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#06 · Air body

Aurelion Sol

The Star Forger

Floaty space-control zoner with a stock resourceResource: StardustDifficulty

A huge, floaty star dragon who owns the screen with beams, called comets, and a gravity well that holds opponents in place. Spending stars pays for extra cancels and damage, and Stardust builds all match to make his whole kit bigger. Pick him if you like controlling space and running long, improvised routes.

Strengths

  • +Huge reach. `236H` covers most of the screen, and every beam grows with Stardust
  • +Normals are plus or even on block, and called comets leave him well ahead
  • +Singularity holds a caught opponent in place so the combo can restart
  • +Astral Flight turns stars into extra special cancels for long routes
  • +Stardust grows all match, so he gets stronger the longer it goes

Weaknesses

  • −Largest hurtbox in the game and a floaty jump, so he is easy to hit and to anti-air
  • −Only one reversal (`623EX`), and it costs 50 Style
  • −Stars are limited to three and come back slowly
  • −Beams die if he is hit or cancels, and they are very minus on block when they connect up close
  • −Long routes need you to track stars, the well, and Stardust at once

Unique mechanic

Stars and Cosmic Creator

Three orbiting stars pay for his projectiles and Astral Flight cancels, with each star spent in a combo boosting the damage that follows, while Stardust from landed abilities grows his reach and upgrades his super for the rest of the match.

Overview

Aurelion Sol is a giant floaty zoner who plays on the whole screen:

  • Breath of Light (236) is a beam that reaches most of the screen.
  • Comet of Legend (214) calls a star down at a spot you pick.
  • Singularity (623) opens a gravity well that drags opponents in and holds them.

Three stars orbit him and pay for his projectiles and for Astral Flight, a dash-cancel that buys an extra special mid-combo. Every star spent in a combo makes the hits after it stronger.

On top of that, Stardust builds from every landed ability and never resets during the match. It stretches his beams, grows the well, and upgrades Skybound into The Skies Descend.

He's the biggest, easiest target in the game, and his only reversal costs meter. He wins by keeping opponents out, then turning one touch into a long improvised route.

Gameplan

Neutral

  • 236M and 236H are the long beams. 236H also drops a star at the tip, and they work in the air too.
  • 214 places a called comet at a set range. It holds them first, then the star lands a moment later and launches. It's very plus on block, so it's his safest poke.
  • 5U-hold (Star Shot) is his fast projectile. On hit it launches into a combo.
  • 2U and the 22 plants leave stars on the floor that go off later. Use them to cover approaches and make his pressure safe.
  • Don't jump carelessly. His floaty jump and huge body are easy to anti-air.

Offense

  • His normals are plus or even on block, so 5L 5M 5H is safe to end on, or cancel into a special on hit or block.
  • A blocked 214L/M/H leaves him well ahead as the called star lands. Loop into more normals or another comet.
  • 2U (comet stub) is very plus on block and cancels into 214, so two stars land in a row.
  • 623M/623H on block is still plus: the well keeps pulling while he acts.
  • After a connected special, 66 or 44 (Astral Flight) spends a star to let him cancel into another special.

Defense

  • His only reversal is 623EX (50 Style). 623L/M/H have no invulnerability.
  • Wakeup: 22H or 623 are only safe as setups, not as reversals.
  • In the air, j.U stalls him briefly and drops a star, which changes his fall timing against anti-airs.
  • BlueBurst is the exit when he's caught in the corner.
  • Keep a star in orbit when you can, because 5U-hold is his fastest way to challenge.

Unique Mechanic

Stars (the stock)

  • He has 3 stars. A spent star returns every 3 s, one at a time.
  • Needs a star: 5U-hold, 2U, j.U, 623H, 22M, and 22H won't come out without one.
  • Spends a star if one is available:
    • 236H (the tip star).
    • The 214 comets (the landing star).
    • Without a star these still work; you only lose that extra hit.
  • 22M spends every star in orbit, one mine per star.
  • Gets stars back:
    • 22L gives one back.
    • 22EX gives one back, fast.
    • A landed 214EX gives one back.
    • Awakening refills all three.

Astral Flight (66 / 44)

  • After 236L/M/H, 214L/M/H, 623L/M/H, or 6U connects (hit or block), dash forward or back to cancel.
  • It costs one star, once per move, and grants one extra special cancel past the one-special-per-leg rule.
  • This is how his long routes chain comet, well, and beam in one leg.

Stars pay in damage

  • Each star spent in a combo adds +20% damage and Style to the hits after the move that spent it, capped at +40% (two stars).
  • A Singularity catch counts as one spent star.

Singularity catch

  • When the heart of the well catches them, they're held in place past his recovery, so the combo can restart with fresh normals.
  • It happens once per combo and gives him one more special cancel.
  • The well pulls in and slows anyone in range, but ignores knocked-down bodies and anything high in the air.
  • It collapses if he's hit or thrown, or if an enemy projectile touches the heart. Only one well can be open at a time.

Stardust (Cosmic Creator)

  • It carries over for the whole match.
  • He gains +3 for each landed ability hit and +8 for each landed super.
StardustUpgrade
20Breath and 6U reach +20%
40Skybound becomes The Skies Descend
60Singularity heart and pull a third bigger
80Breath and 6U reach +40%
100Breath and 6U reach +50%, The Skies Descend zone 1.6x

Combo Notes

  • Bread and butter: 5L 5M 5H 623L 5L 5M 5H 236M. The well restarts the string.
  • Star Shot opener: 5L 5M 5U-hold 623L 5L 5M 5H 2H jc j.L j.M j.H j.U. The shot chains into the well past the gate.
  • Astral Flight route: 5L 5M 5H 214L 66 5L 5M 5H 623L 5L 5M 5H 2H jc j.L j.M j.H.
    • The comet spends a star, Flight spends another, and the well catch counts as a third.
    • So the back half of the combo hits at the +40% cap.
  • Star chase: 2H jc j.L j.M j.U jc j.M j.H. j.U bounces them, then jump-cancel to chase.
  • Safe enders: 5L 5M 5H 22M (mines, plus) or 5L 5M 5U-hold 6U 236H (full-screen tip).
  • Skybound:
    • 5L 5M 5H 214L 66 5L 5M 5H 623M Skybound gets the catch bonus plus missing-star bonuses.
    • At 40 Stardust The Skies Descend hits harder.
    • In the corner, swap 623M for 623H.
  • 50 Style:
    • 5L 5M 5H 623EX 5L 5M 5H 236M 66 5L 5M 5H 214L is three legs off a reversal.
    • 5L 5M 5H 236EX pins them for a fresh 5L 5M 5H 2H jc air chain.
  • Style Cancel: 5L 5M 5H 214L 66 5L 5M 5H 236M SC 5L 5M 5H 623M 5L 5M 5H 2H jc j.L j.M j.H is his longest meter route.
  • Star management:
    • Routes that spend two stars peak damage but leave him short on 5U-hold and 2U for the next round of neutral.
    • 22L or 22EX on a knockdown refunds one.
    • Awakening refills all three.
  • Autocombo: mashing L walks 5L 5M 5H 236M, then Skybound at 100 Style or 236EX at 50. It never spends stars on Flight, so the manual routes do much more.

Key Moves

Generated from the kit data.