Supa
[06] Combatant
Can't tell if troll........
2D fighters are generally high/low/overhead. Normal attacks are a completely different term. Soul Calibur has similar terms in high/low/mid (mid being your overhead). There are additional moves with special properties that change the way they need to be guarded. Look in trainer for moves marked "S-MID", "S-LOW", etc. For example, Viola's ball strikes will flag with those properties. You can block all of Viola's ball attacks high or low and it doesn't matter just like many attacks in 2D fighters that can be blocked high or low.
Stepping is an art, but the reason you're getting hit is *probably* because you're attempting to counter attack at the wrong time. Go into trainer and set the opponent to just BBB with Aeon. Now step and try to hit them immediately - you'll often notice that if you initiate your attack roughly the same time or slightly earlier than the next B..... Aeon will track and clobber you. If you step and the current attack is still in effect (that is, it whiffed) when you press a counter attack it will work as expected if you impact earlier than the next move does. Confusing at first, this mechanic does make sense as you would expect characters to track to each other when you attack.
If you are guarding and tapping A or B to break a throw you won't throw. This is exactly the same way that SSFIV and BlazBlue work when you break a throw - how would you think you would throw instead of throw break? I have no idea what you were trying to say up there.
"Combo Rhythm" is nonsensical and suggests you don't have a legitimate foundation in any of the games you listed. BlazBlue has a large variety of frame traps (especially Jin, Litchi - even Tager) that break beat (go blue, aren't real combos, etc, etc) and Soul Calibur has it's own equivalents that are nearly identical. Soul Calibur, while not so obvious, has break beat combos but doesn't indicate on screen with huge numbers/letters/colors that you failed to escape the combo - it simply keeps counting. A very basic example is launching someone (ie Yoshimitsu 3B, BB) that will count as a combo but can easily be escaped. You need to know when and how to air control away from that, but it is so generic that you should know to gtfo, anyway. Frame traps in Calibur are nearly identical to 2D counter parts and you would have to "know all the moves in the game" to catch those frame traps. Look at Jin and Litchi combos for obvious frame traps that break beat and devastate if you haven't bothered to ever look at those characters.
As far as the *ridiculous* rant about "I have to see every move in the game" - uh, yes, because that's the same way it works in any fighting game. You would have a very short Street Fighter career if you only knew what dragon punches looked like...... Equally, you'd be horrendous at BlazBlue if you had no idea how Tsubaki's dragon punch was different than Jin's or that Jin could frame trap you in a corner with basic drive moves. Or you would just get Pogo'd by Platinum for entire rounds which I would find *hysterical* but somehow sad. :\
2D fighters are generally high/low/overhead. Normal attacks are a completely different term. Soul Calibur has similar terms in high/low/mid (mid being your overhead). There are additional moves with special properties that change the way they need to be guarded. Look in trainer for moves marked "S-MID", "S-LOW", etc. For example, Viola's ball strikes will flag with those properties. You can block all of Viola's ball attacks high or low and it doesn't matter just like many attacks in 2D fighters that can be blocked high or low.
Stepping is an art, but the reason you're getting hit is *probably* because you're attempting to counter attack at the wrong time. Go into trainer and set the opponent to just BBB with Aeon. Now step and try to hit them immediately - you'll often notice that if you initiate your attack roughly the same time or slightly earlier than the next B..... Aeon will track and clobber you. If you step and the current attack is still in effect (that is, it whiffed) when you press a counter attack it will work as expected if you impact earlier than the next move does. Confusing at first, this mechanic does make sense as you would expect characters to track to each other when you attack.
If you are guarding and tapping A or B to break a throw you won't throw. This is exactly the same way that SSFIV and BlazBlue work when you break a throw - how would you think you would throw instead of throw break? I have no idea what you were trying to say up there.
"Combo Rhythm" is nonsensical and suggests you don't have a legitimate foundation in any of the games you listed. BlazBlue has a large variety of frame traps (especially Jin, Litchi - even Tager) that break beat (go blue, aren't real combos, etc, etc) and Soul Calibur has it's own equivalents that are nearly identical. Soul Calibur, while not so obvious, has break beat combos but doesn't indicate on screen with huge numbers/letters/colors that you failed to escape the combo - it simply keeps counting. A very basic example is launching someone (ie Yoshimitsu 3B, BB) that will count as a combo but can easily be escaped. You need to know when and how to air control away from that, but it is so generic that you should know to gtfo, anyway. Frame traps in Calibur are nearly identical to 2D counter parts and you would have to "know all the moves in the game" to catch those frame traps. Look at Jin and Litchi combos for obvious frame traps that break beat and devastate if you haven't bothered to ever look at those characters.
As far as the *ridiculous* rant about "I have to see every move in the game" - uh, yes, because that's the same way it works in any fighting game. You would have a very short Street Fighter career if you only knew what dragon punches looked like...... Equally, you'd be horrendous at BlazBlue if you had no idea how Tsubaki's dragon punch was different than Jin's or that Jin could frame trap you in a corner with basic drive moves. Or you would just get Pogo'd by Platinum for entire rounds which I would find *hysterical* but somehow sad. :\