), you will see your opponent
reeling when the screen darkens. If you quickly go into the
opening move for one of Adon's VC's(it is always the Rising Jaguar
RK) you can hit them before they recover and add the jumpin to
the front of the combo. Just one more of the multitude of
ways to land your VC's(see the V-ism strategy section).
If the RK Rising Jaguar opener is blocked, then you are probably
hit on your way down, however try to either throw or immediately
execute another Rising Jaguar RK to possibly catch them out of
their counterattack if they are slow or mistime it. However, your
opening attack should rarely be blocked if you use your VC's well
(more later...)
1. (anywhere outside the corner, with opponent on or near
the ground)
(jab+short), RK Rising Jaguar, SK Jaguar Kick, FK Jaguar Kick,
RK Jaguar Kick till you reach the corner, then alternate
between RK Jaguar Kick and RK Jaguar Tooth.
End with Jaguar Stab airthrow if they don't flip out with
an attack, end with B+RK if they do.
If you don't make it to the corner, end juggle with a RK
Rising Jaguar.
(at 100 percent power from all the way across the playfield:
14 hits, 59 damage)(with airthrow: 15 hits, 76 damage)
(at 50 percent power from all the way across the playfield:
8 hits, 44 damage)(w/ RK Rising Jaguar: 10 hits, 51 damage)
(at 50 percent, the VC ends after the 1st Jaguar Kick RK)
Your general purpose combo. This will take some explaining:
After the initial Rising Jaguar, cancel as soon as you land into
the Jaguar Kick with short. Then wait a half second, and cancel
into the Jaguar Kick with forward. The forward Jaguar Kick should
hit twice, if it hits once you did it too early and if your opponent
flips out you did it too late. Then immediately start canceling
into repeated Jaguar Kicks with RK until you reach the corner.
Your opponent should be being juggled almost completely off of the
top of the screen.
Once you get to the corner, before firing off your last Jaguar Kick
with RK, wait for a half second or so. If you wait too long, your
opponent may flip out, so be careful. If you do it right, that
last Jaguar Kick RK should hit twice. If it hits once, the
Jaguar Tooth will miss, and you need to wait longer to do the last
Jaguar Kick RK. Cancel that last Jaguar Kick RK into the Jaguar
Tooth RK as soon as you land. You will fly to the back wall and
come back with a kick. Immediately cancel into another Jaguar Kick
RK, it will hit twice since they are so close to the ground. Cancel
quickly into the Jaguar Tooth, and repeat until the VC bar runs
out. The alternating Jaguar Tooths and Jaguar Kicks must be done
as quickly as possible. After the bar runs out, go immediately into
an airthrow. Most of the time the opponent will not flip out, or
will flip out but still not escape the throw. After the throw,
then you can juggle one more time with a Jaguar Kick RK into the
corner if you want, but only if they don't tech hit the throw.
If they do tech hit, then you are wide open, so do this at your
own risk.
If the opponent is the type that does flip out before the throw and
attack every time then counter them with a B+RK kick.
The big thing to look out for is to make sure that you start out
with the opponent near the ground. You can counter a Blanka roll or
Honda's headbutt with it, that is low enough, but if you hit
someone who is jumping in too high then you will only get 2 hits
on the first Rising Jaguar and the first Jaguar Kick will miss.
After that, it's just a question of practice. You have to learn
the timing on getting the 2 hits on the Jaguar Kick RK before the
Jaguar Tooth, that will only come with a little practice. If you
see that you only got 1 hit on your Jaguar Kick, then try to
switch into combo #2(below) immediately, since then the combo
won't end and you won't be left vulnerable(since if you tried a
Jaguar Tooth you would miss, and be sitting next to your rising
opponent unable to block).
If at any point you see that you screwed up the combo, then
stop doing it and switch your tactics immediately, you are wide
open to attack during a VC! If your opponent is getting up, then
try getting above him with rapid fire low jabs, since you and your
shadow are punching it will require very exact timing for him to
reverse you. Then go into one of the VC's for confusion, either
#1 or #2(since you pressed (jab+short to start). Don't reflexively
try to block, during a VC you can't!
2. (within a half screen of the corner, with your opponent on
or near the ground)
(jab+short), RK Rising Jaguar, SK Jaguar Kick, RK Jaguar
Tooth, RK Jaguar Kick, RK Jaguar Tooth, then one of the
below:
1: Jaguar Stab airthrow, standing RK, RK Rising Jaguar
(17 hits, 84 damage)
note: does the most damage, but is escapable by either a
quick flip-out with an attack before the airthrow or
by tech-hitting the throw.
2: three RK Rising Jaguars, Jaguar Stab airthrow
(17 hits, 77 damage)
note: is guaranteed until the air throw, they can flip
out and hit you before the throw if they are quick.
If they are in the habit of doing this, then use your
B+RK for the last hit.
3: three RK Rising Jaguars
(16 hits, 63 damage)
note: the safest of the three finishers, since it can't
be escaped, use this if your opponent has learned to hit
you out of both your air throw and B+RK juggles)
(if done at 50 percent, the combo ends at the second Jaguar
Tooth RK. 10 hits, 51 damage. If you add an air throw to
the end, then you get 11 hits, 67 damage. You can also add the
Jaguar Stab air throw after the first Jaguar Tooth RK, then
juggle once more with the Rising Jaguar RK for 10 hits, 66
damage)</pre><pre id="faqspan-3">
This is the combo you want to do if you caught your opponent
in or fairly close to the corner. Make sure that you start the
combo with the opponent close to the floor(you'll know if you
did it right because you'll get 4 hits on the Rising Jaguar).
After that, then wait a second, and then do the Jaguar Kick
SK. It should hit twice if you time it right. If you only hit
once, then that means that you were either too far out of the
corner or that you didn't wait long enough after the RK
Rising Jaguar. Be sure not too wait too long though, or they will
be able to flip out and probably hit you. If you mistime it
and only hit once with the SK Jaguar Kick, then just go into
repeated Jaguar Kicks RK for the rest of the VC, since if
you try to Jaguar Tooth you will miss.
