Aesthir on the character select screen
Overview
A strange alien-like being, Aesthir is a powerful zoner and "weird" character.
Being a mix between Guilty Gear's Venom and Melee's Falco, Aesthir possesses many ways to zone out opponents. Their 236 blaster is laggy on the ground, but when used midair it can be land cancelled for no endlag, making it very spammable. 214 sets an orb that can be hit to send it in a large variety of directions. Opponents can also hit these, but it will still be an active hitbox against them, making them great defensively.
Their biggest weakness is a lack of good reversals, and their inability to utilize mechanics of the game like dash cancelling well due to their teleport dash. They have generally weak offense as well, with weak mixups and generally low reward on their best close range options. While they have powerful normal attacks with great reach, many of their moves also possess large extended hurtboxes. 236D can force an opponent to block your mixups, but the pushback means your setups may be off. Aesthir is great for people who want a strong defensive character with great zoning, and are okay with lacking the same up close mixups that other characters possess.
Strengths |
Weaknesses
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- Great Projectiles j236 is a spammable fireball with no endlag, and 214 is an incredible multipurpose zoning tool that can also act as a defensive trap if the opponent hits it.
- 6A Aesthir has a great anti-air, with a large disjoint and fast recovery.
- 236D EX blaster is a long lasting multi-hit fireball, this forces opponents to block or they suffer long, damaging juggles. Lets Aesthir run some of the mixups they have.
- Large Normals Aesthir has large, long range normals that can cover huge parts of the screen.
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- No 3 Frame Aesthir's 2A is not frame 3 like every other character, making their abare generally the worst.
- No True Reversal Aesthir does not possess a good reversal, like every other character, making their wakeup game much worse.
- Teleport Dash While not necessarily a weakness, Aesthir cannot dash cancel normals in the same way everyone else can.
- Mid Dispenser [4]6 command grab is their best way to make an opponent not block, and it requires charge and specific spacing. Aesthir struggles to make opponents stop blocking.
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Ground Normals
5A 5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Mid
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5
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-
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-
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+12
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0
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An explosion in front of Aesthir. Their jab, has good range and is quite fast.
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5B 5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Mid
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7
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-
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-
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Launch
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+1
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A downward space rip. Great reach, and can be jump cancelled for combos and pressure.
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5C 5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Mid
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8
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-
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-
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Launch
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-11
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A far reaching stab of energy. Absolutely great reach, but be wary of the extended hurtbox. Good for poking or just using to control space, can also be used to get a bit more damage off of a far hitconfirm.
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2A 2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Low
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5
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-
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-
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Launch
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0
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Aesthirs 2A is unique, being the only one that isnt frame 3. This is a bit of a weakness, but to make up for it, their 2A launches for combos instead of leaving an opponent standing.
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2B 2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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Low
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4
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-
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-
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Launch
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-3
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A giant energy explosion. Huge starting hitbox, and reliable anti-air and combo tool. Fast startup makes this great to use as a panic button, but the hurtbox afterwards is absolutely massive.
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2C 2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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18
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Mid
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7
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-
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-
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Launch
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-15
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An upwards rip in space. Hits very far from Aesthir, and vacuums opponents towards them. This is great for combos, or for starting a combo off a long range whiff punish.
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6A 6A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Mid
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7
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-
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-
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Launch
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-5
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An upwards slice with a sword. Core normal, and incredibly useful in a lot of situations. Entirely disjointed on top of upper body invuln, very fast, loops into itself a few times, this move does a lot for Aesthir. Just be wary, when spaced improperly this move is extremely punishable on block.
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6B 6B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Mid
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10
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-
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-
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Launch
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-4
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A frontflip kick. Different from other 6Bs in that it isn't really a poke, more a tool for combos or keeping Aesthir in when they wanna be. Launches on hit for full combo extensions afterward.
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Jump Normals
JA JA
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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High
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3
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-
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-
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-
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-
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The neutral air kick. Very similar to moves like Falco nair in Melee, this is another very important move to Aesthir's combos. The lingering hitbox, light knockback, and fast startup make it great to use almost anywhere. Also a good crossup.
