Street Fighter 1 MR/Adon

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Adon

Adon is an avid practitioner of Muay Thai, seeking to become the best at the martial art. In the events of SF1, Adon is Sagat's disciple in Muay Thai, and hears of a young martial artist named Ryu that has been defeating many Muay Thai fighters. When Sagat loses to Ryu, Adon began to distance himself away from Sagat, which leads to him challenging Sagat's title of becoming the "God of Muay Thai".

Adon is a very good character in SF1MR, with great tools in many areas of his kit. His 2B provides a very reliable low poke with shockingly quick duration and long range, and his staple special Jaguar Kick (214K) is an overhead that crushes lows and provides a solid approach, combine both of these and you have one of the best high/low mixup games in the roster. Adon threatens the opponent with these mixups and when he gets in he can set up easy pressure situations setting up more mixups between low and overhead. When Adon gets a clean hit, his ability to chain together many lows and the sheer damage of 236P combos means his damage is very high. With meter, Adon becomes much better, as he can convert off his 2D into his Jaguar Revolver (236236K) super for higher damage, and it phases past fireballs with ease.

While Adon is an incredibly strong character, he is only top 2 behind Sagat. One of Adon's common troubles though is his ability to access meter, as his taunt doesn't give him much safety to play with, and relies on a knockdown to set it up while he's still - on quickrise. Another issue is when the opponent is in the corner, his routes become marginally worse, the increased pushback in the corner means he has more trouble converting his lows, and 236P doesn't fully connect at any range. Despite these, Adon is a very fun and rewarding character to play, and his playstyle meshing perfectly in the SF1MR engine alongside his high returns on hit makes him a top tier staple.


Pros Cons
  • 2B: Adon boasts the best button in the game with his 2B, a shockingly fast low poke with great range that poses the threat of high damage conversions or a high/low mixup.
  • High/Low Mixups: With the combination of 2B and 214K, Adon has a great high/low presence where both sides are safe and have combo potential.
  • High Damage: Adon's conversion routes are naturally high with the amount of normals he can link together, doing Hands loops that TOD the entire cast, or utilizing his great damage supers.
  • Anti-Fireball Tools: Low fireballs and hitboxes get crushed by 214K, and 236236K goes through every fireball cleanly.
  • Bad Defense: Adon's only form of invuln comes from his supers, and lacks other defensive options when he has no meter.
  • Bad Taunt: Adon is tied for having the longest duration meter-build taunt in the game, meaning he has less opportunity to set it up to get a super stocked.
  • Corner Conversions: Adon is affected the most of the cast by the corner limiting his combo potential outside of super juggles. Adon can't fit as many normals in, and Hands will not fully connect.
Profile
SF1MR Portrait Adon.png

Stats and Vitals

  • Attack Rating = 100
  • Armor Rating = 100
  • Forward Walk Speed = 2.4
  • Backward Walk Speed = -2.3
  • Taunt = 55f

Movelist

Special Moves
236A/C - Fast Punch: Combo Filler/Pressure Tool
236B/D - Roundhouse Flurry: Combo Ender/Blockstring Tool
214B/D - Jaguar Kick: Hopping Overhead
Supers
236236P - Super Jaguar: Rush Combo Super
236236K - Jaguar Revolver: Double Jaguar Kick
Unique Attacks
N/A

Colors
borderless

Normals

Standing Normals

Stand Light Punch
5A
SF1MR Adon 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 2 3 3 GA/SP/SU +7 +2

A quick panic mash button that combos into Adon's other light normals, and is a universal jabwalk normal.

Stand Light Kick
5B
SF1MR Adon 5B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 5 8 5 GA/SP/SU -1 -6

A close range poke and cancel option. This is alright to use for close range pressure and empty cancels, but it's generally outclassed by 2B for poking and confirming.

Stand Heavy Punch
5C
SF1MR Adon 5C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 10 10 10 N/A +6 -6

A slow poke with a lot of damage and pushback. Not advisable to use as a poke due to it being very - on block and has slow startup with as poor range as your 5A, but still a chunky hit if it ever lands.

Stand Heavy Kick
5D
SF1MR Adon 5D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 7 10 7 N/A -2 -1
  • Air Unblockable

An alright poke and main antiair. This cancels and combos from your 5B, but doesn't cancel or link into anything. This normal is a great antiair though, as it has good range for far jumps, decent startup, and is air unblockable.

Crouching Normals

Crouch Light Punch
2A
SF1MR Adon 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 2 3 2 GA/SU +8 +6

A very quick panic button that can cancel into and link from 2B or Adon's other crouching normals. This can also situationally link from a meaty hitting 214B.

Crouch Light Kick
2B
SF1MR Adon 2B.PNG
All hail the low poke
All hail the low poke
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 3 4 3 GA/SP/SU +14 +3

Adons primary poke, a core part of his mixups, and generally the most threatening button in the game. This poke has great range and a quick duration, and is very + on hit, making for easy confirms into itself, 2D, or 236K at certain ranges. It's + enough on hit to even make for a good uncrouchable jabwalk normal. Adon can also cancel this into his 214K for a tricky low > high blockstring.

