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
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.
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]
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 [Orders Aerosmith to fly around a given location.]
| 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.