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JB JB
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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6
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High
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4
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-
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-
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-
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-
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A ping pong paddle swing. Aesthir reminds everyone that they are also a pro ping pong player, and swing their paddle with notable range. Great aerial, with good use as an air-to-air and as a combo tool.
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JC JC
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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18
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High
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4
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-
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-
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-
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-
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A very far space rip that goes straight down. Has a huge blindspot in front of Aesthir, and requires spacing to be hit properly. This lets it be a great zoning tool however, and it does good damage and can start combos when hit.
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J2C J2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Mid
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4
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-
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-
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-
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-
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A downward kick. Different from other divekicks as it gives no real downward movement, and follows Aesthir's jump arc precisely. Used heavily in corner loops.
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Special Moves
236 A/B/C 236 A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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A
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6
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Mid
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-
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-
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-
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-4
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-13
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Aesthir shoots out a blast of energy. Can be landing canceled if used in the air. Slightly slower
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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B
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6
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Mid
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-
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-
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-
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-4
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-13
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Aesthir shoots out a blast of energy. Can be landing canceled if used in the air.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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C
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6
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Mid
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-
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-
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-
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-4
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-13
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Aesthir shoots out a blast of energy. Can be landing canceled if used in the air. Slightly fatser
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214 A/B/C 214 A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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A
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6
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-
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-
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-
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-
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Launch
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-
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Aesthir summons a red orb that can be hit around by both players. Slowest max speed. Only one red orb can exist at a time
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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B
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6
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-
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-
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-
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-
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Launch
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-
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Aesthir summons a green orb that can be hit around by both players. Medium max speed. Only one green orb can exist at a time
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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C
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6
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-
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-
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-
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-
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Launch
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-
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Aesthir summons a blue orb that can be hit around by both players. Fast max speed. Only one blue orb can exist at a time
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[4]6 A/B/C [4]6 A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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A
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12
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Throw
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7
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-
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-
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Launch
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Throw
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Aesthir's command grab. Requires some spacing to use, but is nice to have given Aesthir's otherwise lacking mixups. Works as a zoning tool as well. The A version vacuums opponents inward, and is the fastest for the least damage.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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B
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18
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Throw
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9
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-
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-
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Launch
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Throw
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The B version launches directly upwards, and can be combo'd from after the groundbounce. Does a decent amount of damage, but is slower than the A version.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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C
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24
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Throw
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11
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-
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-
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Launch
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Throw
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The C version knocks the opponent far away, and can be combo'd from after a wallbounce. The followup combo is dependent on where you are on the screen, as that will determine how much your opponent bounces. Does the most damage for the longest startup.
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Throw
6D 6D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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18
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Throw
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9
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-
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-
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Launch
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Throw
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Aesthir's grab. Has a bit more range than your average grab, which can be nice as Aesthir relies heavily on strike/throw. Sends opponents flying fast backwards. Hard to combo off of, but not impossible.
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Super Moves
236D 236D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12, 12, 12
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Mid
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-
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-
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-
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Launch
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-
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Aesthir shoots out slow moving energy that hits multiple times. Can be landing canceled when used from the air.
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214D 214D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12
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Mid
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-
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-
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-
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Launch
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-
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Aesthir summons a black orb that can be hit around by both players. Fastest max speed.
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[4]6D [4]6D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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30
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Throw
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5
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-
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-
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Launch
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Throw
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This version is great, as it combines the best qualities of all the meterless versions. Fast, launches up and in, and does great damage. Aesthir would rather spend meter on 236D usually, however.
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41236D 41236D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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12, 12, 12, 12
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Mid
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-
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-
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-
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-
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-
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Aesthir's super. Aesthir opens a hole in their chest, and 4 fairy-like creatures fly out in a wave pattern. Mainly utility, as it really forces the opponent to block for a long time, and covers a lot of area. Not great as a reversal, as there is a huge blindspot right in front of Aesthir during the startup.
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