Street Fighter Alpha 3/Adon
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Introduction
After the self proclaimed "God of Muay Thai" defeated his former master Sagat in the previous game, Adon now sets his sights on Akuma, as he believes the latter's mastery of the Shun Goku Satsu will make him even more powerful.
Pros | Cons |
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Introduction
Colors
First row: Punch X-ISM, A-ISM, V-ISM
Second row: Kick X-ISM, A-ISM, V-ISM
Moves List
Ground Normals
- Close/Far Standing Jab:
Damage | 6 | ![]() |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Close/Far Standing Strong:
Damage | 14 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X/V) | |
Frame Count | 6/6/15 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1/+3 |
- Close/Far Standing Fierce:
Damage | 17 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X/V) | |
Frame Count | 7/3/24 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3 |
- Close/Far Standing Short:
Damage | 6 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Close/Far Standing Forward:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X/V) | |
Frame Count | 7/4/13 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+7 |
- Close Standing Roundhouse:
Damage | 13 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/6(A)/9(X/V) | |
Frame Count | 8/3/22 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1 |
- Far Standing Roundhouse:
Damage | 8/8 | ![]() |
Stun | 6/2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel |{{STDiagramCell| No} | ||
Meter on whiff/hit | 1/4+1(A)/6+1(X/V) | |
Frame Count | 5/5/5/24 | |
Block Stun | -3 | |
Hit Stun/Counter Hit | -2 |
- Crouching Jab:
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/6 | |
Block Stun | +4 | |
Hit Stun/Counter Hit | +5/+10 |
- Crouching Strong:
Damage | 13 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X/V) | |
Frame Count | 7/3/14 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+7 |
- Crouching Fierce:
Damage | 15 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X/V) | |
Frame Count | 9/4/25 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -5 |
- Crouching Short:
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/3(A)/4(X/V) | |
Frame Count | 3/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Crouching Forward:
Damage | 13 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X/V) | |
Frame Count | 6/6/11 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+7 |
- Crouching Roundhouse/Sweep:
Damage | 15 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X/V) | |
Frame Count | 7/6/30 | |
Block Stun | -13 | |
Hit Stun/Counter Hit | N/A |
Air Normals
- Neutral/Diagonal Jump Jab:
Damage | 8 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/10/6 |
- Neutral Jump Strong:
Damage | 13 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(Z)4(X/V) | |
Frame Count | 4/8/8 |
- Diagonal Jump Strong:
Damage | 13 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(Z)4(X/V) | |
Frame Count | 6/8/8 |
- Neutral Jump Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(Z)6(X/V) | |
Frame Count | 8/6/6 |
- Diagonal Jump Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(Z)6(X/V) | |
Frame Count | 10/6/6 |
- Neutral Jump Short (Z/V):
Damage | 8 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/10/10 |
- Diagonal Jump Short (Z/V):
Damage | 8 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/10/8 |
- Neutral Jump Forward (Z/V):
Damage | 13 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(Z)4(V) | |
Frame Count | 6/8/10 |
- Diagonal Jump Forward (Z/V):
Damage | 13 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(Z)4(V) | |
Frame Count | 6/8/12 |
- Neutral Jump Roundhouse (Z/V):
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(Z)6(V) | |
Frame Count | 12/6/10 |
- Diagonal Jump Roundhouse (Z/V):
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(Z)6(V) | |
Frame Count | 14/4/10 |
- Air kicks (X):
Damage | * | ![]() |
Stun | * | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | */*) | |
Frame Count | */*/* |
Your air kicks become this attack when using X, I'll display the values here as it will get messy in the diagram otherwise, all versions have the same hitbox values. Strength also determines distance, much like the grounded version of jaguar kick.
Damage/Stun - LK(9,5/4,3) | MK(10,6/4,3) | HK(11,7/4,3)
Charge on WF/HIT - LK(0/3) | MK&HK(1/3)
Links into SL/SP/SC - ✕/✕/✕
Framecount ST/LE/RE - LK(19/4/7) | MK(24/5/7) | HK(25/9/9)
Command Normals
Damage | 8+6 | ||
Stun | 2x2 | ||
Chain Cancel | no | ||
Special Cancel | no | ||
Super Cancel | no | ||
Meter on whiff/hit | 1/1x2(A)3+1(XV) | ||
Frame Count | 28/3/2/3/18 | ||
Block Stun | -2 | ||
Hit Stun/Counter Hit | -1/? |
Standard 2 hit overhead.
Throws
Jaguar Carry
- Forward or Back + Any 2 Punches
Jaguar Slam
- Forward or Back + Any 2 Kicks
Jaguar Stab
- (In Air)Forward or Back + Any 2 Punches
Jaguar Throw
- (In Air)Forward or Back + Any 2 Punches
Both air throws have the same range.
Special Moves
Rising Jaguar(X, A, and V-ism)
- Forward, Down, Down-Forward + Kick
Jaguar Kick(X-ism)
- (In Air)Kick
Jaguar Kick(A, and V-ism)
- Back, Down, Down-Forward + Kick
Jaguar Tooth(X, A, and V-ism)
- Half Circle Back + Kick
Super Combos
Jaguar Varied Assault(X and A-ism)
- Double Quarter Circle Forward + Punch
Jaguar Thousand(X and A-ism)
- (During Jaguar Varied Assault)Press Punch rapidly
Jaguar Assassin(X and A-ism)
- (During Jaguar Varied Assault)Press Kick rapidly
Jaguar Revolver(A-ism)
- Double Quarter Circle Forward + Kick
The Basics
Which Ism?
A-Ism
Solid all around and gives you access to great supers, but nothing to really outclass V.
V-Ism
Recommended one, decent customs and good corner strings. DPs allows for counterplay against counter-activates.
X-Ism
Keeps his best super. Air jaguars create a very different and highly effective playstyle. He gains a ton of mobility and becomes very difficult to pin down, but they also tend to leave him way more vulnerable to reaction activates. A unique character worth playing against A and X characters. Avoid against V-ISM unless they have very poor anti-air customs.
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Notable Players
Japan
Arai / Cat-K (V-Adon)
Dark (A-Adon)
Muse (X-Adon)
RO (V-Adon)
Tenin (A-Adon)
VER (A/X/V-Adon)
North America
Haqq (A/V-Adon)
Kyokuji (X/V-Adon)
Discussion
Characters with long-range activates make it difficult to use jaguar kicks at all. Use with great caution.