Anyway, as soon as you land from the SK Jaguar Kick that hits
twice, then immediately do the Jaguar Tooth RK, then a Jaguar
Kick RK, then a Jaguar Tooth RK. Fire these three moves off
as quickly as possible or else you may drop your opponent on the
floor and open yourself to a reversal. After the second Jaguar
Tooth, then you have a choice to make as to what to do.
The safe option is to just finish with three RK Rising Jaguars.
This does good damage and is inescapable. After that third
Rising Jaguar, then you can go for a Jaguar Stab air throw if
you want, but they can flip out with an attack and hit you. If
you know that they will do this, then get that last hit with your
B+RK kick. If you want, you can go for one more Rising Jaguar RK
after the air throw, but be warned that you will miss and be
open if they tech hit the throw.
Instead of doing the 3 Rising Jaguar RK's, though, if you want to
get a little extra damage for a little more risk, then you can
go into the air throw right after the second Jaguar Tooth. If they
don't flip out, and they don't tech hit, then you can follow with
a standing roundhouse cancelled into a Rising Jaguar RK.
If they tech hit, then the standing roundhouse will miss, so that
should be enough time to notice and not go into the Rising Jaguar,
which would leave you open. This can be escaped earlier than the
other combo, but it is much more stylish to me, and also more
damaging. Also, if they are used to flipping out at the end, then
you may catch them off guard by juggling them in the middle.
The hardest part of this is canceling the Jaguar Tooth into the
Jaguar Kick and then back into the second Jaguar Tooth fast enough
to keep your opponent juggled. You have to do these cancels very
quickly.
3. (opponent in the corner)
(jab+short), Repeated RK Jaguar Kicks
(at 100 percent power: 17 hits, 60 damage, if you add an air
throw in the middle, then you get 16 hits, 68 damage, if
you add an air throw at the end, 18 hits, 75 damage)
(at 50 percent power: 9 hits, 44 damage, if you add an air
throw in the middle, 9 hits, 56 damage, if you add an air
throw at the end, 10 hits, 60 damage)
This is the easiest VC to do, but it requires you to start right in
the corner. It is also a pretty scrubby thing to do, it doesn't
show the skill that the others do, since I'm a natural show-off
I shy away from it :). This is basically what you do if you
notice that you mistimed one of the other VC's, go into this
immediately to keep the combo alive to the end. Add air throws at
the end until your opponent learns and starts flipping out,
then use your B+RK juggle kick to hit them out of it. You can
also mess them up by putting the air throw in the middle and
continuing the Rising Jaguars after that.
One place where this is your best option: if you knock your opponent
into the air with a Rising Jaguar in the corner, you can juggle
them with this VC and really hurt their feelings :).
2. VC's for confusion
These VC's are a little different from what most people use the
VC's for. Most of these are used to lure your opponents into
making mistakes and getting hit, or to tear up their guard meter
and deliver heavy block damage. They are also useful for confusing
your opponent's block so that they don't know what the hell
to do to defend themselves! These VC's are a gold mine against
turtle players and aggressive players alike, and I often use them
if I notice that my opponent is staying away from me so as to
avoid falling into my VC's. This allows you to attack with a VC
no matter where your opponent is on the screen!
1. (jab+short) Jaguar Kick SK, low forward, Jaguar Kick SK, repeat.
This eats guard meters for lunch, and does a lot of
block damage. If your opponent whiffs a move from almost
anywhere on the screen, then you can be on them in a second
with this. If they try to counter after a Jaguar Kick, then
you should stick out the forward quick enough to stuff them,
then be on them quickly with the next kick. In the corner,
then this is even more effective. They only have a small
amount of time to hit you out of it, but most people are too
afraid to try for fear that you'll scoop them up into a big
VC. If you notice a Jaguar Kick hit, then you can go into
VC off of the RK Rising Jaguar and VC them from there, so
they have a reason to be afraid...
One thing to be afraid of, rarely do this to an opponent who
is sitting on a full super bar...they very well may spank
you hard if they are quick.
2. (opponent in corner)
jump in, in midair activate (strong + forward), air forward,
low short, low forward, jump in again and repeat.
Your basic V-ism corner trap. As your jumpin is hitting, your
shadow is hitting low, so they have a really hard time blocking.
As your low hits are hitting, your shadow is jumping in, so
they have a hard time blocking then too. A smart player will
be staying out of the corner against a V-ism player, but if
they don't know about this then do it a few times to teach
them. Anytime you get somebody over there in the corner, then
this is not a bad idea. They can only escape with a *precisely*
timed, quick anti-air or jump back kick, or a high
priority Alpha Counter(which takes off their guard meter
and super, so that's worth it in and of itself).
Otherwise, they are going to eat a lot of guard meter damage
and several hits too while they try hopelessly to block. The
series of hits work so that if they get hit once, they will catch
an automatic 4 or 5 hit combo before they can recover.
This is very dangerous and not too hard to do, just
don't overuse it or people will find a way around it.
It is good to do against anti-air players who curl up in the
corner and wait for you to jump. Give them what they want...
jump in. When they try to low fierce you, hit the strong +
forward buttons to activate the VC. If you time it right, you
can use the opening frames of the VC to pass through his anti-
air and start up your trap.
3. (fierce + roundhouse)
Jaguar Kick SK, then one of the below:
--if your opponent tries to hit you after the Jaguar Kick:
low forward, Jaguar Kick SK again, then start over.
otherwise...
--to force your opponent to block forward and low:
low strong, standing roundhouse, Jaguar Kick SK, then start over.
--to force your opponent to block forward and high:
F+SP, Jaguar Kick SK, then start over.
--to force your opponent to block backwards and low:
Jaguar Kick FK(doesn't hit, just flips over the opponent)
low strong, standing roundhouse, Jaguar Kick SK, then start over.
