Avatar Aang
Colors: Default (beige/salmon), Earth Nation (brown/green), Water Tribe (blue/white), Fire Nation (red/dark brown)
DLC Alt: Season 3 Final Battle Monk Attire
Intros:
“After this, let’s play some games!”
“I don’t want to fight you…”
“I could use Roku’s guidance right about now.”
“Gotta catch me first!”
Summary:
What you see is a little monk boy, what you get is a powerful beast of a character with tools and answers for everything. While not excelling at any one play style, he does offer many options for players. Like Dante, he can be interpreted in a number of ways due to his versatility. His four Bending Arts divide into exclusive uses, Water Bending for defense, Fire Bending for offense, Earth Bending for zoning, and Air Bending for mobility. Aang can satisfy any play style on the fly.
Command Normals:
Air Scooter Dash:
/:f:+:atk::atk: or 
/:f::f:
Air Dash: j.
/:f:+:atk::atk: or 
/:f::f:
Double Jump: j.:u:
- Can be done up to three times.
Glider Descent: Hold :u:
- Slows his descent with his glider. Can cancel into air normals and Glider Dive. Note: rather than fall in a controlled descent, Aang falls in a spiral pattern until he lands or you cancel into an attack. His position will alternate between being closer or farther from the opponent (or in front or back if descending from atop). This slight limitation must be considered when doing the move.
Staff Slam: :f:+:h: (Overhead)
- Slow but strong overhead attack that can be combo’d into, but not cancelable into anything.
Glider Dive: j.:d:+:m:
- Aang rides his glider downward for a quick strike.
Aang Dance: Taunt Button
Special Moves:
Air Bending Kata: :d::d:+:s: (Stance)
- Aang performs a short martial arts kata that makes certain Air Bending techniques available. These moves do not cause damage, but does force movement. Start-up animation is not safe or fast, so be careful. Most do not hitstun.
:qcf: Gust: Pushes opponent away; quarter screen on block, halfscreen on ‘hit’, full screen on anti-air ‘hit’ (push values based on up close distance).
:qcb: Draft: Draws opponent near; always quarter screen on ground, half screen on anti-air ‘hit’ (push value based on full screen distance).
:dp: Twister: This deals a stun effect (Soft Launch), it lifts opponents into a juggle state over Aang’s head. Jump cancelable. Range is comparable to Dante’s Tempest.
Geyser: :dp:+:l: (Invulnerable Start-Up)
- Aang lifts a column of water before him, defending against air attacks.
Wave:
…:f:+:l: (Low)
- Aang summons a small wave of water along the ground that that travels half screen.
Water Whip: :qcb:+:l: (Overhead)
- A coil of water circles Aang around his body and finally over his head before coming down in front of him. Hits twice up close. Kinda slow, but has two follow-ups.
:qcb:+:l: Water Nine-Tails: Immediate follow-up cancels the overhead strike for three more hits for knockdown.
:hcf:+:l: Ice Spears: Immediate follow-up cancels any one of the three hits of Nine-Tails into four projectiles that fly out in separate directions (:f:,
, :uf:, and :ub:).
Stone Levitation: :qcf:+:m: (OTG)
- Aang lifts a stone in front of him. Left alone it can block melee and projectile attacks (single hit only). Aang cannot move during this time. If it doesn’t crumble from attack it will fly as a forward projectile automatically. Unless…
:f:+:m: Forward Launch: Shoots stone forward quickly.
+:m: Anti-Air Launch: Shoots stone upward.
:u: Elevation: Lifts stone in a higher position. During animation you can launch it forward (:f:+:m:) or back down as a diving projectile (
+:m:). You may also do nothing and regain normal control of Aang, while the stone falls a moment later as an environmental hazard. It will break into pieces upon falling this way (see ‘Environmental Bending’ below).
Stone Surprise: :qcb:+:m: (OTG)
- Aang summons a stone behind the opponent and draws it as a reverse projectile. Before it hits as a projectile, it can cause damage rising out of the ground if the opponent was backdashing. Note: not only is Aang in a lengthy kata during this, but if the opponent makes no physical contact with the stone, it will fly over and hit Aang instead (Dizzy). Hitting Aang will at least leave small rocks on the ground (see ‘Environmental Bending’ below).
Earth Swim: :dp:+:m:
- Aang dives into the ground and reappears halfscreen forward from his original position. Hold
to delay reappearance. He reappears in a hop to that cancels into air normals, or dash. Delaying the move will cause small rocks to appear with Aang out of the ground (see ‘Environmental Bending’ below).