Crouch Heavy Punch
2C
SF1MR Adon 2C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Mid 9 8 9 SP/SU +9 +10

A slow but active button that is good as a punish starter or a meaty. This sets up + frames both on block and hit, making for easy confirms into his 2B, cancelling into 236P for combos and block pressure, or doing it raw into a high/low mix.

Crouch Heavy Kick
2D
SF1MR Adon 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 10 10 10 SP/SU KD -2

A good low poke and combo ender with identical range to 2B, being one of your main confirms from that normal or as a general combo ender. This also cancels into 214K for a low > high blockstring, and also cancels into 236236K for a juggle.

Jumping Normals

Jump Light Punch
j.A
SF1MR Adon jA.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Until Landing 2 N/A Varies Varies

A quick and active air-to-air. Not too much use otherwise.

Jump Light Kick
j.B
SF1MR Adon jB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
24 High 2 Until Landing 2 N/A Varies Varies

A quick jump normal with a low hitbox. This makes for a great safejump, and is one of the best jump normals to use as an Instant Overhead.

Jump Heavy Punch
j.C
SF1MR Adon jA.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 8 2 N/A Varies Varies

A fast jump normal that also counts as a situational air-to-air. This has equal damage to j.D but doesn't have the horizontal range or active frames.

Jump Heavy Kick
j.D
SF1MR Adon jD.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 6 11 2 N/A Varies Varies

Adon's preferred normal for jump ins. This has good hitstun, good range, and the upward hitbox is perfect for making this an air-to-air. Unlike j.C however, it packs 4 more startup and has a weaker vertical hitbox for IOHs.

Taunt

Taunt
A+B
SF1MR Adon Taunt.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 55 - - -
  • Taunt builds 1 bar of meter instantly, regardless of if Adon is hit out of it or not, hence the 1 frame startup.

This taunt has one of the longest durations of any taunt. In order to stock a super, it's best to use it when you knock the opponent down.

Special Attacks

Fast Punch
236A/C
SF1MR Adon 236P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A/C 15 x 8 Mid 6 3(3)3(3)3(3)3(3)3(3)3(3)3(3)3 0 N/A +15 +14

Colloquially known as "Hands", this is a quick combo extender and pressure tool with a good amount of + frames. If you get a full connect, you can link any of your normals, or you can microwalk for another Hands for a jabwalk loop, which has easy TOD potential. On block, this shares similar frame data at +14, which allows you to set up a high/low mixup or another Hands on block. A big caveat to this special is that it has trouble connecting fully on crouchers, and combos using Hands get much more finicky after a couple normals to confirm where the move will whiff or in the corner where the pushback makes it fall out.


Roundhouse Flurry
236B/D
SF1MR Adon 5D.PNG
SF1MR Adon 236K.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B 40,40 Mid 6 8(9)8 6 N/A +3 +4
D 37,37,37,40 Mid 6 8(9)8(9)8(9)8 6 N/A KD +8

B version is 2 hits and doesn't knock down, while D version is 4 hits and does knock down; generally you will always use the D version for knockdowns. This is another confirm special ender that Adon can use to substitute 2D with better damage, though it is prone to dropping at far range. It also has enough frame advantage on block to set up an uncrouchable infinite blockstring, a simple loop would be 2B > 236D.


Jaguar Kick
214B/D
SF1MR Adon 214K.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B 40 High 12 4 13 N/A +1 +2
D 40 High 12 4 17 N/A -1 0
  • Off the ground f1

B version is travels further laterally and is used in much more situations, while D version travels further vertically, making for a better air-to-air (or a situational reversal bait). This is the huge part of Adons high/low game, it's an overhead special that cancels from lows from any range. Adon jumps off the ground f1, making this an excellent low crush and low fireball answer. It can also link into 2A if it hits meaty while the opponent is crouching, though it is a tight link. Up close it is prone to jumping over the characters head and will cross up, but on taller characters Adon will never cross up.

Supers

Super Jaguar
236236P
SF1MR Adon 236236P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
37 x 4, 10 x 8, 15 Mid 6 8(9)8(9)8(9)8 6 N/A KD +11
  • Frames 1 through 18 are invincible

A good general rush combo confirm super. Although generally outclassed by Jaguar Revolver in your confirms and fireball punishes, it has amazing raw damage and is notably faster, making it a better reversal super, and is surprisingly very combo friendly outside of 2D. In the corner and on some characters midscreen, you can confirm a j.C, or if you have another bar of meter, you can combo a Revolver (only gets a full connect on few characters). If they block the super, you're given an infinite blockstring or a high/low mixup.


Jaguar Revolver
236236K
SF1MR Adon 214K.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
40 x 4 High 13 4(21)4 10 N/A KD +3
  • Anywhere juggle, frames 1 through 18 are invincible

One of the best utility supers in SF1MR and a core part of why Adon is scary with meter. It works well as a fireball punish, works as an air unblockable antiair, and it combos from so much from any range (including from 2D). In the corner, you can also combo a j.D, which is more damage but comes with being air techable. Even on a wrong read if they block the super, you're left with enough frame advantage to infinite blockstring or to push a high/low mixup.

Arcade Ending


General
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Characters
Ryu
Retsu
Lee
Joe
Birdie
Ken
Geki
Gen
Mike
Eagle
Cody
Adon
Sagat