I use 2A and AA to push and space them out. Both are very fast at i13 and very safe at -6. You can 2A two or three times and still keep them in range for a WR B if they blocked your last chop.
11K is always good if you can land it. 33B is slow mid so I wouldn't use that outside of tech...
I'm bored at work so figured I'd mention some of the stuff I've been abusing the past 2 days.
*3K -> command throw. 3K carries Aeon so far forward so safely. Even if I whiff it I can sometimes get a grab while they try to punish/counter-attack. Try it
*I thought B+K was ass until I mixed it...
Following up on the 8B+K combo
D_Matt_ma is right about the axes. Some characters are nigh unhittable with 8B+K when launched from the side. The combo is also further complicated by whacky hitboxes on a few characters like Nightmare. The combo is still doable, but the BT B+K window is very very...
I went gaga for sticks when SFIV launched and literally tried every model of Sanwa and Seimitsu. LS-32 is my favorite stick of all time. IIRC that LS-40 was a dinky little thing. I remember trying it for five seconds before ripping it out and throwing the LS-32 back in.
Yeah it does lol. Finish with 44BAA for moar damage and RO too.
EDIT: And wall splat. Honestly even against tiny characters this 100ish dmg combo is working. When you mis-time/mis-space it and get the bounce off you still net a cool 60ish dmg
EDIT2: Ok. Taking 33K 33B tech trap (char-specific...
^this guy has the best avatar ever. Just had to say that. God.....I had that million dollar man action figure like 20 years ago when me and my older brother would wrestle and make paper and crayon champ belts.
Ok good. Glad it's not just me. I guess I'll take the disconnects with a mild sigh...
Yeah alpha pat is def an exception. But when I first discovered this I was punishing Aeon with silly WR B stuff from Mitsu and Raph after 3B CE combo. It's random if I try to reproduce this though. I think it becomes more unsafe based on something stupid, like his distance from them before it...
I could record a vid or you could just try this yourself.
Training: 1P alpha patroklos, 2P Aeon
Record Aeon doing CE. In a combo or not. Doesn't matter. Hold G as it's coming out and for a long while after so he should be guaranteed to block.
Playback. When alpha Patroklos is getting up from...
I think in prior games it was the sisters' 236 B. Is that still the case here? What are the fastest punishers in the game to worry about? Please include CE's and BE's.
If neither of you are really good (i.e. at a competitive tourney level), your best bet is relying on quick pokes mid and low pokes until you get used to the character. Voldo's low mixup is good but it's not the fastest. You can interrupt a lot of his fanciest stuff with 3B launchers or just BB...
Yeah I was talking about on hit. But that's good info nonetheless.
More testing is required to see when Aeon's CE is unsafe on hit. Off the 1B BE starter it's always unsafe on hit AFAIK. Off the 3b launcher it seems random. I think it's always safe with the WR B, B+K starter and the 4A...
Lol sorry didn't mean to be depressing. I was just very angry and surprised when I played my first match online tonight and lost because I got punished for landing my CE after 1B BE. I knew the frame advantage was bad on the CE but I couldn't have guessed it was unsafe with that setup.
Does...
Oh, Aeon...
If you use the 1B BE to set up your CE, it will be unsafe on hit. You can land the combo but they get a free punisher. Try it in training. Pick mitsu and just spam BB.
Ok, so not only do we have to contend with our CE's sometimes not tracking and completely being dropped in...