Aerosmith: Difference between revisions

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| utility = Patrol Location
| utility = Patrol Location
| ultimate = Attack Order
| ultimate = Attack Order
| passive = Overheat
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Revision as of 00:06, 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/Combos

Punch [Light]

Startup:4 Ticks (0.2s)
Active:1(6)1 Ticks (0.4s)
Recovery:4 Ticks (0.2s)
Total:16 Ticks (0.8s)
Damage:5+6 Total: 11
Knockback:1.0
Adv. on Hit:7(burstable)...3(launch) Ticks
Adv. on Block:7...0 Ticks
Distance:0.75m
2 hits. Fast startup and very low recovery. Great for combo starting/extending. Slightly lower range than normal.

Uppercut [Light(crouching)]

Startup:7 Ticks (0.35s)
Active:1 Ticks (0.05s)
Recovery:6 Ticks (0.3s)
Total:14 Ticks (0.7s)
Damage:6
Knockback:0.25
Adv. on Hit:13(burstable) Ticks
Adv. on Block:4 Ticks
Distance:0.75m
Much slower combo starter than light. Good anti air that launches vertically.

Star Breaker [Heavy]

Startup:19 Ticks (0.95s)
Active:1 Ticks (0.05s)
Recovery:10 Ticks (0.5s)
Total:30 Ticks (1.5s)
Damage:10
Knockback:1.5
Adv. on Hit:3(launch) Ticks
Adv. on Block:-1 Ticks
Distance:1.0m
Has

Ground Breaker [Heavy(crouching)]

Startup:19 Ticks (0.95s)
Active:1 Ticks (0.05s)
Recovery:10 Ticks (0.5s)
Total:30 Ticks (1.5s)
Damage:10
Knockback:1.5
Adv. on Hit:1(launch) Ticks
Adv. on Block:-1 Ticks
Distance:1.0m
Destroys blocks underneath you in a 3x3x2 pattern

Barrage [Barrage]

Startup:2 Ticks (0.1s)
Active:39 Ticks (1.95s)
Recovery:1 Ticks (0.05s)
Total:42 Ticks (2.1s)
Damage:1x13 Total: 13
Knockback:0.25
Adv. on Hit:28(winded) Ticks
Adv. on Block:2 Ticks
Distance:0.75m
Standard barrage. Great combo starter/extender

Star Finger [Special 1]

Startup:11 Ticks (0.55s)
Active:1 Ticks (0.05s)
Recovery:8 Ticks (0.4s)
Total:20 Ticks (1s)
Damage:5
Knockback:-0.4
Adv. on Hit:21(burstable) Ticks
Adv. on Block:-3 Ticks
Distance:0.75m
Pulls opponent in towards you. Phenomenal combo extender without a CD.

Takedown [Special 1(crouching)]

Startup:7 Ticks (0.35s)
Active:11 Ticks (0.55s)
Recovery:10 Ticks (0.5s)
Total:28 Ticks (1.4s)
Damage:6+2 Total: 8
Knockback:0.1
Adv. on Hit:4 (burstable) Ticks
Distance:1.0m
Grab without a cooldown that knocks down.

Knee [Special 2]

Startup:6 Ticks (0.3s)
Active:1 Ticks (0.05s)
Recovery:5 Ticks (0.25s)
Total:12 Ticks (0.6s)
Damage:6
Knockback:0.3
Adv. on Hit:3(burstable) Ticks
Adv. on Block:5 Ticks
Distance:0.9m
Great long distance poke. Doesn't start combos unless using barrage but forces opponents to play defensive on hit. Has more hitstun on block.

Upward Knee [Special 2(aerial)]

Startup:7 Ticks (0.35s)
Active:1 Ticks (0.05s)
Recovery:6 Ticks (0.3s)
Total:14 Ticks (0.7s)
Damage:4
Knockback:0.2
Adv. on Hit:6(burstable) Ticks
Adv. on Block:2 Ticks
Distance:0.75m
Upward launching poke. Larger hitbox and better stun for less damage. Can start combos with Light

Advancing Barrage [Special 3]

Startup:4 Ticks (0.2s)
Active:49 Ticks (2.45s)
Recovery:2 Ticks (0.1s)
Total:55 Ticks (2.75s)
Damage:10.2
Knockback:0.1
Adv. on Hit:12(burstable) Ticks
Adv. on Block:1 Ticks
Distance:8.0m
Incredibly punishing on a whiff but a great tool for combo starting/extending.

Lunging Barrage [Special 3(crouching)]

Startup:4 Ticks (0.2s)
Active:19 Ticks (0.95s)
Recovery:2 Ticks (0.1s)
Total:25 Ticks (1.25s)
Damage:4.2
Knockback:0.1
Adv. on Hit:12 (burstable) Ticks
Adv. on Block:1 Ticks
Distance:4.0m
Lasts for shorter than Advancing Barrage but is less punishable on wiff.

Inhale [Ultimate]

Startup:0 Ticks (0s)
Active:80 Ticks (4s)
Recovery:0 Ticks (0s)
Total:80 Ticks (4s)
Any entity Star Platinum is looking at while using this move will be sucked towards Star Platinum. Great tool for forcing mixups.

Stand Jump [Utility]

Startup:4 Ticks (0.2s)
Active:1 Ticks (0.05s)
Recovery:9 Ticks (0.45s)
Total:14 Ticks (0.7s)
Star Platinum and the user jump in the direction the user is looking. Must stay on the ground to activate be launched.


~represents a queued attack

1

The Classic

2

The Rushdown

3

The Blowback (ayo?)

4

The Poke

Evolution

To evolve the stand to Star Platinum: The World, you need to use a Diary Page with the stand.

Trivia