I'm pretty sure for 3B opponents won't move backwards on block anymore. One nerf that I extremely don't like since it's his staple poking tool. I guess 66A is good considering he possibly has better frame advantage on hit now that we have less cooldown and opponents don't move backwards on hit...
I'm half and half. Trying to figure out how the developers wanted him to play in game with the moveset. I have theories, but I need to actually play to make sure they're good theories.
For now, I think he's one of the characters that play a mid/long range game. I noticed how his 66A+B gives...
This, and Ukemi leads to Aeon's huge damage combos on some characters.
I've been abusing 22AB since I started, but I need to get 44A out of my system from playing computers (just to see what they abuse) lol.
Also, wondering if anyone ever thought about it, but it seems like Aeon's best...
None of his lows are legit cause they don't have the proper speed to make the opponent fear getting knocked down and taking hard damage. They're just too slow and they don't have anything to transition into them.
Did some extensive testing on Ukemi traps. All these work; however, it could be the case that spacing might make them uncombo (Natsu is the one that made me think about the spacing).
All of this is from no CH (CH makes the timing easier). If you land 33_99K on the following characters, you can...
The other combinations (33K - 33B, 99K - 33B, etc.) are unreliable. I've only been able to find consistency with 99K - 99B, and even then, you have to be really quick for 99B to land before they tech out.
Can't remember who said 33K - 33B worked, but thanks a lot! Found some serious punishment combos for landing it.
Note that I'm still testing all possible options for it, but for now, these work:
99K - 99B - 66K = 110DMG
99K - 99B ~ G(Turn around) CE = 143DMG
If Ukemi = Left, Then CE =...
I know for a fact that 44B doesn't disable AC unless it's hit at specific places.
@Megamonk: Yea, I should've been more specific cause it does work when it's that high, but often times, it gets inconsistent cause 44BAA stops tracking.
44BAA won't work if you hit them up near your head cause they can DI away. I stated that you have to thit them just before landing cause then they can't AC away.
Possibly a very specific time. I never had trouble landing 44BAA after the BT B+K in that combo (the one you listed) though. Are they blocking the first hit after BT B+K?
Also, just to make sure we're on the same page, WS = WR in a sense correct? Or do you get a different move from it?
You just have to land BT B+K so they pop up, and to make that happen, you have to delay the move slightly or else their hurtbox is too high. Too late and you'll push them on the ground.
That combo is really easy compared to 66B, BT B+K, 44BAA. The issue with this one is that you have to land...