Aeon General Discussion / Q&A

My training partner uses Maxi and I decided to try using 1B+K after someone pointed out that it causes entire strings of his to miss.

Needless to say, it worked beautifully, and it made him really angry after like the 4th time lol. Thanks to whoever pointed that out ;)
 
If only he still had his other loops from 4, he could step it and counter... I'm going to have to start watching Aeons if that catches on.
 
Depending on what stance your in Maxi should have enough time to G cancel and do 7B or 8A+B or quickstep out of the path of 1B+K.
 
They should also have enough time to:
Make a sandwich
Take a shower
Run to the convenience store for a drink
Watch all of the Lord of the Rings movies
Recite the entire 2nd act of Hamlet
Write a memoir about their life in calligraphy on parchment paper
Reenact the Civil War -ALL OF IT
 
On an actual gameplay note, I thought my 44K AT whiffing days were over, but once again people seem to arbitrarily fall diagonally to the side instead of forward leaving me to nom their shoulder for minimal damage.
Perhaps I should 44BAA more often.
Aeon has a few hitbox issues concerning rotating a little too far to the opponent's left side (as opposed to Raphael with the right side). 22K from 1P side, for example, will make the opponent fall as if struck from the side, even if it seemed like you were facing them head on. I've had the second and third hits of 44BAA whiff after landing moves like CH 4B and 22_88AB, which has denied me a fair few ringout wins. As a general rule of thumb, I find I have slightly fewer hitbox issues if I step clockwise.
 
Aeon has a few hitbox issues concerning rotating a little too far to the opponent's left side (as opposed to Raphael with the right side). 22K from 1P side, for example, will make the opponent fall as if struck from the side, even if it seemed like you were facing them head on. I've had the second and third hits of 44BAA whiff after landing moves like CH 4B and 22_88AB, which has denied me a fair few ringout wins. As a general rule of thumb, I find I have slightly fewer hitbox issues if I step clockwise.

In my experience, pretty much every character has a few issues like this. I just figured it was a byproduct of the fact that it's a 3D game.
 
33K has the longest ring out range in front of you combined with 44BAA. It can also be used post GB for that purpose after specific moves.

It's not good for catching rolls as it more often than not whiff on a rolling opponent because it's so slow and linear.

It can also be used as a not so effective but damaging mixup if you condition your opponent to 11K/11B. Just by walking around them when they're grounded can cause them to duck if mindfucked properly.

As a move, it's safe, powerful and breaks in 10. Pretty good I'd say. But it's real purpose lies in point 1.

Edit : By the way it's rightfully called "The Garbage Kick" and makes you feel superior everytime you land it, so there's that too.
 
Is anyone able to duck B+K on reaction consistantly? I assume you can cause of it being i30 but idk. I don't really use it so I don't pay attention whether or not it has a tricky animation. Can't really test right now though.
 
^ what slade said. using b+k is a way to test your opponent's lizard knowledge. You can safely assume, if they don't duck it-

A) They haven't seen/practiced against aeon much (or at least not that move)
B) Don't have reactions

both of which are pretty valuble. plus, it hurts, knocks down, RO's, tons of guard damage, + on block, and punishes knee-jerk re-GI's.

So I like it.
 
^ what slade said. using b+k is a way to test your opponent's lizard knowledge. You can safely assume, if they don't duck it-

A) They haven't seen/practiced against aeon much (or at least not that move)
B) Don't have reactions

both of which are pretty valuble. plus, it hurts, knocks down, RO's, tons of guard damage, + on block, and punishes knee-jerk re-GI's.

So I like it.

There are bunch of things you can do to test people's Aeon knowledge.

For example, people who don't step the K followup after 66B, or especially the BE after 66B, are my favorite people to fight.
 
There are bunch of things you can do to test people's Aeon knowledge.

For example, people who don't step the K followup after 66B, or especially the BE after 66B, are my favorite people to fight.

When people fall for that, it's not cause they lack Aeon knowledge. It's cause they're straight up scrubs.
 
When people fall for that, it's not cause they lack Aeon knowledge. It's cause they're straight up scrubs.

Not necessarily. If you just throw it out randomly yeah, it's pretty scrubby to get hit by it, but it can be really effective if for example it's like the final round and we're both low on HP, because people tend to freeze up sometimes in those situations. I remember M.Lizard doing that exact thing at Shadowloo Showdown.
 
It's not good on block. At all. Your only saving grace could be that if you did 66B by itself a few times and they started to punish it instantly, they can get hit by the followup.
 
SW K has pretty intense pushback though, what can it be punished by? I'm actually curious; the only thing I've been legit punished with was one of Hilde's charge moves.
 
SW K is 100% safe on block versus some characters in open field due to pushout. Things that tend to punish it are like, supers, xiba stuff (4b?), probably eizo crossbolt, any sort of really long range things that can reach him since it's poop on block. A player /really/ in the know will have a move that beats both 66B on block and the SW K transition, effectively eliminating the step/no-step mixup.
 
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