Aerosmith: Difference between revisions

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== Moves ==
== Moves ==
{{MoveInfo
{{MoveInfo
| name = Punch
| name = Fire Gunpods
| key = Light
| key = Light
| startup = 4
| image = AerosmithLight.gif
| active = 1(6)1
| startup = 0
| active_num = 8
| recovery = 4
| damage = 5+6 Total: 11
| knockback = 1.0
| adv_hit = 7(burstable)...3(launch)
| adv_block = 7...0
| distance = 0.75
| description = 2 hits. Fast startup and very low recovery. Great for combo starting/extending. Slightly lower range than normal.
| image = StarLight.gif
}}{{MoveInfo
| name = Uppercut
| key = Light(crouching)
| image = StarLightCrouching.gif
| startup = 7
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 6
| recovery = 1
| damage = 6
| damage = 2.0 per bullet
| knockback = 0.25
| knockback = 0.1
| adv_hit = 13(burstable)
| adv_hit = 0
| adv_block = 4
| adv_block = 0
| distance = 0.75
| distance = Projectile
| description = Much slower combo starter than light. Good anti air that launches vertically.
| description = Aerosmith shoots supersonic bullets in front of itself. Prolonged use overheats the barrels, making them far less accurate.
}}{{MoveInfo
}}{{MoveInfo
| name = Star Breaker
| name = Bomb Drop
| key = Heavy
| key = Heavy
| image = StarHeavy.gif
| image = AerosmithHeavy.gif
| startup = 19
| damage = 12.0
| active = 1
| distance =  
| active_num = 1
| description = Aerosmith flies over to where the user is looking and drops a bomb on that location.
| recovery = 10
| damage = 10
| knockback = 1.5
| adv_hit = 3(launch)
| adv_block = -1
| distance = 1.0
| description = Has
}}{{MoveInfo
}}{{MoveInfo
| name = Ground Breaker
| name = Item Drop
| key = Heavy(crouching)
| key = Aerial Heavy
| image = StarHeavyCrouching.gif
| image = AerosmithAerialHeavy.gif
| startup = 19
| damage =  
| active = 1
| distance =  
| active_num = 1
| description = Aerosmith flies over to where the user is looking and drops the users held item on that location.
| recovery = 10
| damage = 10
| knockback = 1.5
| adv_hit = 1(launch)
| adv_block = -1
| distance = 1.0
| description = Destroys blocks underneath you in a 3x3x2 pattern
}}{{MoveInfo
}}{{MoveInfo
| name = Barrage
| key = Barrage
| image = StarBarrage.gif
| startup = 2
| startup = 2
| active = 39
| active = 1(2)x8
| active_num = 39
| active_num = 24
| recovery = 1
| recovery = 3
| damage = 1x13 Total: 13
| damage = 1.0x8 Total: 8.0
| knockback = 0.25
| adv_hit = 28(winded)
| adv_block = 2
| distance = 0.75
| description = Standard barrage. Great combo starter/extender
}}{{MoveInfo
| name = Star Finger
| key = Special 1
| image = StarStarFinger.gif
| startup = 11
| active = 1
| active_num = 1
| recovery = 8
| damage = 5
| knockback = -0.4
| adv_hit = 21(burstable)
| adv_block = -3
| distance = 0.75
| description = Pulls opponent in towards you. Phenomenal combo extender without a CD.
}}{{MoveInfo
| name = Takedown
| key = Special 1(crouching)
| damage = 6+2 Total: 8
| adv_hit = 4 (burstable)
| description = Grab without a cooldown that knocks down.
| image = StarTakedown.gif
| startup = 7
| active = 11
| active_num = 11
| recovery = 10
| knockback = 0.1
| knockback = 0.1
| distance = 1.0
| adv_hit = 9(winded)
| adv_block = 0
| distance = 0.9
| description = A makeshift barrage. Weaker than a normal barrage with significantly less stun.
| name = Propeller Strike
| key = Barrage
| image = AerosmithBarrage.gif
}}{{MoveInfo
}}{{MoveInfo
| name = Knee
| name = Dive Charge
