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Frame Data Adon

FRaccie edited this page Oct 20, 2026 · 4 revisions

Adon frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
4 3 5 +6° +3° 11 14 11
Far LP
far.LP
3 3 6 +5° +2 11 14 11
Close LK
cl.LK
5 3 7 +4° +1° 14 14 11
Far LK
far.LK
5 3 8 +3° 0° 15 14 11
Close MP
cl.MP
5 5 15 +6° -4° 24 26 16
Far MP
far.MP
7 4 13 0° -3° 23 17 14
Close MK
cl.MK
5 6 9 +5° -1° 19 20 14
Far MK
far.MK
8 4 13 0° -3 Whiffs cr. 24 17 14
Close HP
cl.HP
8 4 15 +4° -1° 26 23 18
Far HP
far.HP
8 3 14 +5° +1 24 22 18
Close HK
cl.HK
14 3 21 -2° -6 Whiffs cr. 37 22 18
Far HK
far.HK
9 6 17 +1° -3° 31 22 18
Crouch LP
cr.LP
3 3 6 +6° +2° 11 15 11
Crouch LK
cr.LK
4 2 7 +5° +2° 12 14 11
Crouch MP
cr.MP
5 2 11 +4° +1° 17 17 14
Crouch MK
cr.MK
6 2 14 +1° -2° 21 17 14
Crouch HP
cr.HP
9 3 16 +4° -1° 27 23 18
Crouch HK
cr.HK
9 2 21 KD -5° 31 - 18
Neutral Jump LP
nj.LP
4 10 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
4 16 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
6 7 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
5 8 5 -17 -21 Air · Whiffs cr. - 16 12
Neutral Jump HP
nj.HP
7 3 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
5 6 5 -14 -17 Air · Whiffs cr. - 19 16
Angled Jump LP
j.LP
4 9 5 - - Air · No hit - - -
Angled Jump LK
j.LK
4 12 5 - -25 Air · Whiffs cr. · No hit - - 9
Angled Jump MP
j.MP
6 7 5 - - Air · No hit - - -
Angled Jump MK
j.MK
7 4 5 - - Air · No hit - - -
Angled Jump HP
j.HP
8 5 5 - - Air · No hit - - -
Angled Jump HK
j.HK
10 3 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Jaguar Crunch
6+MP
23 4 13 +3° -2 Whiffs cr. 39 18 13

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Jaguar Carry
5+LP+LK
3 2 20 - - 24 - -
Jaguar Slam
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Jaguar Tooth LK
63214+LK
- - - - - No hit 64 - -
Jaguar Tooth MK
63214+MK
- - - - - No hit 64 - -
Jaguar Tooth HK
63214+HK
- - - - - No hit 64 - -
EX Jaguar Tooth
63214+KK
- - - - - No hit · Inv 1-22 projectile 64 - -
Jaguar Kick LK
421+LK
20 6 21 -2° -3 Whiffs cr. 46 25 24
Jaguar Kick MK
421+MK
21 7 20 -1° -2 Whiffs cr. 47 25 24
Jaguar Kick HK
421+HK
22 8 20 0 -1 Land 21 49 25 23
EX Jaguar Kick
421+KK
20 5 21 - - No hit · Inv 1-24 projectile · Land 20 45 - -
Airborne Jaguar Kick LK
j.214LK
14 5 12 +8 -1 Air - 25 15
Airborne Jaguar Kick MK
j.214MK
15 4 12 +9 -2 Air · Whiffs cr. - 25 14
Airborne Jaguar Kick HK
j.214HK
16 3 12 +10 -2 Air · Whiffs cr. - 25 13
EX Airborne Jaguar Kick
j.214KK
11 7 12 -14 +8 Air · Whiffs cr. · Inv 1-17 projectile - 1 23
Rising Jaguar LK
623+LK
4 2(6)4 30 KD -13 Whiffs cr. · Land 13 45 - 21
Rising Jaguar MK
623+MK
5 2(6)5 35 KD -19 Whiffs cr. · Inv 1-5 throw · Land 13 52 - 21
Rising Jaguar HK
623+HK
5 2(6)9 35 KD -34 Inv 1-6 full · Land 13 56 - 18
EX Rising Jaguar
623+KK
5 4(8)8 34 KD -33 Inv 1-8 full · Land 10 58 - 21

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Jaguar Varied Assault
236236+LP
1+7 6 hits ⁽ᵗ⁾ 39 - -64 No hit · Inv 1-12 full 149 - 21
Jaguar Varied Assault
236236+MP
1+7 6 hits ⁽ᵗ⁾ 39 - -64° No hit · Inv 1-12 full 149 - 21
Jaguar Varied Assault
236236+HP
1+7 6 hits ⁽ᵗ⁾ 39 - -64° No hit · Inv 1-12 full 149 - 21

Full active timing ⁽ᵗ⁾:

  • Jaguar Varied Assault 236236+LP: 3(9)2(11)2(11)2(18)3(39)3
  • Jaguar Varied Assault 236236+MP: 3(9)2(11)2(11)2(18)3(39)3
  • Jaguar Varied Assault 236236+HP: 3(9)2(11)2(11)2(18)3(39)3

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Jaguar Revolver
214214+KKK
0+12 3 - - - No hit · Cinematic · Inv 1-3 full, 4-11 strike+projectile - - -

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Jaguar Avalanche
236236+KKK
0+10 4(6)5(23)2 62 - -82 Cinematic · Inv 1-11 full 111 - 21

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
21 2 39 -25 -25 61 16 16
Focus Attack (released early)
5]MP+MK[
11 2 39 -25 -25 51 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Where SuperCombo differs

Ember vs SuperCombo wiki: 6 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
Jaguar Kick HK On hit 0 -3
Jaguar Kick HK On block -1 -5
Rising Jaguar HK On block -34 -12
EX Rising Jaguar On block -33 -10
Jaguar Varied Assault On block -64 -22
Jaguar Avalanche On block -82 -44

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

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