--to force your opponent to block backwards and high:
Jaguar Kick FK(doesn't hit, just flips over the opponent)
F+SP(must do it backwards, Jaguar Kick SK, then start over.
Okay, this will probably require some explaining, but if you can
get this working well then this is the mixup from hell!
Anytime your opponent whiffs a move anywhere on the screen, then
pull this out. You won't get over there quick enough to hit them,
but they will probably be forced to block the opening Jaguar Kick
SK. Then they are stuck. If they like to punch you every time
you land from the opening move, a low forward will often stuff them
and then you can go into another SK Jaguar Kick and keep going.
You'll eventually train them to keep blocking, then you can have
fun with them. Adon can immediately attack from any of the 4
directions, and while he flips over the opponent will have a hard
time hitting him because the shadow will be executing the original
SK Jaguar Kick, laying down "cover fire" as it were. This will
often hit your opponent's counterhit attempts and frustrate them
even more.
If you want to attack the front, then you can either do your
overhead, or a low strong - standing roundhouse chain depending
on whether they block high or low. Then quickly go into another
SK Jaguar Kick and start over.
Most of the time, you will want to attack the rear, because not only
are they less likely to block, but also you and your shadow will
be hitting on opposite sides so you will get more damage and
hits. Immediately after the SK Jaguar Kick, use a FK Jaguar Kick.
You will flip over your opponent and be right behind him,
where you should immediately attack either high or low with the
overhead or strong-roundhouse chain. If your opponent hits you
out of your F+SP overhead a lot, you might try using the RK
Jaguar Tooth instead. One note, in order to do the F+SP overhead
after flipping over your opponent, you must actually press B+SP,
since Adon is still facing to in the wrong direction after the
Jaguar Kick. Try it and you'll see what I mean. Try to be
unpredictable with this, do several different things. Using the
Jaguar Tooth instead of a normal overhead, varying between attacking
low and high, back and front, and occasionally just walking up
and throwing in the middle, then getting back on them as they get
up. Eventually, you'll get it so that people will just spaz out
trying to hit you every time you activate a VC, because it is
basically impossible to block this whole thing and even if they
do it takes off block damage and guard meter, and a lot of it.
Once they get this mind set, activate with (jab+short) instead,
and do the Jaguar Kick SK, then when they try to immediately hit
you do a RK Jaguar Kick and go into a VC. Eventually, people
will just have no idea what to do, because it is totally a guessing
game what to do next. Only a perfect reversal super will get them
out of trouble, after blocking a Jaguar Kick SK. If you are quick,
they will have very little time to do this, but for this reason I
would reiterate that you should not do this very often against an
opponent with a full super bar, unless they haven't seen it very
much and don't know how to react.
I have yet to find an opponent that handles this attack very well.
Most people just try to block, and take about 25 percent damage from
block damage and wrong guesses, then also about 3 blocks of guard
damage from their right guesses. Using this, in combination with
your normal VC's and the corner trap, will have your opponent
constantly confused on how to defend himself.
Remember to be unpredictable, try not to attack the same way twice
in a row or else people will start thinking of ways around it.
Also, you are fairly easily susceptible to a counter-VC during
this, so don't do it much against a V-ism player, unless their
VC bar is empty.
j. V-ism strategy
A V-ism character is meant to confuse and irritate their opponents
constantly. Adon is excellent at this. As far as landing the big VC's,
there are many ways to do it...
1. Any opponent who has a torpedo or rushing special move is asking
to be VC'ed. Honda, Blanka and Birdie are particularly easy to nail.
Honda and Blanka players liberally use their torpedoes and rolls
because they are used to being fairly safe from counterattack. You
can easily use a well timed VC to pass through the torpedo attack and
VC them, taking off 60-80 damage points. Try to VC these characters
every time they do these moves, to make them scared to do them.
Take away these attacks and these characters lose a lot of their
edge.
2. If an opponent likes to sweep and use low pokes a lot, walk up
to them and activate the VC to pass through a low attack and get them.
3. Use the VC as a wake-up, to get through their meaty attack as you
get up.
4. The opposite of #3, walk up to a downed opponent and use the VC
to pass through their wake up attack.
5. Jump in, then activate the VC in midair to go through their anti-air
and score a jumpkick. Then go into the VC.
6. After any jumpin, you can activate a VC quickly and start a combo
off of the jumpin attack.
7. Counter your opponent's jumpin by passing through their jumpkick
(careful doing this with Adon, your VC's must start near the floor
in order to juggle them high enough, so make sure they like to
kick *deep*).
8. If your opponent activates a super or VC, immediately activate
yours to pass through and nail them. VC's pass through many
otherwise high priority supers with ease, and a counter-VC against
your opponent's VC will allow you to pass through their confusion
tactics and hurt them.
This is just a few, landing VC's is not too hard at all if you can
predict your opponent's moves occasionally.
If your opponent is good and not being predictable enough to eat your
VC's regularly, then a few VC's for confusion are in order to open
them up and piss them off. The flip-over and attack the back VC
is especially infuriating to most players, especially if they have
not ever seen it before.
V-ism's biggest advantage is that a VC bar fills about three times as
fast as a super bar in A or X-ism. You can almost always have access
to at least a 50 percent VC.
Here's something that people hate....activate the
VC right next to them. They will reflexively block. Throw them, then
go into a pressure VC after they get up until the time runs out.
The repeated SK Jaguar Kick, low forward attack is pretty good for this.
You just got a free throw, congratulations. If they start getting
smart and hitting you when you activate the VC, that's what you wanted
because now you can land your VC's on them when they try to hit you.
Aside from the VC's, you play a lot like A-ism Adon. Use your ranges
and poke your opponent, using the RK Jaguar Kick, roundhouses, and
Rising Jaguars. The difference is that you can also play extremely
aggressively like X-ism Adon if you use your VC's wisely to nullify
your opponent's counterattack attempts. You can make an expert player
think a lot about his game, and paralyze a beginner or intermediate
player with fear of what crazy crap you'll do next.
