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The Borni King is back for a second helping, though this time he has trimmed the fat a little (not literally, ADOM's still as big as ever); ADOM doesn't quite have the expansive moveset he once had and his comboability on the ground has been reduced, but he now has new moves and abilities at his disposal, as well as different properties for some of his Normals.
ADOM is a six-button character with a heavy emphasis on combos, particularly air juggles, given his launcher, Super Jump and how far up his aerial (C) sends the opponent. ADOM doesn't have a traditional Super Jump that's activated using [ ] , instead being able to cancel his launcher (crouching (Z)) into a Super Jump by pressing when the move makes contact.
Many of ADOM's combos rely on getting the opponent into the air and juggling them, often involving the character's aerial (Z) or launcher, which is quite unlike the original version, which maintained a better combo output when using attacks on the ground, where his light attacks could cancel into themselves and because of his larger array of attacks to use in a combo. ADOM's most powerful combos typically end in using Black Adom due to its high damage output and apparent disregard of the opponent's juggle points (meaning it can successfully hit the opponent even if the opponent's juggle points have been used up).
Despite being combo-centralised, ADOM's mobility is very restricted, being unable to jump over most characters with his comically low jump height and covering only small distances with his Forward Dash, making it difficult to approach the opponent; as a means to balance this out, ADOM has a variety of long-ranged attacks at his disposal, including both ground and aerial projectiles, his (Z), and the aforementioned Black Adom Hyper, which covers the width of the screen.
ADOM does not have a custom A.I., so he uses the engine default. His large collision hitboxes make him a easy target to hit, and because the A.I. doesn't know how to combo particularly well, let alone juggle, ADOM provides little in the way of a challenge.
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the gap displays the hold duration if applicable.
(X) / (Y) (ground) (aerial)
Projectile velocity and startup time vary with button pressed*