Adon's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 11:51 a.m. PDT


Adon Frame Data Super Street Fighter 4


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 30 50 20 C*Sp*Su 4 3 5 3 6
Close Medium Punch HL 70 100 40 Sp*Su 5 5 15 -6 6
Close Hard Punch HL 90 200 60 Sp*Su 8 4 15 -1 4 Forces stand
Close Light Kick HL 35 50 20 Sp*Su 5 3 7 1 4
Close Medium Kick HL 75 100 40 Sp*Su 6 6 9 -1 5 Forces stand
Close Hard Kick HL 120 200 60 - 7 3 21 -6 -2
Far Light Punch HL 30 50 20 C*Sp*Su 3 3 6 2 5
Far Medium Punch HL 80 100 40 Su 7 4 13 -3 0
Far Hard Punch HL 120 200 60 - 8 3 14 1 5
Far Light Kick HL 40 50 20 Sp*Su 5 3 8 0 3
Far Medium Kick HL 75 100 40 - 8 4 13 -3 0
Far Hard Kick HL 40*80 100*100 40*40 - 9 2*4 17 -3 1
Crouch Light Punch HL 30 50 20 Sp*Su 3 3 6 2 5
Crouch Medium Punch HL 60 100 40 Sp*Su 5 2 11 1 4
Crouch Hard Punch HL 100 200 60 Su 11 3 16 -1 4 Forces stand
Crouch Light Kick L 40 50 20 Sp*Su 4 2 7 2 5 Low attack
Crouch Medium Kick L 70 100 40 Sp*Su 6 2 14 -2 1 Low attack
Crouch Hard Kick L 110 200 60 - 9 2 21 -5 - Low attack, cannot fast recover
Jump Up Light Punch H 40 50 20 - 4 10 - - -
Jump Up Medium Punch H 80 100 40 - 6 7 - - -
Jump Up Hard Punch H 100 200 60 - 7 3 - - -
Jump Up Light Kick H 45 50 20 - 4 16 - - -
Jump Up Medium Kick H 85 100 40 Sp 5 8 - - -
Jump Up Hard Kick H 110 200 60 - 5 6 - - -
Jump Toward Light Punch H 40 50 20 - 4 9 - - -
Jump Toward Medium Punch H 80 100 40 - 6 7 - - -
Jump Toward Hard Punch H 100 200 60 - 8 5 - - -
Jump Toward Light Kick H 45 50 20 - 4 12 - - -
Jump Toward Medium Kick H 85 100 40 - 7 4 - - -
Jump Toward Hard Kick H 110 200 60 - 10 3 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Jaguar Crunch (F+Medium Punch) H 30*50 50*50 40*20 - 23 2*2 13 -2 4 Overhead
Focus Attack Level 1 HL 60 100 20 - 21 2 39 -25 -25
Focus Attack Level 2 HL 80 150 40 - 17+12 2 39 -19 -
Focus Attack Level 3 - 140 200 60 - 61 2 44 - -
Forward Throw   130 140 40 - 3 2 20 - - Throw Range 0.93
Back Throw   130 120 40 - 3 2 20 - - Throw Range 1.05
Jaguar Kick Light Kick HL 140 180 20/40 - 20 6 21 -3 -2 5~25f airborne, Armor Break
Jaguar Kick Medium Kick HL 140 180 20/40 - 21 7 20 -3 -2 6~27f airborne, Armor Break
Jaguar Kick Hard Kick HL 140 180 20/40 - 22 8 20 -4 -2 7~29f airborne, Armor Break
Jaguar Kick EX H 80*70 90*110 -250/0 - 20 2*3 1+21 -2 - 1~24f projectile invuln, 2~25f airborne,
Air Jaguar Kick Light Kick HL 80 160 10/20 - 14 7  12 - -
Air Jaguar Kick Medium Kick HL 80 160 10/20 - 15 5  12 - -
Air Jaguar Kick Hard Kick HL 80 160 10/20 - 16 3  12 - -
Air Jaguar Kick EX HL 90*70 110*90 -250/0 - 11 5*2  12 - - 1~17f projectile invincible, knocks down
Rising Jaguar Light Kick HL 50*80 100*70 30/20*20 Su 4 2(6)4 17+13 -13 - 1~5f lower body invuln, 6~f airborne
Rising Jaguar Medium Kick HL 90*50 110*70 30/20*20 Su 5 2(6)5 22+13 -19 - 1~5f upper body invuln, 1~5f unthrowable, 6~f airborne
Rising Jaguar Hard Kick HL 50*100 70*120 30/20*20 Su 5 2(6)9 22+13 -23 - 1~6f invincible, 6~f airborne
Rising Jaguar EX HL 80*40*40 100*60*60 -250/0 Su 5 4(8)2*6 24+10 -33 - 1~8f invincible, 6~f airborne, pursuit property
Jaguar Tooth Light Kick HL 120 150 10/40 -  12 4  20 -4 1
Jaguar Tooth Medium Kick HL 120 150 10/40 -  13 5  17 -1 3
Jaguar Tooth Hard Kick HL 120 150 10/40 -  14 7  18 -2 0
Jaguar Tooth EX HL 120 200 -250/0 -  7 7  20 -5 - 1~Wallframe projectile invincible
Jaguar Varied Assault HL 50x5*70 0 -1000/0 - 1+7 3(9) 2(11) 2(11) 2(18) 3(39) 3 40 -64 - 1~11f invincible
Super — Thousand Jaguar HL 30*12xN 0 0/0 - 20 3(14) 1(2) 2(2) 1(3) 1(2) 2 31 -12 -
Super — Assassin Jaguar HL 30x3*60 0 0/0 - 19 3(17) 4(6) 3(8) 5 41+27 -83 -
Ultra 1 HL 60x3*330 0 0/0 - 0+12 7(18) 4(18) 4 34 -17 - 1~3f invincible, 4~11f strike invincible, 2~18f, 23~40f, 45~62f airborne
Ultra 2 HL 60x2*45*265 0 0/0 - 0+10 4(6) 5(23) 2 25+38 -82 - 1~11f invincible, 8~f airborne
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp.


Comments

YAYIAMLEET said on May 10, 2010 at 5:34 a.m.

Love the character, but are any of these bad? O-o

#1
deteknician said on May 10, 2010 at 10:39 a.m.

Adon's overhead -2 on block and +2 on hit? His cr.lp is has 3 startup and that would mean you can't combo cr.lp after overhead. Am I reading this right or is that a inaccurate?

#2


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