Apologies for the sudden silence yall, finally got my laptop back from repairs after a month of waiting, I will be able to post again regularly and work on Aang stuff soon, for now I'll try and catch up to see what I missed and post what I find here per usual.
Aang discord is currently putting together a FAQ for him. So, Twitter/X, what are some questions you have for the character? Be it about neutral, button usage, combos, etc. We'll answer the best we can.
#avatarlegends#avatarfighters#avatar_legends#avl_aang#al_aang
Character Notes below!
ALL:
-Standardized hurtboxes for knockdowns across cast - they were similar before but slightly off leading to some incongruent behavior, now should behave generally the same.
-Fixed bugs where using certain moves would loop at unintended positions during Wind Summon (Aang/Kyoshi's pushing/pulling wind).
AZULA:
-Removed ability to jump cancel into stand throw from Ignition Step (Run) (F+Flow).
KATARA:
-Fixed bug where she was able to cancel the startup of her Cascading Strike attack series (QCF+ATK) into EX Water Whip Stance (QCB+2ATK).
-Fixed bug where air Water Whip (j.QCB+ATK) and Frigid Snap (j.QCF+ATK) would store improper travel speeds.
NIGHTMARE KORRA:
-Removed unintended Hard Knockdown from Wildfire Splitter (QCB+B).
SOKKA:
-Fixed Boomerang projectile not scaling properly in combos. EX Boomerang still has better scaling for now for cool factor.
-Fixed Boomerang staying active in cinematic supers even if he got hit, causing weird behaviors
-Fixed 10+ Sword Level setting his opponent's size on hit which lead to some hilarious results (enormous characters).
TOPH:
-Fixed weird camera behavior on pulling opponent with Shifting Earth (B+Flow) while she stands next to a Champ's Ring wall near camera corner.
ZAHEER:
-Fixed behavior with Critical Hit ground throw hitting at same time as Ghazan's boomerang.
-Fixed behavior with Ming-Hua losing collision on whiffed throws.
-Fixed ability to restand opponents with j.C if hitting them at same time as Ming-Hua's OTG hit.
ZUKO:
-Fixed Combustion Boost (Upward) (j.Flow) carrying much more momentum than intended.
@zNikodym I'm assuming you're doing 214C J5D J5B into 5A, if you haven't already, try delaying the medium as much as possible before hitting the ground, that way the light is easier to connect.
@orezo256 3. (cont.)unless you're playing Gyatso, but that option is there if you decide to use it.
4. Learn airthrow combos, Aang converts better off of airthrows than any of his air moves. If you do get a stray hit of J5B in the air you can try and go J236C.
@orezo256 3. If you are struggling to get in on people, using a combination of glider and J5C is great, limits the opponents usage of air from far away, J5D into J5B is great as well as it prevents close up air approach. I am a bit reluctant to say to use air scooters for approach as well.
@orezo256 1. Ending blockstrings in 214A are always safe and goes through armor, if you're playing gyatso ending in any air scooter is great as well.
2. 2D~A / 2D~B for highs, 6D~A/6D~B for lows, to our knowledge, Appa can't convert off of 2D~B midscreen and get anything good out of it.
@MitoSmash 1. https://t.co/aJgGv3SmXc
High level matches are posted here
2. Aang channel in the official AVFG discord, my bad should've clarified
3. Yes, it is constantly being updated by fellow Aang enthusiasts as well so if something's not there today it may be there tomorrow
4. WOOOO!!!