Super Street Fighter IV: Arcade Edition ver. 2012 – Adon Unblockables by P.M.

P.M. has uploaded three new videos showcasing some interesting unblockable setups with Adon in Super Street Fighter IV: Arcade Edition ver. 2012. Though these setups are unblockable, they can be escaped with things such as backdashes and focus attacks, and ultras and supers appear to whiff. He’s actually asking for opinions from more seasoned Adon players, so tell him what you think. P.M.’s notes can be found underneath each video.

Owned by Ultra 2.

Causes hard knockdown so you can setup the unblockable again. Every reversal special and up fireball ultra whiffs. Escape by back dash, FA and crouch.

Causes hard knockdown so you can setup the unblockable again. Every reversal special and ultra whiffs. Escape on back dash, FA, teleport and crouch.

Source: P.M.

  • http://www.facebook.com/Dark.Reaper.and.Galactimus.Zero Marvin Choi

    why is this game all about unblockables

  • Jermaine WIlliams

    Im suprised these are coming out pretty damn fast

  • http://www.facebook.com/david.sarraf.5 David Sarraf

    the first one i have been doing for a long time,  even if miss timed it still beats most reversal options. Pretty sure it works on the shotos too. Seths Dp beats it im pretty sure if not perfect

  • Bill Cosby

    Why the fuck is something as simple as JUMPING AT SOMEONE, not even as an ambiguous crossup, nor in the corner, an unblockable? I mean in marvel when you’re forced to switch from low black to high in 1 frame creating an unblockable that makes sense, but this just smacks of unintentional mechanics and bad programming. 

    • http://twitter.com/Thraphelga le sun

      as simple as”jumping at someone”,

      …from a specific distance
      …after a specific type of knockdown
      …timed down to the frame
      but is still not inescapable.

      your points made about unintentional mechanics are valid and I’m inclined to agree with you, but let’s live in reality here and not pretend it’s just holding up-forward. 

      • pootnannies

         he’s still right though. it’s ridiculous. 90% of the time after a hardknockdown you’re going to jump in because of stupid 5 frame reversal windows with shortcuts to mash on top of it all, then eat the option-select if you backdash. sometimes all you can do is block and someone like cammy for example can just ambiguous jump-in and bam, it’s unblockable and safe against 4f reversals.
        it’s pretty simple to whiff a normal for example and hold up-forward to get the correct timing. in this case adon just took a half step back so i have to agree that one isn’t as simple as just jumping in but still, it’s ridiculous and was never fixed.
        i don’t know of any other sf game that has such simple unblockable setups like sf4 but i guess that’s what helps make it stand out as its own game in the series.

      • Bill Cosby

        Yes, because that’s what I said, ‘you’re just holding up forward’. you moron. 

        Have you actually tried any of these unblockables? Most of them aren’t hard. Not when you can wiff a normal to get the correct timing on most of them. 

        The FACT is that in SF4 you’re able to create an unblockable situation after a hard knockdown simply by jumping in, and that’s fucking STUPID. 

        • http://twitter.com/Thraphelga le sun

          “as simple as JUMPING AT SOMEONE”

          lol, I dunno about you but the rest of us hold up forward to jump.
          No need to be so hostile, I said I’m inclined to agree with you didn’t I? 

          • Bill Cosby

            it is as simple as jumping at someone, properly timed. 

            You have a very passive aggressive way of ‘agreeing’. If you’re ever wondering why nobody likes you, this is it. 

          • pootnannies

            dude he’s kinda right too. it’s not as simple as just holding up-forward for most unblockables. i agree with you that something like an ambiguous jump in can simply be an unblockable is pretty stupid, but easy on calling people morons if they have a different perspective. you’re not winning anyone over that way.

          • Bill Cosby

            Guess how much I care about winning you over.

            Moron.

            If you think this is about ‘differing perspectives’ and not being a forcefully incorrect passive aggressive douchebag, you’re an idiot. 

  • http://www.facebook.com/people/Yan-Zhao/10516382 Yan Zhao

    I honestly dont think these unblockables are good for the game.

  • Marcell Evans

    lol and ppl talk about mk being bad

    • http://www.facebook.com/people/Brett-Gathings/100000335381553 Brett Gathings

      Its still worse.

  • http://www.facebook.com/profile.php?id=683547620 Lawrence Edward Cowden

    Can someone explain how this jump in is made unblockable?  I don’t really get it.  It looks like you’d just be able to hold back and block normally, but I don’t know these games inside out like some of y’all do.

    • http://twitter.com/xSam016x Sam

       i dont understand it myself so i normally just say magic

    • Michael Shin

      It’s because of street fighters 3d models in a 2d setting and weird hit boxes. On wake up when you hold back or forward your character will slightly move towards the direction you’re holding so essentially you are walking into these jump ins. Only way to block it is to stay neutral until the jump in makes contact to which you then block. Other ways such as focus dash/back dash or a low normal which lowers your hurt box is incredibly risky as it gives the enemy counter hit and is also incredibly character specific.

      • Bill Cosby

        worth noting that since the attack is meaty, you’d need to focus with 1 frame accuracy, in which case it would be just as easy to block.

        Also, your explanation is incorrect. By that logic, holding ‘toward’ would move your character forward, thereby making it MORE likely to cross up, and you’d block it. That is clearly not what’s happening.

      • pootnannies

         i don’t think it has anything to do with 3D models. i think it’s because of the center divider line you see when you look at the hitboxes. in most sf games that divider line is a little more towards the back of the character so that this type of shit doesn’t happen too often, but in sf4 it seems they put it exactly in the middle of the character.
        your character moves on either the first or second frame from a wakeup animation but the opponents unblockable jump in is active for a lot of frames so you’re forced to block at the exact frame of impact in which you are correct.
        if i’m totally wrong then please disregard everything i said.

  • Spideyplayah

    Tech for this game is so boring.

    • pootnannies

       well that makes two of us. some people dig it though but i find buffering OS because of redundant features annoying. hell i like 3rd strike and there are plenty of haters for that game so i can see how people can like this sort of thing in sf4.

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