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Air is the element of freedom.

 

With AirBending, you’re given access to a versatile moveset that is highly dynamic in its capability. Whilst seemingly “lacking” in offensive moves in comparison to Fire, Earth or Chi - similarly to Water, it has abilities with high utility. When coupled together with everything else, makes for a skill ceiling much higher than any other element after Water.

 

The crux of Air’s strength lies in seamlessly intertwining movement with precision strikes as a unified whole. The main movement ability, AirBlast - can be broken into the following parts: 

 

  1. High Blasts

  2. Mid Blasts

  3. Low Blasts

 

Of which, can be further broken into different techniques. (incompleted list)

 

For High Blasts:

  1. Air Jetting

  2. Cloud Hopping

  3. V Chains

 

For Mid Blasts:

  1. Bunny Hops

  2. Horizontal V Chains

  3. Joust/Interception

  4. Air Bounce

 

For Low Blasts:

  1. 1-Blast’s

  2. Kiting/Back-blasting

  3. Underpins

  4. Cross-blast/Blast-Redirect
     

(Groundblasting/Sliding)

  1. Long

  2. Mid

  3. Small

  4. Micro

 

 All of these different listed techniques simply fall under “AirBlast” - a singular ability. It is the simplicity of the ability’s function yet open-endedness that allows for all of these births of techniques and styles to occur.

 

AirBlast is, of course, affected by factors such as your timing in executing with initial velocity, sprint, positional relation to the blast’s source, as well as aim in mind. This might all sound overwhelming at first, but worry not, this was just a simple overview. This book will guide you through each thing mentioned with detail.

 

 As it is with a simple sword, one may cut in many forms. When broken down into many parts like this, its application can be perfected akin to a sword sharpened to its utmost capability, and mastered akin to a swordsman attuned to their highest potential. This theme of swordsmanship continues to the highest levels of airbending. As with other elements, they follow other themes. Firebending for example is most commonly likened to boxing. (Insert Drqgon’s guide link)

 

 

 

If you paid attention and actually read through the listed techniques, you would’ve noticed “1 Blast’s” listed. As you’d imagine, it entails a singular blast. Now you might be wondering why this was singled out? Simply put, 1-Blast’s are uncommon in modern airbending. When people intend to use AirBlast, they most always chain it in rapid succession. Whether that’s a 2-Blast or 3-Blast or even 4-Blast’s, it is most uncommon for one who has learned how to chain airblasts, not to chain it. A lot of the techniques listed are actually different styles of chaining. This, however, is a common mistake that many do. Many learn of AirBlast’s function, and try to use it without any thought of how. Most beginners who learn that they can chain airblast don’t even know about these techniques or styles and just haphazardly move about in a random confusion. Some even go so far as to not ever hit their opponent but just confuse both themselves and the opponent, wasting time. Even veterans of the game can fall victim to this issue in a high-stress panic.

 

 I propose in this book that a singular blast can outperform two. A topic for later, but for now - keep in mind that the basics are always the most deadly, and that there will be a consistent theme of the tool’s function itself not mattering when it comes to performance, but its application. As in, how you use it. That is, of course, context-dependent. And with that said, I encourage you to focus on mastering each technique and style of application in a single-minded manner in the short-term, yet to fight with a plan for the long-term.

 

 Each fight is different in nature, and you have to plan each fight accordingly. Akin to a blitz chess match, you will become able to see many moves ahead and progress that vision as it manifests in the game. What may seem overwhelming now, will in the end not even take up 250ms of your thinking time. In fact, you’ll be able to fight off of muscle memory alone after a certain point. Though, that isn’t necessarily always recommended for the highest levels of performance.

 

 

 

Moving on:

After AirBlast, the most commonly used movement ability is AirScooter.