| key = Special 2
| key = Aerial Barrage
| image = StarKnee.gif
| image = AerosmithAerialBarrage.gif
| startup = 6
| startup = 9
| active = 1
| active = 1(4)x8
| active_num = 1
| active_num = 40
| recovery = 5
| recovery = 5
| damage = 6
| damage = 1.0x8 Total: 8.0
| knockback = 0.3
| knockback = 0.1
| adv_hit = 3(burstable)
| adv_hit = 9(winded)
| adv_block = 5
| adv_block = 0
| distance = 0.9
| distance = 0.9
| description = Great long distance poke. Doesn't start combos unless using barrage but forces opponents to play defensive on hit. Has more hitstun on block.
| description = Non-remote: a straight charge, rising at the end. Carries enemies with Aerosmith. Very punishable on whiff.
}}{{MoveInfo
}}{{MoveInfo
| name = Upward Knee
| name = Fly by Location
| key = Special 2(aerial)
| key = Special 1
| image = StarUpwardKnee.gif
| image = AerosmithSpecial1.gif
| startup = 7
| description = Aerosmith flies to the looked-at location and returns after arriving.
| startup = 0
| active = 0
| active_num = 0
| recovery = 0
}}{{MoveInfo
| name = Loft Bombing
| key = Special 2
| image = AerosmithSpecial2.gif
| startup = 8
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 6
| recovery = 33
| damage = 4
| damage = 12.0
| knockback = 0.2
| description = Aerosmith lobs a bomb in front of the user using its inertia.
| adv_hit = 6(burstable)
| adv_block = 2
| distance = 0.75
| description = Upward launching poke. Larger hitbox and better stun for less damage. Can start combos with Light
}}{{MoveInfo
}}{{MoveInfo
| name = Advancing Barrage
| name = Breath Detection
| key = Special 3
| key = Special 3
| image = StarAdvancingBarrage.gif
| image = AerosmithSpecial3.gif
| startup = 4
| startup = 0
| active = 49
| active = 0
| active_num = 49
| active_num = 0
| recovery = 2
| recovery = 0
| damage = 10.2
| description = Aerosmith scans the surroundings for the breath of living things
| knockback = 0.1
| adv_hit = 12(burstable)
| adv_block = 1
| distance = 8.0
| description = Incredibly punishing on a whiff but a great tool for combo starting/extending.
}}{{MoveInfo
}}{{MoveInfo
| name = Lunging Barrage
| name = Attack Order
| key = Special 3(crouching)
| image = StarLungingBarrage.gif
| startup = 4
| active = 19
| active_num = 19
| recovery = 2
| damage = 4.2
| knockback = 0.1
| adv_hit = 12 (burstable)
| adv_block = 1
| distance = 4.0
| description = Lasts for shorter than Advancing Barrage but is less punishable on wiff.
}}{{MoveInfo
| name = Inhale
| key = Ultimate
| key = Ultimate
| image = StarInhale.gif
| image = AerosmithUltimate.gif
| startup = 0
| startup = 0
| active = 80
| active = 0
| active_num = 80
| active_num = 0
| recovery = 0
| recovery = 0
| description = Any entity Star Platinum is looking at while using this move will be sucked towards Star Platinum. Great tool for forcing mixups.
| description = Orders Aerosmith to attack the entity at a detected location. Requires Breath Detection to be active to use.
}}{{MoveInfo
}}{{MoveInfo
| name = Stand Jump
| name = Patrol Location
| key = Utility
| key = Utility
| image = StarJump.gif
| image = AerosmithUtility.gif
| startup = 4
| description = Orders Aerosmith to fly around a given location. Use while crouching to invert the patrol direction.
| active = 1
| startup = 0
| active_num = 1
| active = 0
| recovery = 9
| active_num = 0
| description = Star Platinum and the user jump in the direction the user is looking. Must stay on the ground to activate be launched.
| recovery = 0
}}
}}