V. Vs. specific character strategy
a. Evil Ryu/Ryu/Ken/Akuma
Shotokan characters will be 90 percent of your competition in this
game, it is sad but true. They are easy to use and have been around
a long time, so people will pick them incessantly. They do have
several glaring weaknesses, though, especially in the hands of
beginner to intermediate players.
Against X-ism: Watch your feet, X-ism Shotokan sweeps eat up a lot
of health. These guys will often try to overhead you as you get up,
so blast through that with your super or a VC. Another tactic they'll
try on you as you rise is to tick you with fireballs, you can blast
through that with your super pretty easily too. A VC counter works
well immediately after blocking Ryu or Akuma's hop kick, since they
usually stick out another attack immediately afterwards. Don't
be too jumpy, remember that these are dragon punch characters! Ken
players like to poke at you with the roundhouse and F+roundhouse,
you can eat through either with a super, or if you jump at the
right time you can counter with a jumpin combo.
Against A-ism: For some reason, A-ism Ryu's love his Metsu-Shoryuken
super, even though it does pitiful damage. Even if they get extremely
lucky and it turns into the Shin-Shoryuken, it still does less damage
than either of his other supers. You can go through a super fireball
with your Lv3 Jaguar Varied Assault, or over it with a Jaguar Revolver.
As always, watch your feet, Shotokan players love their sweeps.
Against V-ism: Stay away from the corner, those corner fireball traps
get old really quick if you are on the receiving end. Watch
out for Akuma and Ryu's B+RK axe kick, V-ism players love that move, it
eats up a lot of guard meter. If they get predictable with it, super
them. Otherwise, same as A-ism.
b. Zangief
Zangief players are more and more common nowadays. The thing that
makes Zangief such a hard fight for Adon is that he completely
takes away all of Adon's Jaguar Kicks, since Gief can easily Spinning
Piledrive you after blocking one, even if you distance very well.
You want to stay away from this move if you can. Poke at him with
your long range attacks to keep him out, he will invariably try to
body splash you, you can Rising Jaguar him if you make sure you are
back far enough. If he jumps in and does nothing, then jump straight
up and come down with a kick, because he is about to piledrive you
when he lands. You can combo from there.
Against X-ism Zangief: Be especially careful against this guy, he does
big damage! An X-ism Zangief is out for blood, he will usually jump in
for piledrivers and atomic busters regularly. Don't let him start
jumping in on you! Counter his jumpins by meeting him halfway with a
fierce punch or forward kick, since X-ism can't airblock he will be
hit. Don't jump often or you will either have your jumpin blocked and
then you will immediately be piledriven, or you will get the Spinning
Lariat. Your low and standing roundhouse will annoy him to no end.
If you want to convince him to make a stupid mistake, jump to about 3/4
screen distance and taunt, they hate that.
Against A-ism Zangief: The aerial slam super is enough to convince you
not to jump towards this guy at all, Zangief has some unbeatable
anti-air. Keep him at bay with roundhouses and sweeps, and anti-air him
when possible. You have to play a bit of a hit and run game against a
good Zangief, as much as I hate to admit it. Stay away from him!
Against V-ism Zangief: He will try to tick you into oblivion,
especially during a VC. Since during a VC, Gief can combo into his
piledriver, and he can grab you immediately out of blockstun, you have
to stay out of his traps. If he activates the VC, jump back immediately
with a kick. Use your Jaguar Tooth or Jaguar Kick to smack him then
get out of there before he slams you! In general, I have less trouble
with V-ism Gief because his damage is reduced, which decreases his edge.
There are also very few V-ism Zangief players, for this reason.
c. Dhalsim
Dhalsim can outpoke you every time, you cannot rely on your
annoyance tactics against him at all. Get in on him and attack
relentlessly, but make sure to use combos that push him back so that
you don't leave yourself open to one of his high-priority supers.
If he tries his stupid rapid low slide defense, super or VC him, or try
a midscreen Jaguar Tooth.
Against X-ism Dhalsim: His pokes eat up a lot of life, but his big
weakness is his X-ism super which is harder to pull off quickly than
the A-ism similar super, due to the longer motion. It is a little
safer to play close to this Dhalsim, although a good Dhalsim will have
the motion down and he'll hurt you. Hit him every time he tries one of
his floaty jumps, a RK Jaguar Tooth takes him down nicely from anywhere
on the screen, or a Rising Jaguar if you are close. His drills are
annoying to deal with, try an early air throw against his drill if you
see him doing it repeatedly. If he is the type that Yoga Flames you
every time you jump, jump from out of range and trick him into it, then
jump over it(or Jaguar Revolver over it).
Against A-ism Dhalsim: Make sure to block his supers low in case it
is his new Yoga Stream. The Yoga Inferno comes out extremely fast,
if you are close to him you need to either be pushing him back or
blocking. Most Dhalsims have a pattern to their long-range punches,
learn it and jump in at the right time to score a few hits.
Against V-ism Dhalsim: They love to throw fireballs, then teleport
behind you and cross you up. Yoga Flame, teleport, then pushing you
into the shadow's fire is another tactic they like. Once they start
a VC, it can be hard to get in there because there are twice as many
poking limbs after you. Use your RK Jaguar Tooth to hit him out of his
VC when you see an opening.
d. Karin
There are a lot of Karin players out there now, she is a solid
character with very good anti-air. Don't jump in often, most Karin
players are well trained in the standing fierce defense. That
will even trade hits with your Jaguar Kick. Watch for her multi-
punch mix ups.
Against X-ism Karin: She will rely heavily on anti-air and the
rushing punches. Don't jump much, and block the rushing punches
low. If you see her go into the overhead, then switch to high, then
super her after you block. She is vulnerable to a super after you
block any variation of the rushing punches, if you time it right.
