Aerosmith: Difference between revisions
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| image3 = Aerosmith skin2.png | | image3 = Aerosmith skin2.png | ||
| image4 = Aerosmith skin3.png | | image4 = Aerosmith skin3.png | ||
| chart = {{StandChart4|power= | | chart = {{StandChart4|power=B|speed=B|range=B|durability=C|precision=C|potential=D}} | ||
| special_1 = Fly by Location | | special_1 = Fly by Location | ||
| special_2 = Loft Bombing | | special_2 = Loft Bombing | ||
Revision as of 00:09, 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.