Air Hit Situations

Jimbonator

[14] Master
Gotta compete with the Aeon SA, right? This guide shows potential follow ups if you hit the opponent with these moves while they are airborne. Italics means those follow ups are character specific and I have not delved in the specifics of them yet. Enjoy!

Single A
-6B for 33
-6B BE for 78*
-Delayed 66B 29 and oki.

AA
-Second A typically whiffs.

6A
-No guaranteed follow ups, this includes the rest of the string.

3A
-6B 41
-6B BE for 86*
-66B for 38, no oki here as the opponent gets hit and rolls to your left.
-44B and 6K2 is a mix up and will catch all roll attempts.

4A
-Continuing the string nets 47 and goofy flying physics, good for ROs.
-44B can be rolled, so 2A+B and 6K2 are your roll catches.

Jump A
-2K for 40
-CE into 44B for 93

WR A
-2K for 28
-CE into 44B for 76 (A tad inconsistent depending on opponent's choice of attack)

Single B
-6B for 41
-6B BE for 86
* 66B will not work here.

BB
-Follow ups will whiff, this includes the Brave Edge.

6B
-AA for 52 (CANNOT BE AIR CONTROLLED)
-AA into CE into 44B for 98-100 (Depends on direction of air control.) This actually works. Try it.
* You can actually avoid the CE follow up if you AC toward Ezio diagonally. If this happens he can still combo BT B+K if he waits for 67
-CE into 44B for 96, another inconsistent one.

6B BE
-Will work like normal for 77

3B
-Nothing is guaranteed, opt for a force block here.

2B
-WR K for 34
-FC B for 36
-6B for 43
-It's worthy to note if the opponent ACs away from Ezio diagonally after this follow up, you are in perfect range for a tip hit stomp.
-6B BE for 88
-
CE into 44B for 86.

1B
-6B for 31
-6B BE for 76

1BB and 1BBB
-Follow ups whiff.

4B
-Nothing guaranteed here, opt for a force block.

WR B
-Nothing guaranteed here, 44B also can be rolled. This is not a great thing to catch people with on air hit.

WR BB
-Second hit whiffs.

Jump B
-Opt for the good ol 44B or 6K2 option.

K
-2K for 28
-CE into 6K2 for 71 (VERY inconsistent)

6K
-6B for 41
-6B BE for 86
-66B for 38 and follow up pressure

3K
-2K for 32

4K
-Single B for 42
-6B for 48
-6B BE for 93


1K
-2K for 37
-CE into 44B for 89

WR K
-2K for 31
-CE into 44B for 83

A+B
-No follow ups here but no roll can net you a standing BT mix up.

2A+B
-Opt for a 2A+B/6K2 oki situation.

B+K
Instantly win the round.

6B+K
-No follow ups but hilarious flight mechanics.

4B+K
-Same as above only with added vocal " OVER HERE."

66A
-Follow up still combos for 47.

22/88A
-Nothing really works even for a force block here.

22/88AA
-Second hit whiffs.

11/77A
-Again, nothing really works here.

44A
-Opt for a force block.

66B
-Once again, nothing really guaranteed here.

66BB
-If the planets align, the second hit will once in awhile connect in the air.

22/88B
-44B works here for a force block.

11/77B
-If this somehow happens, you will get a ground stun.
-44B combos for 101.

44B
-Your opponent's hitstun on the ground is reduced, so another 44B will not beat all options. Opt for a 2A+B or faster as that will beat wake up 2A.

66K
-Goofy flying through the air, nothing is guaranteed.
-However, any of your roll catchers will catch them if they opt to roll after this.

22/88K
-You have to be REALLY close to get a 2K combo. This nets 50.
-CE into 44B for 98.

44K
-2A+B force block time.

66A+B
-They are forced to the ground and slide, 66B will combo for 64.
-44B can also combo if they choose not to tech or tech back. No tech nets 81. Back tech trap nets 98.
-iWR A will tech trap on left and right for 63.
 
CHARACTER SPECIFIC 6B FUNSIES

Single A, 3A and 4K are consistent on the whole cast.

Single B airhit
Pyrrha
Natsu (Only on jump K)
Ezio
Siegfried
Ivy (Only some airhits)
Aeon
Nightmare
Mitsurugi
Maxi
Astaroth
Alpha Pat
Algol
Oprah

2B airhit
Pyrrha
Natsu (NOT on Jump A however)
Ezio
Siegfried
Xiba (On Jump A, not 44K)
Aeon
Nightmare
Maxi
Astaroth
Alpha Pat
Algol
Oprah

Post 6B AA jank
Patroklos
Natsu
Ezio
Viola
Hilde
Xiba (Only on Jump A)
Ivy (Not on Jump B)
Cervantes
Tira (Only on Jump A)
Mitsurugi
Yoshimitsu
Alpha Pat
 
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