Which version of the "aero" magic spell is better?

Discussion in 'General & Upcoming Kingdom Hearts' started by Chad Thundercucc, Feb 10, 2014.

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Which version of the Aero spell is better?

  1. KH1 version (Defensive version)

    66.7%
  2. Other verison (Offensive version)

    33.3%
  1. Chad Thundercucc The dharma of valvu; the dream of a clatoris

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    The KH1 version where it's used as a defense type of magic?

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    Or the offensive version of it that the rest of the games use?
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  2. A Zebra Chaser

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    Offensive if for no reason other than it eventually evolves into Tornado
     
  3. Plums Wakanda Forever

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    I liked it better as defensive. While it cut damage taken in half and dealt damage when it hit Aerora/Aeroga, it never felt too overpowered and it still kept the battle at a decent pace. There's already a whole bunch of other attack spells in KH (Fire/Blizzard/Thunder/Gravity/etc.) and defensive spells are pretty far and few between. KH2 did introduce Magnet which was cool, but it also did Reflect which was, pre-command deck stuff, the most broken spell in the games.

    Aero as an attack just also seems like a cheap Magnet spell, imo. (<--- I have not played BBS sooo I cannot speak on the Tornado command hatok mentioned)
     
  4. Meilin Lee RPG (Red Panda Girl)

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    I NEVER used Aero in KH1 (and generally, I find it useless). Aero in the other games though, now that is something I used very often (and the fact that it's more like Aero from FF is also a plus for me)
     
  5. Arch Mana Knight

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    Aero in Chain of Memories was immensely useful because it was the only magic attack that could damage everything reliably. That was really the only time it was that useful as an offensive spell. In BBS there are better area of effect spells than Aero. In KH1, Aero is a lifesaver and it easily makes the difference between a tough boss battle and...well, an easy one.

    Aero is almost rendered useless by Reflect but Reflect does only last for a short while(but I guess that's all anyone ever needs). So defensive Aero is superior by far because it's basically useless outside of Chain of Memories where there are better(and cooler) spells.
     
  6. 61 No. B

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    The only time I use aero in kh1 is when I'm trying to get the rewards from the blue mushroom. Aero is a mainstay in my re:com deck so yeah, I prefer the com one. The other one always seemed like a waste of mp to me so I never bothered.
     
  7. Shiki my waifu is better than yours, thanks

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    defensive for me
    i'd rather not die tyvm
     
  8. Shift Chaser

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    Offensive Aero changes on all the games, just to say.
    My favorite was the one in Re:coded, unless Cyclone doesn't count as Aero. Then Days Aeroga wins.
    The defensive one is great and all, but it's only really that useful on KH1 where there's a lack of skills like the ones on KH2(Air Dodge, etc) or Days(360º Block, etc), and there's less i-frames on dodge roll.
     
  9. Jin うごかないで

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    Honestly, Aero in KH1 did NOTHING for me half the time. I didn't even need it..up until I realised that It could be used efficiently in boss battles to help up defense temporarily prior to this point I never even looked at Aero of course not until I saw the kh1 mushrooms, anyways for the most part I prefer offensive because I like to get rid of my enemies faster. I really have no alternative use for Aero other than mushrooms.
     
  10. LehasXBlade Merlin's Housekeeper

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    Going to go with Defensive Aero. I worked hard to get Aeroga in KH1 so I could battle the Super Bosses and not drop to 1 HP after one hit (Kurt Zisa), Therefore I could get some hits in and/or survive longer before having to use Curaga. Offensive Aero is really good too, it's just that I felt more comfortable with Defensive Aero IMO.
     
  11. Twero Traverse Town Homebody

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    Aero saved my butt in the hardest battle in KH I (specially against Sephiroth) and I really missed that propriety in the later games....
     
  12. Explode Who?!

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    I'm all for defensive options in gameplay, but I found Aero in KH1 terribly boring. Increasing defense isn't satisfying for me, and outside the small novelty of killing enemies by drunkenly running into them, the damage it dealt was not that useful. That aside, I just don't like the way it looks, which is weird cause I'm a sucker for force fields. It was just way too spherical-looking for wind-based magic. I realize it's probably a hardware limitation, but I would've like to see some variation in shape, especially when you jump or dodge roll. If it did, I would probably use it way more.
     
  13. Railos Hollow Bastion Committee

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    I liked the offensive aero magic more. I never really used the defensive one in KH1 at all. I tried using it a few times, but it just seemed useless. The offensive one just seems much more useful to me. It did more for me than the defensive one ever could.
     
  14. ShibuyaGato Transformation

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    Aero is proving to be a godsend in my KHFM playthrough, and I haven't really used it for offense -- though I've yet to play Re:CoM in the HD ReMix, so that'll change soon. Still, for the tougher difficulties, it's better to have it for defense.