Adon's Jaguar VA can even reach her after a blocked Mujin-Kyaku(the
annoying kick finisher). If you don't have a super, watch out for
that kick, she will try to trick you into counterattacking by throwing
it, then super you for your foolishness. It is probably best
not to try to counter that kick at all, often she will throw the super
in anticipation and then you can hit her. After a while of this, she
will be more careful with that technique.
Against A-ism Karin: She will juggle you into her anti-air super
in a second, try to avoid getting hit by her launch kick at all costs.
Your low forward is quick enough to counter most of her rushing
punch attacks. Don't get too predictable with it, though, or she'll
reverse you.
Against V-ism Karin: Nobody uses V-ism Karin around here, really. She
can pin you down in a VC with her rushing punch mixup, be careful
about that, otherwise, not much to say.
e. Blanka
Blanka players are pretty common too. Adon can really tear Blanka up,
though. In this fight, you have the advantage. You can counter with
your Lv3 super after blocking a roll and hit him every time. If you are
using V-ism, then activate the VC right as the roll is about to hit you
and combo away. A well distanced Jaguar Kick hits his electricity
every time, as does a well distanced low forward. And finally, your
Rising Jaguar will beat his high priority jumpins with ease.
Against X-ism Blanka: Be careful with your jumps, his super was made
to counter them. Blankas will invariably either incessantly roll or
incessantly jump, you know what to do in these cases. Just be careful,
X-ism Blanka can take off your lifebar in a hurry.
Against A-ism Blanka: If he is stupid enough to do the pineapple
super, then block and hit him, then hit him afterwards with his own
fruit just for fun. Otherwise, same as X-ism.
Against V-ism Blanka: Probably the most dangerous, his back and forth
rolling mixups are pretty hard to escape. If you see a predictable
pattern in how your opponent does his rolls, then you can super or
VC him. Stay out of the corner trap, Blanka's quick jumps make his
one of the more difficult ones to escape. Otherwise, same as the
others.
f. Vega
Vega is a long range poker from hell, just like Adon. The main
difference is that Vega has more range than you, which greatly
decreases your effectiveness. Use your Jaguar Kick annoyance tactics
and pokes as best you can, trying to force him to block enough to lose
his claw. Then stand on it and become a nuisance, since his range
goes back to a reasonable level without the claw and many Vega players
will do any stupid thing to get their claw back, including jumping
towards you irresponsibly.
Against X-ism Vega: If he does his super, stay on the ground, since you
take a lot more damage from getting multi-slammed out of the air than
from the diving claw. Just block the claw, but be careful about which
side he attacks from as most Vegas attempt to come in with a crossup
on the super. You have to be especially careful about Vega's pokes
on X-ism, because they do a lot of damage.
Against A-ism Vega: You're likely to see a lot of these guys trying
to land the Red Impact super, that really isn't too dangerous usually
so just be on the lookout for it. Vega often falls into the pro
wrestler playing style(see below), so constantly look out for throws.
If at any point he does a backflip, that's your cue to super him or
VC him.
Against V-ism Vega: He loves his corner traps, stay away from the
corner. Unlike most V-ism players, Vega is not totally vulnerable
during a Variable Combo. A favorite tactic is to activate the VC when
you have a full super bar. You think, "what an idiot", and super at
him, then he flips through it and smacks the hell out of you.
Otherwise, same as A-ism.
g. Chun-Li
One thing to remember against Chun-Li, any combos that you do into
your RK Rising Jaguar will miss her if she is standing on the ground,
since she's so small. Combo into the SK Rising Jaguar instead.
Chun-Li players usually are hunt-and-peck types, learn to block
their jump-over sweeps and cross up short kicks. If you're dealing
with the head-stomp-and-run-away type then jump up and airthrow them or
back up and Rising Jaguar them.
Against X-ism Chun-li: If she misses a Spinning Bird Kick, your low
fierce will hit her, as will the low jab. X-ism Chun-li players
will try to cross you up and combo into the Sou Hakkei(that CB, F palm
strike that eats up a lot of energy). Don't let them start playing
mind games with you with her jumpins(they'll either jumpin with a combo,
skip the dropkick and combo straight off of the low short, or jumpin
and throw). Since she jumps quickly, it is easy to fall into this
trap. Try to keep her jump at bay with your anti-air and get
aggressive with her, don't let her start flying around you like an
annoying mosquito. Chun-li has some combos off of her super that
will eat up almost an entire life bar, and she is quick enough to
get around Adon's pressure game without too much trouble, so this
is a hard fight for you.
Against A-ism Chun-li: Jumping into a Hazan-Tenshou-Kyaku super is
a really bad idea, if she has 2 or more super levels charged don't ever
jump towards a crouching Chun-li. The Kikou-shou super is toned down
a bit as anti air, though. They like to combo into the Tenshou-Kyaku,
try to get them to miss it so you can hurt them. If they like
fireballs, Jaguar Kick them or jumpin combo, or super through them.
Otherwise, same as X-ism Chun-li.
Against V-ism Chun-li: Same as A-ism, except that you need to stay
out of the corner at all costs! V-ism Chun-li has some of the most
annoying and difficult to escape V-ism corner traps you'll ever see.
If she tries the fireball corner trap from too close, Alpha Counter her.
Same goes for the repeated jumpin corner trap, AC after the first or
second jumpin attack. Against the fireball trap, make sure to
block low, then switch to high quickly if you see a Sen'en Shuu overhead
coming towards you. Wiggle the joystick and press buttons as you
block and you'll save a lot of damage to your health and guard meter.
VI. Miscellaneous
a. Outfit Colors
To select any of these colors, then press the corresponding button on
the PSX controller when you select Adon. This is when you actually
select him, it doesn't matter what button you push when you select the
mode and ism.
