1:06:52yeah the air throw is very good
1:07:05Unless you're Toph, in which you just have 5C that does everything, including anti-air.
1:07:17exactly, you wanna scoop their toesies
1:07:42Zuko has a billion anti-airs, but you gotta know the specific use case for each of them.
1:08:5322C is a pretty solid anti-air
1:09:21protip: if you drop the enemy's HP down to zero, you win
1:09:56Maybe first learn how to contest the air with space control before using grounded anti-airs. Zuko has j.5B and dive kicks, both cover a ton of space.
1:10:07I'd probably need a whole Google doc to explain all of Zuko's grounded anti-air options.
1:10:37Zuko, if you win this you can marry Katara
1:12:06Zuko j.5B. That's the god move. It does everything.
1:12:36if you took the divekick groove you should be spamming it more
1:12:42Only notation I could help with is Scientific Notations
1:13:05you can charge the heavy fireball for a thing that goes fullscreen
1:13:38also as for the ground fire, you get a different version of it. the input for it is down down A or down down B
1:13:52What happens if Hiyo can fill that sword meter at the top right?