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Aerudo Follow-ups

Theosmeo

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The side B in the air is mostly thought of for ganoncides, but can it be followed up? It was originally techable until patch 1.0.4 when it was changed because the move wasn't safe if teched. It's actually very easy to jump one frame before the aerudo, and it has a similar hitbox to the gerudo. If there's any more reward to the aerudo(besides the extra 3%) I be interested to know.
 

Theosmeo

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Oh, and after some testing ganon's custom side 2 (flame wave) in the air puts people a perfect range for uairs nairs and fairs so that's something of note
 

Swoops

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It's mostly to mix up an aerial approach. So if you're in the air already and the opponent has their shield up in anticipation of an aerial, you can choose to aerudo instead. There are no true follow ups, and it is more difficult to cover multiple options due to the very little advantage (or possibly disadvantage) you receive.

It's also pretty inferior as an alternative to grounded choke. You mention being able to jump one frame before inputting, but Ganondorf's jump animation (jumpsquat) actually takes 7f before he is considered airborne. Not to mention aerudo is 19f start up vs Gerudo's 16f start up.

So a aerudo done at the earliest possible moment is 7f + 19 = 26 frames of start up, versus Gerudo's start up of 16f. The recovery time is also similar. Not sure if there's any range differences though


All that talking aside, TL;DR I don't use aerudo for many of the reasons above. However, if I'm already airborne it can be a situational mix up to aerials.
 

Z1GMA

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My favourite thing to do after an aerudo is to try and transition it into a Gerudo afterwards. Either by techchase or shield 》Gerudo.
 

MagiusNecros

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Funnily enough there is a followup you can use but it won't work for every option.

By using Aerudo > Dark Fists you can grab them and if they miss the tech, just get up, and even on some getup attacks they will get hit and you tank their initial attack.

If your opponent rolls you miss.

And some getup attacks like Meta Knight's or even Mewtwo's stop Dark Fists due to you running out of SA.

If only Aerudo couldn't be teched.
 

jmanup85

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Funnily enough there is a followup you can use but it won't work for every option.

By using Aerudo > Dark Fists you can grab them and if they miss the tech, just get up, and even on some getup attacks they will get hit and you tank their initial attack.

If your opponent rolls you miss.

And some getup attacks like Meta Knight's or even Mewtwo's stop Dark Fists due to you running out of SA.

If only Aerudo couldn't be teched.

Aerudo can't be teched
 

_Magus_

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I guess they can still have time to get out of there then. Because lvl9 Cpu's were able to do something before DF just fine.
That's because, although they can't tech it, Ganondorf is at a frame disadvantage after Aerudo. That's why Gerudo is preferable. In Gerudo, Ganondorf has a frame advantage.
 

MagiusNecros

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That's because, although they can't tech it, Ganondorf is at a frame disadvantage after Aerudo. That's why Gerudo is preferable. In Gerudo, Ganondorf has a frame advantage.
That really is unfortunate. Aerudo can't be teched but Ganon has a frame disadvantage.

But Gerudo can be teched but has Ganon at Frame advantage.

As far as comboing into DF we kinda get screwed there.

Even though in training it registers Aerudo > DF as a 3 hit combo.
 

Theosmeo

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I wished the aerudo buried opponents, the extra 3% isn't worth the unsafeness. It'd be especially cool if they were buried longer the farther you fell, grabbing at the top of the screen would stick them in the ground long enough to get off a twist punch or something, regardless of the damage they have.
 
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MagiusNecros

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I wished the aerudo buried opponents, the extra 3% isn't worth the unsafeness. It'd be especially cool if they were buried longer the farther you fell, grabbing at the top of the screen would stick them in the ground long enough to get off a twist punch or something, regardless of the damage they have.
Would love a WP setup.
 

adom4

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One thing i like to do with Aerudo is to tomahwawk people who shield on platforms & Aerudo them, then you trap them on s small platform with barely any room to escape, drop to U-air covers options really well in that case.
 

Theosmeo

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drop to U-air covers options really well in that case.
like a hell drop? That seems pretty effective. Would a SH fair while falling through the platform work? It´d get them off the stage and have more kill power. I know it has more startup and less range though...
 
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Abbey Street

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Ganon can D-Tilt a lot of characters out of Aerudo if they roll away, even if they would normally be able to avoid D-tilt out of Gerudo (ex. Sheik, Duck Hunt). The getup attack is still a threat though, so D-tilt is generally only safe if the opponent is making a habit of rolling away out of Chokes or Jab Trips.
 
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Shmeckie

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I find against most opponents, Aerudo>spot dodge>grab works. Like, a lot. I like to throw out Aerudos against opponents who have been conditioned to block while I'm airborne. If you can predict what they'll do after that you can do the aforementioned dodge-to-grab or chase them with a grounded Choke. It's a good mix-up to throw in every once in awhile to de-condition opponents from hiding behind their shield too much. Show 'em that they're never safe.
 
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