Square: Lavender trunks
Triangle: Blue trunks
X: Red trunks
Circle: Green trunks
R1: Blue trunks, extremely pale skin
R2: Black trunks
b. Winning Poses
You can select your own winning pose after winning a round, simply hold
down the corresponding button after you deliver the final blow.
Jab: Gives a thumbs down and laughs(like his taunt).
Strong: He flips and removes his Muay Thai headgear, then raises it and
says, "Yeah!".
Fierce: Folds his arms and laughs disrespectfully.
Short: Turns his back to the screen, flexes his muscles, then turns and
smiles while his pearly whites gleam in the sunlight.
Forward: Rocks back and forth a few times, then strikes a pose on one
knee and looks up to the heavens.
Roundhouse: Just like the Forward pose, except he just keeps rocking
back and forth like a bad dancer from the 70's.
c. Win Quotes
Each character in SFA3 has 8 different win quotes(unfortunately, no
character specific win quotes like in SFIII...). Here are Adon's:
1-"That was a waste of my Muay Thai skills. You are worthless!"
2-"Look into my eyes and see what's left of your broken self!"
3-"You'll appreciate knowing that I held back during the fight!"
4-"I felt your ribs and spine snap! I'm sorry I left you alive!"
5-"What hurts more? The pain of your body, or your self-esteem?"
6-"Your only destiny now, is to lie here at my feet!"
7-"By fighting me, your weakness will become legendary!"
8-"My existence is fury unleashed! You can't hope to contain me!"
d. Story
Here is Adon's intro and mid boss conversations verbatim, and a summary
of the ending(the ending is not word for word, I didn't think that was
necessary...)
Intro
He is Adon, the self-proclaimed "God of Muay Thai". After beating Sagat,
his master, one thing has been on his mind. Can Muay Thai stand against
the power of the "Raging Demon"?
Mid Boss 1-Ken
Ken: You are the worthy first pupil of Sagat, aren't you?
Adon: Shut up! He is no longer my master! You studied with the one
who has the "TEN" symbol upon his back? I see... In that case,
show me that technique!!
After the fight
Adon: You're overrated! You claim to be the "king of fighters"?! Ha!
That ultimate barrage attack... That's how I will identify him!
Then, I'll teach him that Muay Thai is truly invincible!
Mid Boss 2-Rose
Rose: People are obsessed with power, which in turn, destroys people.
Can't you see it? Where your aspirations will lead you?
Adon: Ruin and destruction, right? I know full well what it is! But
Muay Thai's power is far beyond your comprehension!
End Boss-Bison
Bison: You've changed. It's no surprise that your strength beat Sagat!
It seems... Well, it seems I underestimated you.
Adon: I don't need you. I'm just interested in "that power".
Bison: You want the secrets of the "Raging Demon"... right?
Adon: ..!! How could you know about that?!
Bison: And what could you gain from such a pitifully weak move? I'll
show you true strength! The awesome might of Psycho Power!
Ending
Bison rises, and asks Adon, "Is that the best you can do?", followed by
maniacal laughter. "No matter how many times I fall, my Psycho Power
will never die!" Bison uses his Psycho Crusher to attack Adon.
Bison: "I fear nothing, not even death!"
Then Akuma appears, and uses his Shungokusatsu on Bison, overcoming his
Psycho Power and destroying him. Adon is left lying on the ground,
in awe of Akuma's power. He promises that one day he will have that
power too. Then there is a shot of Akuma on a cliff, overlooking Adon.
e. Other
1. Adon's special intro
If either character is computer controlled in a match between Adon and
Sagat, then the two will exchange some prefight elbows and kicks
(including Adon throwing a high round kick that he doesn't even have in
the game, unfortunately). Then Sagat will grin thoughtfully while Adon
laughs maniacally and points a finger towards the heavens.
2. Adon's origins
Adon has his origins in Street Fighter 1, the little known game that
also gave the Alpha series characters like Birdie and Gen. He was
originally Sagat's student, but when Sagat lost to Ryu in Street
Fighter 1 Adon saw it as a scar to the honor of Muay Thai and
disavowed all loyalty to his former master.
3. Street Fighter personality profiles
95 percent of all the people I've ever played in Street Fighter
fit one of these profiles almost to a tee...the ones who beat
me are the ones that use them all. If you are reading this and
see yourself on one of these descriptions, then try to mix up
your play style so that you incorporate all the elements that
make you unpredictable. If you are unpredictable, you always
have a chance of winning. Usually after about 2 or 3 fights
with a guy, I can peg him as one of the below, and then after
that they will rarely win unless they start behaving differently.
Be one of that 5 percent that is actually a thrill to fight
with!
This is mainly meant for entertainment, of course, so if you
have any suggestions for additions to the list then mail me
at
[email protected].
1. Spazz: Generally presses the buttons so loudly that you can
hear them pressing buttons louder than the sound effects of the
game. Works up a sweat playing Street Fighter. When his character
does a super move or a combo, he responds by saying, "cool!".
If he is losing, he will generally press buttons and wiggle the stick
harder in an attempt to cause your character more damage. After they
inevitably lose, they will hit the machine and cause it to glitch out,
or they will blame the broken joystick that they themselves actually
just broke a moment ago. If you see someone playing this way, your
goal is to get them away from the machine ASAP, for the health of the
arcade machine. At most arcades, machines that get broken don't
get fixed. You might think that beating him is enough to get him off
of the machine, but generally he'll just get more quarters and try
again, since he's got plenty of money due to his retirement check
from the local iron foundry where he probably got a steel girder
dropped on his head.
If beating them doesn't get them off of the machine, then perhaps
you should try some other approach, like...
-Tell them that Mortal Kombat 5 is out at some other arcade. If that
doesn't work, then mention that you press down three times and high
punch for Sonya's Sexality.
-Beat them using one hand, or with your hands behind your back.
