Aeon General Discussion / Q&A

Does anyone EVER break guard?

Also, since Aeon's too lazy to get his scaly ass off the ground until FRAME 17 off Neutral Sand Winger, could we use it to avoid those super-reactable spinny lows alot of characters have and punish with SWK? 'Cause those tend to be weirdly safe vs WRB.
 
Does anyone EVER break guard?
Unless I'm deliberately conditioning for a guard break (hint: 22B after knockdowns is fucking amazing for this) I usually don't even get them flashing. Guard burst is probably the weakest aspect of my game right now though, as I focus too much on circumventing my opponent's guard with throws and CHs.

Also, since Aeon's too lazy to get his scaly ass off the ground until FRAME 17 off Neutral Sand Winger, could we use it to avoid those super-reactable spinny lows alot of characters have and punish with SWK? 'Cause those tend to be weirdly safe vs WRB.
8B+K is more damage and the TJ is slightly faster.
 
I used to Guard Crush people all the time as Aeon's GC game is above average and it really shows if you try to go for that. But since I changed my style to a more throw-oriented game I haven't had it happen in a while. I'm considering working on this cause it's one of the Lizard's strenghts and should be abused.

It's also a bit harder when some people can JG 6[K] 99% of the time (looking at you, Partisan). You can still have them block it on a good wakeup though, but if they roll you'll be charging a foot to kick the dust. I like to abuse 4B+K when I'm looking for GC. After they freeze for 66A, you can strat throwing it out as it's long range and has quite a wide hitbox compared to 66A+B which can be stepped easily.
 
I really have to be actively thinking about getting a GC in order to get one. You kind of have to willingly sacrifice your pressure or momentum in order to land a lot of his moves that do good guard damage, and there are a lot of situations where I could throw out a WR B or 22B for guard damage but I'd rather create space or poke with 66A/4B. I guess what I'm trying to say is that while he does have a good GC game it's kinda separate from his main game, unlike other characters who can work on the guard gauge and play their main game simultaneously.
 
PROJECT SOUL

Y U NO FINISH AEON?
I don't think it's a problem with him being incomplete, I think it's just how the character is fundamentally built. He has good GC moves but the only ones I would consider as conducive to main his gameplay are WR B and 4B+K. The rest are really situational outside of just working on guard gauge. I guess this is because Aeon focuses on spacing/whiff punishing and CH fishing, unlike other characters who are based around bulldogging and mixups and get guard breaks as a bonus to just doing what they do.
 
They both break in 11, which is better than stuff like 3B and 1B I guess. 4B+K is my favorite move to cause the GC though. I think that if you play Aeon in a way that really focuses on his guard damage then his GC game can be effective, but I have a lot more success with just using throws and playing defensively so eh.
 
A neat trick I found out is one you get your opponent to respect 66A, you can do 66 and then press an unassigned button to "fake" 66A and get them to stop stepping and guard. It's a stupid but fun little mindgame that you can do every now and then to get run up throws or 2K or whatever. Obviously only works if they're able to hear the input.
 
11B 66K.

This works RIDICULOUSLY well. People are used to attacking after a low attack I guess, plus 66K keeps you low, blending with the animation and having a REALLY long Tech Crouch.
 
11B into WR K is a slightly safer alternative, although if the opponent does nothing it will whiff.
 
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