Burning Fist: :qcf:+:h: (Chain up to three times) (Hard Knockdown)
- A forward punch that creates a ball of flame that moves forward in front of Aang. Flame only travels short range. Re-enter input up to two times which moves Aang forward and produces greater flame hitbox. Only third hit in the chain causes Hard Knockdown. Cancels into other Fire Bending attacks (see below).
Flame Sweep: :qcb:+:h: (Low) (Soft Knockdown)
- Low sweep with fire shooting from the foot, extending the range of a normal sweep. Can be done after Burning Fist 2. Can also cancel into Burning Fist 1, for a potential loop.
Fire Ring: :dp:+:h: (Overhead) (Ground Bounce) (Air-OK)
- Aang does a short leap forward while spinning his burning arms clockwise. The attack’s hitbox envelops Aang entire top half, and hits multiple times before landing. It Ground Bounces aerial opponents. Can be done after Burning Fist 1, and can cancel into Flame Sweep.
Fire Bending Loop Table:
- This is a clear list showing how the above Fire Bending attacks can loop into each other:
Burning Fist 1 > Burning Fist 2 > Burning Fist 3
Burning Fist 1 > Fire Ring
Burning Fist 2 > Flame Sweep
Fire Ring > Flame Sweep
Flame Sweep > Burning Fist 1
Hot Shots: j.:h::h::h:… (OTG)
- While in the air Aang punches directly below him sending fire balls down. The fire rate is fast, but he cannot do anything after the move but descend to the ground.
Environmental Bending Arts System: :rdp:+:s: (Counter)
- Aang performs a quick general kata that turns his immediate area into a counter zone. Certain moves and items within this range (roughly in front, behind, and over his head) are ‘bended’ under his control and quickly unleashed against the opponent. This can also be used to negate certain trap moves. Does not work on hypers, however. Experiment to see what effect Aang’s environmental bending will have on certain moves, especially if an opponent uses an element Aang can bend. Here’s some examples:
Loose Rocks: Left behind from some of Aang’s Earth Bending specials. They will levitate and fly forward, the more rocks on the ground the more space they cover.
Fire Traps: Moves like Chris or Dorm’s fire traps will be absorbed and launched as forward projectiles. Of course it removes the trap doing so.
Lightning Redirection: A risky technique against electric projectiles; Aang absorbs the attack, and you must follow up with :f:+:s: to release it, or you take damage.
Stone Reversal: If a move like Doom Rocks or Tron’s Stone Throw comes into range, Aang will capture the projectiles and launch them back in the same manner.
Elemental Melee Negation: If a character has a melee move with an elemental effect (like Viper’s Burn Kick or Ken’s Shoryuken), Aang’s EB will negate one hit of the the move (but not a multihit move).
…And more!: Please experiment to see what possible advantages Aang may have against a character!
Hyper Moves:
The Dancing Dragon: :qcf:+:atk::atk: (Invulnerable Start Up)
- Aang performs a close range strike that, if it connects, ensues an animation of him performing the entire Dancing Dragon form as a multihit combo.
Hey Momo!: :dp:+:atk::atk: (Grab) (Unblockable)
- Aang leap-frogs over the opponents head and his pet Momo appears. As Momo remains on screen he flies around the opponent’s head, reversing their movement controls. Lasts 6secs.
Lvl3 Avatar State: :qcb:+:atk::atk:
- Aang transforms into the ultimate form of the Avatar. While this state grants Aang new attacks and movement, he loses his default moveset and the ability to built meter. It lasts 7secs. Note: Avatar State does not carry over tagged out.
Constant Flight: Aang is constantly in flight mode, one merely needs to point in a direction and Aang will float. It is only slightly faster than other characters’ flight modes, however.
Orbiting Rocks: Rocks orbit Aang’s body during this period, inflicting damage until they run out. If Aang returns to normal before they run out, they will remain as rock pieces for Environmental Bending.
:l: Ice Blades: Blades of ice circle Aang for a moment, then disperse as small short range projectiles.
Rock Release: Aang shoots one of his orbiting rocks as a forward projectile. Can be rapid-fired for as many rocks as he has left, and is 8-way directional.
:h: Heat Wave: Aang waves his arm and creates a wall of fire in front of him, covering considerable space. (Wall Bounce)
:s: Energy Bending: A grab that removes all stocked meters from the opponent. Slow start-up, and animation will likely spend Avatar State time unless done early. (Unblockable)
Assists:
Geyser: [Direct] :uf:
Stone Launch: [Shot] :f:
Fire Ring: [Direct] :df: