Ultra Street Fighter IV/Adon/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Adon

SSFIV-Adon Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Adon
Detailed Frame Data with USF4 Comparisons - Adon

  • General/Movement Changes:
    • Jumps: 2f slower (34f > 36f)
    • Forward Dash: 3f faster (19f > 16f)
    • Throw: slightly shorter range


  • Normal Move Changes:
    • -

    • Jaguar Crunch - 6MP - 1f better on standing hit (+4), but still no link vs. crouching opponents
    • Jaguar Fang - 6HP - new move, has many active frames and can link afterward; +3/-2
    • Jutting Kick - 3MK - same as Adon's old Close 5HK, can be used to AA without relying on proximity range


  • Special Move Changes:


  • Super/Ultra Changes:
    • Super has faster startup, can no longer choose multiple variations; safe at -2 on block


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5HP, 5LK, 5MK; Far 5LP, 5HP, 5LK; 2LP, 2MP, 2HP, 2LK, 6MP, 6HP
    • Jaguar Claw (all), Jaguar Kick (LK/MK/HK), Air Jaguar Kick (all), Rising Jaguar (LK/MK), Focus Attack + Forward Dash

Character Specific Data

Adon

VITALS
Health: 950 Stun: 1000
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.035
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.75 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.49
Back Dash Frames: 22 Back Dash Distance: 0.75
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 19
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-15 FA + Back Dash Airborne: 6-12
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -4
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): +2

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 3 5 3 6 30 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 5 5 6 3 6 70 100 M Sp Su -
5HP (Close) cl. Hp.png 8 4 15 -1 4 90 200 M Sp Su -
5LK (Close) cl. Lk.png 5 3 7 1 4 35 50 M Sp Su -
5MK (Close) cl. Mk.png 5 6 9 -1 5 75 100 M Sp Su -
5HK (Close) cl. Hk.png 5 4 19 -5 0 90 200 M Sp Su New Omega animation; his old cl.5HK became his new 3MK
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 3 2 7 2 5 30 50 M Sp Su -
5MP (Far) far. Mp.png 7 4 13 -3 0 80 100 M Su -
5HP (Far) far. Hp.png 8 3 14 1 5 120 200 M - -
5LK (Far) far. Lk.png 5 3 8 0 3 40 50 M Sp Su -
5MK (Far) far. Mk.png 8 4 13 -3 1 75 100 M - -
5HK (Far) far. Hk.png 9 2*4 17 -3 1 40*80 100*100 M - 2 hits
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 3 6 2 5 30 50 M Sp Su -
2MP Down.gifMp.png 5 2 11 1 4 60 100 M Sp Su -
2HP Down.gifHp.png 9 3 16 -1 4 100 200 M Su -
2LK Down.gifLk.png 4 3 8 0 3 40 50 L Sp Su -
2MK Down.gifMk.png 6 2 14 -2 1 70 100 L Sp Su -
2HK Down.gifHk.png 9 2 25 -9 KD 110 200 L - KD Adv: +16
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Jaguar Crunch
(Overhead)
Right.gifMp.png 23 2*2 13 -2 4(2) 30*50 50*50 H - (refers to crouching opponents)
Jaguar Fang Right.gifHp.png 11 6 14 -2 3 80 250 M - Good meaty due to its active frames
Jutting Kick Downright.gifMk.png 7 3 15 -4 2 75 100 M - Whiffs vs. crouching opponents; Adon's old cl.5HK, works as anti-air
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 9 - - - 40 50 H - -
j.MP (angled) Upright.gifMp.png 6 7 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 8 5 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 4 12 - - - 45 50 H - -
j.MK (angled) Upright.gifMk.png 7 4 - - - 85 100 H - -
j.HK (angled) Upright.gifHk.png 10 3 - - - 110 200 H - -
j.LP (neutral) Up.gifLp.png 4 10 - - - 40 50 H - -
j.MP (neutral) Up.gifMp.png 6 7 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 7 3 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 4 16 - - - 45 50 H - -
j.MK (neutral) Up.gifMk.png 5 8 - - - 85 100 H Sp Cancels into Air Jaguar Kick, useful as an instant overhead after forcing the opponent to stand block
j.HK (neutral) Up.gifHk.png 5 6 - - - 110 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 39 -25 KD 85 150 M Dash KD Adv: +7; +29 after Forward Dash, +28 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 39 -19 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 61 2 44 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Jaguar Carry
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +6
Jaguar Slam
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +8; allows for throw loops
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Jaguar Kick Qcf.pngLk.png
236+LK
20 6 11 -4(-3) 2 100 150 M - 5-25f Airborne; Armor Break; almost full screen range
MK Jaguar Kick Qcf.pngMk.png
236+MK
21 7 11 -5(-2) 1(3) 100 150 M - 6-27f Airborne; Armor Break
HK Jaguar Kick Qcf.pngHk.png
236+HK
22 6 13 -6(-2) 0(4) 120 150 M - 7-27f Airborne; Armor Break; very short horizontal range
Ex.png Jaguar Kick Qcf.png2k.png
236+KK
19 2*3 12 -1 KD 80*70 90*110 H - 1-23f throw invuln, 4-23f airborne; Armor Break; Overhead; KD Adv: +18
LK Air Jaguar Kick Air Qcf.pngLk.png
Air 236+LK
16 until land 14 -11(-5) 1(7) 80 100 M Su Longest horizontal distance; +5/-8 vs. standing Ryu
MK Air Jaguar Kick Air Qcf.pngMk.png
Air 236+MK
16 until land 14 -10(-6) 1(7) 80 100 M Su Medium horizontal distance; +5/-7 vs. standing Ryu
HK Air Jaguar Kick Air Qcf.pngHk.png
Air 236+HK
16 until land 14 -12(-5) 1(7) 80 100 M Su Shortest horizontal distance; +6/-5 vs. standing Ryu
Ex.png Air Jaguar Kick Air Qcf.png2k.png
Air 236+KK
11 5*2 9 land -6(1) -2(4) 60*40 50*50 M FA Active frames end early if done low to ground; +2/0 vs. standing Ryu
LK Rising Jaguar Dp.pngLk.png
623+LK
4 2(6)4 17+13 land -13(-21) KD 50*80 100*70 M Su* 1-5f lower body invuln; KD Adv: +41; Su/FA cancel on hit only; (data vs. crouching opponent when 2nd hit whiffs)
MK Rising Jaguar Dp.pngMk.png
623+MK
5 2(6)5 22+13 land -19(-27) KD 90*50 110*70 M Su* 1-6f upper body invuln; KD Adv: +35; Su/FA cancel on hit only; (data vs. crouching opponent when 2nd hit whiffs)
HK Rising Jaguar Dp.pngHk.png
623+HK
5 2(6)9 22+13 land -23(-31) KD 50*100 70*120 M Su* 1-6f full invuln; KD Adv: +31; Su/FA cancel on hit only; (data vs. crouching opponent when 2nd hit whiffs)
Ex.png Rising Jaguar Dp.png2k.png
623+KK
5 4(8)2*6 24+10 land -33 KD 80*40x2 100*60x2 M FA 1-8f full invuln; FADC forward -2 oB, back -3 oB; KD Adv: +44
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Jaguar Tooth Hcb.pngLk.png
63214+LK
(22~28)
+12
4 20 -4(-1) 1(3) 120 150 M - (Time to reach the wall); very little range; useful for baiting anti-air attempts
MK Jaguar Tooth Hcb.pngMk.png
63214+MK
(22~28)
+13
5 17 -1(3) 3(7) 120 150 M - (Time to reach the wall); ~half screen range
HK Jaguar Tooth Hcb.pngHk.png
63214+HK
(22~28)
+14
7 18 -2(3) 0(4) 120 150 M - (Time to reach the wall); full screen range
Ex.png Jaguar Tooth Hcb.png2k.png
63214+KK
(22~25)
+7
7 20 -4(-1) KD 120 200 M - Projectile invuln 1f until landing; (time to reach the wall); full screen range
LP Jaguar Claw Qcf.pngLp.png
236+LP
13 3 14 -3 5 80 100 M Su -
MP Jaguar Claw Qcf.pngMp.png
236+MP
16 2 15 -3 5 80 100 M Su -
HP Jaguar Claw Qcf.pngHp.png
236+HP
27 3 15 -3 5 80 100 M Su -
Ex.png Jaguar Claw Qcf.png2p.png
236+PP
14 3(6)4 24 -9 KD 60*60 50*50 M FA Launches opponent into juggle state
Jaguar Bite Hcb.pngP.png
63214+P
11 4 32 -22 KD 60*(100) 0*(150) M Su* KD Adv: +18; HCB input has no leniency; Super cancel on hit only (only combos in corner, several hits whiff); 3rd hit can FADC for followup juggles; (last hit Dmg/Stun is skipped if using P Followup)
+ Hundred Jaguars + P.png 8 - - - KD 10x3*90 200 - - Followup attack on hit only; KD Adv: +25
Ex.png Jaguar Bite Hcb.png2p.png
63214+PP
7 4 32 -22 KD 50x2*100 200 M - KD Adv: +26
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Jaguar Varied Assault
(Super)
Qcf.pngQcf.pngP.png
236236+P
6 3(9)2(11)
2(11)2(16)3
20 -2 KD 50x5*180 - M - 1-19f full invuln; Hard Knockdown; no longer has multiple followups; final upward attack only occurs on hit
Jaguar Revolver
(Ultra 1)
Qcb.pngQcb.png3k.png
214214+KKK
0+12 7(18)4(18)4 34 -17 KD 510
(180)
- M - 1-3f full invuln, 4-11f strike/projectile invuln; (refers to non-cinematic version)
Jaguar Avalanche
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+10 4(6)5(23)2 25+38 land -82 KD 430 - M - 1-11f full invuln
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

Punishes:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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