Aeon General Discussion / Q&A

Smaller grab break window (9 frames instead of 13) and it always leaves you at advantage even when broken (+3 or knockdown). Regular throws can put you at -3 if the opponent breaks fast enough.
 
Alrighty, thanks. Sounds like it's worth using unless you're fighting like Viola or Algol, or just generally someone who you really don't want to have meter.
 
Or just use it 'cause it looks cool and does alot of damage and don't give a fuck about your opponent's meter. If you're not giving them a free BE I really don't see the point in worrying.
 
Tip of the day.

For ROs after 1B BE/33B, prioritize 44BAA over all other RO options in order to maximize meter gain. 4B+KG is best reserved for the most extreme RO ranges only, and 44BAA is the better RO option at all other ranges. Even if you push the opponent to the ring edge with 4B+KG it gives such shitty oki that they can step away from the edge anyways. After 44BAA near an edge, another 44BAA will catch left, front, and back rolls as well as wakeup attacks.
 
After experimenting with air GIs, I've found there's a sweet spot between i24 and i26 where any attack that hits grounded will combo with the "fall damage" from the air GI. For Aeon, this means 66B is the best option after an air GI. However, if you buffer 66B immediately it will hit the opponent 1 frame too early. This means you have to ever so slightly delay it by at least one frame, but by no more than three. This is surprisingly not that difficult to do and adds considerable damage to an air GI.
 
im trying to learn this foo. What are his best tactics and cheapest gimmicks?
I wants to be da Lizard King >_<
 
You can go under a LOT of 2A's with 4B+K. It's one of the reasons the algol/aeon matchup gives algol so much grief.

I.. don't know why. Aeon is a big dude in every single other instance of his existence except when he turns into a self-propelled rocket.
 
I struggle with Algol. Guess I'll blame it on bad connection, as I've never played any Algol offline.
 
44K as a move itself had a lot more vertical evasion in SC2, and it's been kind of average since then. Not great, not terrible. It's hard to want to use it when 4B+K is right there, even if there's a few things 44K will do better.
 
44K works ok as an evasion move. For example 2K on hit to 44K generally evades 2A and AA and some other moves. It's just a bit on the weak side and I wish you could get some techtraps of it (like 2A). But it's one more little mind game.
 
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