(this is actually extremely effective, they usually get pissed and
say a few harsh words, then leave. Hurting their feelings is a
small price to pay for saving the life of a Street Fighter machine,
in my opinion)
-Put tape over their coin slot, right in the middle of while they
are playing, then tell them that the machine is out of order(which
is probably true by this point...). They'll think you work there
and go away. Give them a free token or two if you must, it's worth
it.
-Just reach behind the game and turn it off until they go and play
something else. Once again, make them think that you work there.
Hopefully they'll be so pissed at you they'll blame the arcade and
never come back again. Once again, if you're a nice guy, you
might want to give them a free token or two and tell them to go
break Virtua Fighter.
Partially, this is intended to be funny, but I have actually done all
of the above at least once, and it worked! In all seriousness,
people who take out their frustrations on helpless arcade machines
are some of the lowest forms of scum on Earth, so you really should
do what you can to get rid of them and especially to chase them away
from a Street Fighter Alpha 3 machine. Those things are rare, I
only know of 2 in a 100 mile radius from my house(I can name 8 Marvel
vs. Capcom machines without even thinking, sigh....). When one
gets broken, it's probably over for it unless you are at a very
good arcade. The local place doesn't ever fix the games, so I am
very protective of them...
2. Beginner: A person who is just starting out with SFA3, maybe
they are good at SFII or another version of Street Fighter, or
new to fighting games in general. They usually do nothing but
repeated special moves, since they are so proud of their ability
to do them. Exhibits signs of difficulty in doing a dragon punch.
Only uses the Fierce and Roundhouse buttons. Doesn't usually even
try to do a super.
If you see this person, do not ruthlessly beat them to a pulp,
instead try to teach them how to play through experience. Certainly,
don't let them win, but it is not out of the question to throw a round
every now and then. I say this because people with skill in Street
Fighter are few and far between, especially now with all the easier
fighting games out there, so you want to encourage this person to
improve. If they degenerate into profile #1, the Spazz, after losing
for a while, however, then treat them accordingly.
3. Longshot: The guy who throws out a super randomly when his opponent
is standing close to him. These types usually shoot their wad pretty
quickly as soon as they get it, as soon as the SUPER bar starts
flashing they start waiting for a chance to use it and forsake all
other strategy. Generally exclaims proudly "There it is!!!" or
"How do you like that??!!" every time he throws a super in the hopes
that he will influence luck in his favor on hitting you. I actually
knew one guy that yelled, "SUPER!!" every time he did a super combo.
These guys are mesmerized by the flashing lights on the super bar,
and generally pick X-ism because the X-ism super bar has prettier
lights. Has a tendency to stand across the screen and whiff
throws to pump up his super bar. Against Adon, these guys are pretty
hopeless since you really don't ever get in their sweet spot, which
is 1 millimeter distance from them. They will probably try to pull a
super at the same time as one of your pokes to counterhit you. If you
recognize this style in your opponent, then once the super lights up,
walk up to them and then block, you'll be surprised how many supers
they'll waste that way. Or stand outside their super's actual range
and throw a short range kick, like the standing forward.
4. Superhero: This guy only does supers in combos. He knows how to
do a cool 40 hit combo and never mind the fact that there are 5 places
where you can flip out of it, one day it is going to work on a human
being! These guys love to jump in on you, so they can get that extra
jumpin at the front just to make the combo a teeny weeny bit longer.
Every time they hit the ground, they roll, even though rolling in
SFA3 is not invincible like it is in Marvel and they get hit 3/4
of the time when they do it, they are trained and do it anyway.
Not to say that I don't play like this to a certain extent, I
love doing flashy combos, but being able to counterhit with supers
and use them in many situations is also very important.
Some of their favorite phrases:
"So, when's Killer Instinct 3 coming out?"
"Why'd they make it so hard to do the supers in this game?"
"HOW DARE YOU THROW ME!!!!!"
"It's a shame that the hit counter stops at 99..."
"I wish that Wolverine was in this game!"
"Our arcade rules say that since you threw me while I was
blocking I get a free combo."
(whenever a sentence starts with, "Our arcade rules say that..."
always try to immediately throw your opponent while they're
getting the sentence out, they love that. Here's what's weird to
me, ticking into a spinning piledriver with Zangief is not
considered cheap, but ticking into a normal throw with anyone else
is, at least everywhere I've ever been. How much sense does
that make?)
"I'm so good at Marvel, I have to play down to this to get any
competition."(somebody actually said this to me once...The day that
playing Street Fighter is universally considered "playing down" is
when I retire to my little white padded cell...)
On the average, these guys are Marvel gamers who play Street Fighter
occasionally, they are used to being able to block anything in the air
so they are prone to jumping into counterhits and Rising Jaguars a lot.
Of course, if one of these guys is good then they are extremely
dangerous, watch what combos that they like to do and keep an eye out
for the opening moves of them. If you are juggled, watch what they do
and flip out accordingly next time to avoid it, and make them adapt to
you.
5. Pop-up artist: He'll walk into a sweep, just to super you as he
gets back up. Anytime you are standing next to him as he gets up,
expect a dragon punch or a super. Lure these guys by sitting next to
them blocking, maybe even throw out an early short or something to
really screw with their mind. As soon as they are rising and they see
you kick, their mind says, "Yeah, I got your ass now..." but you
recover in plenty of time to block and do whatever you like. These
guys love to pick Ken and Zangief, and they'll pop up with a Shinryuken
or Final Atomic Buster at the drop of a hat. Against the Zangief
players, obviously don't block, but instead sit there next to them
rising and at the last second jump straight up. Come down with a
fierce punch into a combo as they whiff their throw.
