Paranormal_Oreo
[12] Conqueror
While CS/iCS are still good, Asty's grab is much better.ARE WE FORGETTING CALAMITY SYMPHONY PEOPLE!?
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While CS/iCS are still good, Asty's grab is much better.ARE WE FORGETTING CALAMITY SYMPHONY PEOPLE!?
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.Does anyone EVER break guard?
8B+K is more damage and the TJ is slightly faster.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.
If you want to be ultra pro godsauce, use 8B+K to jump over TCing lows and get a free backthrow. Empty jumps work also but are less pro.Just remember you might jump right over themif they're too close. :D
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.
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.PROJECT SOUL
Y U NO FINISH AEON?