Nefdar's Street Fighter Alpha 3 Comprehensive Adon Guide / FAQ Copyright 1999 Colin Caldwell nefdar@hotmail.com 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 nefdar@hotmail.com. 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 nefdar@hotmail.com http://members.spree.com/sip/nefdar