Aeon General Discussion / Q&A

I just wanted to share ideas/see what you guys thought. At the first sight of any of that SA destroying stuff by all means, delete without mercy.
 
66A stunning on CH again would be pretty cool lol

IDK, I'm pretty content with Aeon. Yeah, there's stuff I don't like but altogether he's perfectly playable and a lot of fun, which is all I'm asking for really. He could still use a few more buffs from a balance perspective, but I'm not begging for them or anything.
 
I think for Soul Calibur 6 Aeon needs to step the game up a bit, Enough of this whole "2 axes" BS. I wanna see 3! One for each arm, and one for his tail!
 
Turn SW into a mixup on block I say. Hit them into it and use good old Atomic Revenger, or if they block the attack that leads you into sand Winger (or you dodge a low with it, etc) I propose adding a horizontal high atttack from Sand Winger. Weak damage, maybe like 25 or so.

So, when you're in SW and they're blocking it can go like this. They step, you use the horizontal. They duck the horizontal, use Atomic Revenger. If they stand there blocking, use Sanddrake Catapult. (THAT'S the fireball's name?)

In addition, there are 3 ways to enter Sand Winger and the raw stance. So, there could be 3 ways to enter Lizard Crawl using the existing move list. The only one I can come up with is Quick Sand Revenger, entering the Stance instead of simply falling to the ground, but perhaps a large pushback (like half the distance of Screw Shot) so the opponent has time to recover.

This is fun. I sound like a total retard right now.

Also, All I really find myself doing anymore is playing Keep-away. How do you guys play Aeon?
 
I only use raw SW for trolling purposes. Its hitbox also seems kinda janky to me, I've been hit by things that look like they should've whiffed.
 
I tested the frames for the TJ on A+B earlier. It's really slow, you don't actually get off the ground until frame 17. What's even worse is if you get hit out of A+B's startup it leaves you side or backturned so you take an even deadlier mixup.
 
What the fuck were PS thinking with this character....
I'm not sure what the intent behind Sand Winger was, but iWR B/4B+K are excellent ways of countering throws, and 8B/8B+K are excellent ways of countering lows and throws.

iWR B is awesome though. Punish any high attack for 74 damage just on a random guess. Stepping it is wonky and pretty much no character can punish it meterless mid-stage.
 
I'm not sure what the intent behind Sand Winger was, but iWR B/4B+K are excellent ways of countering throws, and 8B/8B+K are excellent ways of countering lows and throws.

iWR B is awesome though. Punish any high attack for 74 damage just on a random guess. Stepping it is wonky and pretty much no character can punish it meterless mid-stage.

I freaking love iWRB. I kind of like the concept too. "Don't use any slightly unsafe high move, or you're taking 74 damage!"
 
Hey just a little reminder.

If anybody has any demands about whatever regarding Aeon the Lizard, don't hesitate to ask. I'm talking about stuff regarding competitive play/game mechanics such as tactics, punishment, matchups, etc.

I will resume working on the incomplete threads shortly even though I'm not sure anybody will ever look at it.
 
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