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