6. SAP(Surface to Air Puncher): Is a Shotokan player 90 percent of
the time, will sit there crouching waiting for you to jump. It is
pretty easy to recognize this kind of player, they crouch all the
time, and low fierce or dragon punch all your jumpins. As far as
their supers are concerned, they usually pick Ken or Karin or some
other big anti-air character and wait for you to jump into their
big anti air super combo. As soon as their super is charged,
they will immediately hunker down in the corner and wait. If you try
to walk towards them, they'll stick out a sweep to keep you off,
or throw fireballs to entice you to jump in. This kind
of player usually fights the computer a lot, since that style of
fighting is pretty effective against the computer. Against these
guys, just don't jump. Most of the time, if you don't, they'll notice
after half their lifebar is missing and start attacking, but you
know how these guys usually attack almost every time? They jump!
Seems like they'd know better. Anyway, handle them when they do.
7. Janitor: Always picks a character with a quick, long range
sweep, Shotokan fighters are quite popular with them. Their
attack revolves around sweeping you, then confusing you with crossups,
overheads, and more sweeps as you get up. Your intermediate
Street Fighter player is a mixture of this and the SAP type. Wake
up supers get this guy every time, as do quick attacks after blocked
sweeps.
8. The Ninja: The Ninja kills you without you even realizing it.
He does this by choosing a quick character (Chun-Li is their favorite,
with Vega a close second) and hunting-and-pecking you to death. They
jump over you and sweep you in the back, head stomp you and run away,
every time you corner them they triangle jump off the wall and run.
Their favorite combo is dropkick, then low roundhouse. If they do a
super, it is usually one with little recovery time, and they are
just doing it for block damage. You really don't ever get hit by
anything serious, yet suddenly you're dead. These guys will often
jump into anti-air if you mess with their distancing, and they are
also easy to airthrow. Just don't let them cross you up constantly,
learn to block backwards.
9. The Trapper: This is the guy that has just discovered how
easy it is to really screw somebody over in the corner with a
Variable Combo. 99 percent of the people who pick V-ism are this
type. They have discovered the "pin you down with blocked fireballs"
technique, or the "pin you down with jumpin, low 2 hit chain, repeat"
technique. Both of these are hard to escape, and getting out of these
V-ism patterns is the one good use of Alpha Counters(although if they
are smart they will attack from out of your Alpha Counter's range).
The single best way to deal with them is to stay out of the corner.
Their entire game revolves around throwing you into the corner so
they can do their VC on you, if you just stay out of the corner
then you will beat most of their game right there. Adon's RK
Jaguar Tooth works wonders for escaping the corner...
10. Pro Wrestler: Strangely enough, these types don't pick Mika or
Zangief often, because they don't normally have the skill to do a
360 special. These are the guys that win entire fights with only
throws. I've been known to do this, but only against scrubs who
constantly complain about the few throws that I normally do. Once they
complain then it's open season on them, since I know right then that
they are no good at defending against throws. This style of player
does this all of the time. They are well versed in the art of jumping
in with no attack and throwing, ticking with a low short and throwing,
following a slow projectile and throwing, and reacting to any missed
sweeps with throwing. Generally they pick either a Shotokan character
or a quick annoying character like Chun-Li or Vega. If you are losing
to a persistent thrower, that means that you are turtling and need to
be more aggressive. Being thrown every now and then is a fact of life
in Street Fighter, but if you fall for it repeatedly then you have
serious flaws in your game. Throws just aren't that effective in
this game. The two biggest evils ever perpetrated in these guy's
minds were tech hits and having to press two buttons to throw. In
SFA3, with the new missed throw animation, you should be able to</pre><pre id="faqspan-4">
punish these guys pretty easily.
VII. Closing
a. Thanks
Here's all the people that helped me out on this...
Kao Megura, for all the Japanese special move names, his FAQ on
gamefaqs.com is excellent.
James, who probably doesn't even realize that he is the reason that I
got back into playing Street Fighter... I let myself get pretty
rusty, but after he stomped my ass a few times I saw the need
to play again and I think maybe I'm finally back to my old speed
again! I still suck at marvel games though :(
Phoenix, who sits with me when I play Street Fighter way way too much...
And of course anyone who is reading this to this point!
b. Final Words
Okay, here comes my rant!!!
You, me, and everybody else who plays Street Fighter
plays by a pattern. A lot of people don't realize it, but they all do.
The skilled people have many patterns that they alternate between as the
need arises, thusly they are unpredictable, but it is still possible to
read their movements once you get used to their style.
Know your opponent, both his character and the person standing next to
you, and you will always have an advantage over the person who plays
using only their reflexes. This seems pretty obvious, but you'd be
amazed how many players don't ever learn from their mistakes. They
have their method of attack, and they'll keep doing it over and over,
even if you repeatedly beat them to a pulp. Once you start guessing
what your opponent will do and countering it just as it comes out, then
you will frustrate them to no end, and once a person gets frustrated
then it's over for them. They'll be afraid to do anything, and then you
can just have fun with them, tossing them all over the screen and
comboing them at will. Three-fourths of any fighting game is
psychological warfare, once you convince the person you are fighting that
you are better than they are, you just beat them not only today, but
tomorrow too.
And if you are on the receiving end of this treatment and are getting
beaten repeatedly, then my advice to you is to completely alter the way
that you play. Remember, unpredictability is the biggest edge you
can ever have. Use it as a learning experience when you lose and
whatever you do, don't be a weakling and call the other guy cheap just
because you don't know how to escape his pattern...that's your fault,
not his. There are no inescapable patterns in this game.
No one is unbeatable, remember that, if someone gives you a lot of
trouble then watch them play and find a hole in their game. I have
had several people whip my ass royally in Street Fighter in my life,
but there is noone that I am incapable of beating, and it can be that
way for anyone if you just think about what the hell you are doing
when you play, and use your opponent's weaknesses against him. Don't
ever attack reflexively, attack purposefully, and think a few moves
ahead.
You could also try picking somebody besides Ken, Ryu, or Akuma...
Thanks for reading this, check out my other FAQ's if you like, and write
me if you want to talk or live in the Alabama/Georgia area and like to
play Street Fighter, we might be able to have a friendly sparring
match!
-Colin Caldwell
[email protected]
http://members.spree.com/sip/nefdar