In fact, they mostly go hand-in-hand as they’re able to be dynamically mixed together. Like Gin and Juice. As simple in nature as AirBlast is, though not quite as open-ended, in an Air vs Air fight, Scooter is mostly used as a mixer. That is, both combined with AirBlast within a chain/technique, or as a timing intermediary. Usually (at least on a good config) AirScooter tends to be slightly slower than AirBlast, and it also isn’t a “push” per se, but more of a “ride”. So the way it flows in action is almost in an opposite manner to AirBlast. Whilst AirBlast can be seen as stiff even when using chains and mixing its lengths and timings, AirScooter is indisputably more flowy. But as with a stream of water, the current can become predictable if it takes the path of least resistance. Here’s where the fun with using AirScooter “raw” comes in, the ability to NOT use it in an expected manner. This is still heavily underutilised in modern airbending, and most people underrate it in comparison to AirBlast. Whilst AirBlast can be used to create a sense of urgency, AirScooter can be used to create a sense of safety - only to betray that sense you’ve burdened your opponent with. In the end, overwhelming them all the same. This is true irregardless of the matchup, with a slight exception to AvC. We will break down how to use Chi’s timing against them later in the book.

 

Now, let’s continue with overviewing what makes air the second-best element in all of bending.

 

 

 

So far, we’ve only slightly touched upon its remarkable movement capacity. If we are to continue, we must also address its offensive capacity. Shan’t we?

 

Unlike elements boasting sheer destructive power, AirBending thrives on adaptability and agility - making it one helluva resilient element. A seasoned Airbender manoeuvres with finesse, setting the stage for strategic assaults rather than relying on direct confrontations. Attacking head-on is rarely expected of a seasoned Airbender, yet that expectation can be used as a weapon.

 

AirBenders wield a versatile trio of signature attacks, each with their own purpose:

  • AirSwipe

  • A medium ranged attack with a broad arc that can be deceptively used. Usually deals somewhere in-between Sweep and Blade’s damage and is Air’s general-use attack with a 1.5s cd.

  • AirSweep

  • Similar to Swipe but with no pre-defined arc. A combo which one can “draw” 180 degrees out from the user and thus be used in an even more gnarly manner. Good for pressuring opponents. Usually deals the most damage in Air’s arsenal and has a 7s cd.

  • AirBlade

  • An ability that’s hard to hit with but good for keeping opponents in check with its intimidating high verticality. Usually deals least damage, has the longest range, and a cd of 3-5s.

 

While some may dabble in AirPunch, its simplistic nature often falls short of the mental acumen AirBending demands. High-level play emphasizes mental strategies and mechanical ability over raw damage output, valuing illusory and versatile attacks over brute force. On Bending Central, AirPunch is disabled as it doesn't align with our vision for Air.

 

Mastering the concept of "pure movement" becomes paramount in AirBending - "pure movement" refers to any change in distance between you and your opponent, encompassing both your movements and theirs - an art form allowing you to not only evade but to actively shape the battlefield.

 

 Your game as an Airbender is to exploit every hole in the opponent's play. By luring opponents into disadvantageous positions with strategic pushes and pulls from above, below, left, right, back, or front, you have endless possibilities to attack from different angles. “Pure movement” may even be used as a buffer to create openings where there are none to always ensure your attacks are executed at the most advantageous moments. 

 

The freedom for attack is symbolized by AirBlast’s function, allowing 360 degrees of movement, embodying the element's inherent freedom. This possibly makes Airbenders more devilish than Satan according to the Quran.

“I will approach them from their front, their back, their right, their left, and then You will find most of them ungrateful.” - Quran 7:17

 

You also have abilities like AirShield, AirSpout, AirStream, Twister, and AirSlam. Primarily defensive or utility moves, they can be incorporated for a versatile offence, making AirBending difficult to counter and rewarding to master. 

 

In AirBending, offence and defence blur into a fluid dance reminiscent of expert swordsmanship. Each movement is calculated, every action a step towards manipulating the opponent's position to one's advantage, much like a fast game of chess. Whether pulling or poking, this remains central to airbending. You weave through combat, using your vastly versatile abilities to create openings and exploit vulnerabilities, making each battle a test of skill and strategy.

 

Airbending requires a delicate balance akin to walking a tightrope, that tightrope being the sharpness of your skill. The more you balance yourself on the tightrope, the more inevitable that you forcibly slash thru your opponent’s throat as you walk down that string. There is no recourse for those who face you; only death. However, the tightrope is a double-edged sword, so beware for it not to strike the one both wielding it against the opponent and themselves as you walk down this path.

 

 

This isn’t a guide for beginners, this is an in depth book on everything airbending. You’re expected to have at least a basic understanding/grasp of how bending and all of the abilities work at a basic level. Though yes, even basic usage will be covered - the true value in this book is for those who want to understand bending on an intricate level for competitive purposes.

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