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=== Overheat ===
=== Overheat ===
As Aerosmith continues to fire, its barrels begin to overheat. As the barrels overheat, the accuracy of Fire Gunpods goes down considerably.
As Aerosmith continues to fire, its barrels begin to overheat. As the barrels overheat, the accuracy of Fire Gunpods goes down considerably.
=== Recall ===
As opposed to most other stands, Aerosmith cannot be desummoned at any time and rather must be recalled back slowly to the user.


== Trivia ==
== Trivia ==
[[Category:Stands]]
[[Category:Stands]]
[[Category:Stardust Crusaders]]
[[Category:Stardust Crusaders]]

Latest revision as of 00:48, 31 May 2026



Description

Aeronautical ZONER

Aerosmith is a remote-oriented stand with individually powerful moves that are weak up-close. While remote, Aerosmith's moves cannot be cancelled by the user being hit.

PROS

  • Very strong long range combat
  • Radar
  • High damage
  • Versatile bomb drop

CONS

  • Weak up close
  • Long recall time
  • Overheat

Moves

Fire Gunpods [Light]

Startup:0 Ticks (0s)
Active:1 Ticks (0.05s)
Recovery:1 Ticks (0.05s)
Total:2 Ticks (0.1s)
Damage:2.0 per bullet
Knockback:0.1
Adv. on Hit:0 Ticks
Adv. on Block:0 Ticks
Distance:Projectilem
Aerosmith shoots supersonic bullets in front of itself. Prolonged use overheats the barrels, making them far less accurate.

Bomb Drop [Heavy]



Damage:12.0
Aerosmith flies over to where the user is looking and drops a bomb on that location.

Item Drop [Aerial Heavy]

Aerosmith flies over to where the user is looking and drops the users held item on that location.

Propeller Strike [Barrage]

Startup:2 Ticks (0.1s)
Active:1(2)x8 Ticks (1.2s)
Recovery:3 Ticks (0.15s)
Total:29 Ticks (1.45s)
Damage:1.0x8 Total: 8.0
Knockback:0.1
Adv. on Hit:9(winded) Ticks
Adv. on Block:0 Ticks
Distance:0.9m
A makeshift barrage. Weaker than a normal barrage with significantly less stun.

Dive Charge [Aerial Barrage]

Startup:9 Ticks (0.45s)
Active:1(4)x8 Ticks (2s)
Recovery:5 Ticks (0.25s)
Total:54 Ticks (2.7s)
Damage:1.0x8 Total: 8.0
Knockback:0.1
Adv. on Hit:9(winded) Ticks
Adv. on Block:0 Ticks
Distance:0.9m
Non-remote: a straight charge, rising at the end. Carries enemies with Aerosmith. Very punishable on whiff.

Fly by Location [Special 1]

Startup:0 Ticks (0s)
Active:0 Ticks (0s)
Recovery:0 Ticks (0s)
Total:0 Ticks (0s)
Aerosmith flies to the looked-at location and returns after arriving.

Loft Bombing [Special 2]

Startup:8 Ticks (0.4s)
Active:1 Ticks (0.05s)
Recovery:33 Ticks (1.65s)
Total:42 Ticks (2.1s)



Damage:12.0
Aerosmith lobs a bomb in front of the user using its inertia.

Breath Detection [Special 3]

Startup:0 Ticks (0s)
Active:0 Ticks (0s)
Recovery:0 Ticks (0s)
Total:0 Ticks (0s)
Aerosmith scans the surroundings for the breath of living things

Attack Order [Ultimate]

Startup:0 Ticks (0s)
Active:0 Ticks (0s)
Recovery:0 Ticks (0s)
Total:0 Ticks (0s)
Orders Aerosmith to attack the entity at a detected location. Requires Breath Detection to be active to use.

Patrol Location [Utility]

Startup:0 Ticks (0s)
Active:0 Ticks (0s)
Recovery:0 Ticks (0s)
Total:0 Ticks (0s)
Orders Aerosmith to fly around a given location. Use while crouching to invert the patrol direction.

Notes

Overheat

As Aerosmith continues to fire, its barrels begin to overheat. As the barrels overheat, the accuracy of Fire Gunpods goes down considerably.

Recall

As opposed to most other stands, Aerosmith cannot be desummoned at any time and rather must be recalled back slowly to the user.

Trivia