
Because assist calling is technically a command normal, this means you cannot call assists in the air, or while other normals or specials are being performed, but the assist call is very fast and ARIA is allowed to have multiple active assists at the same time. Termed calling an assist, each drone will perform a different predetermined attack which can protect ARIA's approach and make her safe, or force the opponent to block while ARIA performs a tricky mixup.

The bodies that ARIA is not wearing will float behind her as drones, and she can summon a drone to perform an attack for her with the +HP or +HK command normals. As a bonus, whenever ARIA switches bodies, she removes all status effectĬurses Examples include Kan-Ra's slow curse, Spinal's shadow meter and instinct curses, and Cinder's burnouts. If you switch in neutral, the switch animation begins with a brief period of invulnerability, but quickly becomes very punishable, so you will have to find ways to switch when your opponent is not near. ARIA can switch in a neutral state or during a combo, which acts as a combo ender. If you are fighting a player who likes to perform resets or inflict lots of white damage, or if you find your current body's health low, you will have to switch bodies by pressing PPP or KKK. Interestingly, ARIA does not gradually recover potential damage on her active body like every other character only the bodies she is not wearing are able to regenerate white life. If all three forms are killed, the match is over. If ARIA loses her health bar while wearing a body, that form will be permanently destroyed for the rest of the match, and ARIA will start the next round with a new body and be forced to fight on with her remaining forms. Once a form dies, ARIA must fight on with the remaining forms. Switching forms has a bit of invincibility at the start, but is easily punishable if your opponent is in range. Fulgore creates a lot of white life on ARIA's main body, which does not regenerate. In particular, Shadow Allegro and Shadow Crescendo are preferred uses of meter over the Shadow Explosive Arc linkers.ĪRIA shows off her three primary bodies, and calls each form's assist attack. Blade body has access to the damage ender, so always use that when it is available if damage optimization is your goal. The main combos listed work in all bodies, so if you default to those you will do okay damage (and in Bass body, you have no choice). The two-meter combo needs to squeeze in some shadow moves, though, so we make use of the faster Shotgun Knee linker here.ĪRIA is unique in that her optimal punish depends on the body she is wearing. Explosive Arc linkers do much more damage than Shotgun Knee linkers, but they take up an odd amount of time, so Aria is the only character in the game that likes to use medium linkers over light linkers in her counter break combos. Notes: ARIA's kick doubles are faster than her punch doubles, so they must be used for these combos. You can expect your damage to be much higher if you counter break in the middle of a normal combo.)

Keeping the initial combo as small as possible helps isolate the counter breaker damage, but this is an unlikely scenario in real matches. In Booster body and Blade body, repeat all-purpose 1-meter combo and use Shadow Crescendo ender (Booster: 56%) or Shadow Allegro ender (Blade: 60%)ĭamage calculation notes These damage numbers were achieved after medium Shotgun Blitz opener, followed by a counter breaker. In Booster body and Blade body, repeat 0-meter combo and use Shadow Crescendo ender (Booster: 50%) or Shadow Allegro ender (Blade: 54%)Ģ Meter: HK double > light Shotgun Knee > HK double > Shadow Explosive Arc > Shadow Explosive Arc > Shotgun Blitz ender (52%). Best Counter-Breaker Combos 0 Meter: HK double > medium Explosive Arc > HK double > medium Explosive Arc > Shotgun Blitz ender (40%).ġ Meter: HK double > medium Explosive Arc > HK double > Shadow Explosive Arc > Shotgun Blitz ender (46%).
