hentai
When's Melty on Steam?
ahaha that's no--wait, what?

Author Topic: [MBAACC 1.07] C-Aoko Discussion Thread  (Read 51468 times)

0 Members and 1 Guest are viewing this topic.

Offline Roy-Kr

  • Spellcaster
  • ***
  • Posts: 258
  • Magic Circuits: 18
    • View Profile
Re: [MBAACC 1.07] C-Aoko Discussion Thread
« Reply #100 on: May 21, 2013, 12:18:20 PM »
http://youtu.be/2DJs5wsW3KE?t=8s

It's more funny than practical, some people block it for way longer than they should.
It's not completely useless though; once I'm fairly certain my opponent thinks I'm gonna keep doing 9 jC 9 jC 9 jC I can break the pattern with JCB, 2B, orb pop, shield/heat bait, etc.

I get to keep orbs up around my opponent easily by doing a jCB>j214A before i feel the need to pop my held orb. Once that's out they might even let me put another held orb on top of them before i proceed with the jumping. I don't often take that chance though.
« Last Edit: May 21, 2013, 12:53:00 PM by Roy-Kr »

Offline Tonberry

  • Spellcaster
  • ***
  • Posts: 629
  • Magic Circuits: 53
  • $NJ$
    • View Profile
Re: [MBAACC 1.07] C-Aoko Discussion Thread
« Reply #101 on: June 21, 2013, 08:53:26 AM »
Finally decided to check exact damage for "new" kicking ass.  All combos performed on VSion initially w/max health, set to recover 0% health, no reduction

2a 2b 5b 123 slider 623a --> 4a 2b tech punish in corner

on neutral/back tech: 7550 damage
on forward tech: 6527 damage(slider 22b 421c 4c)/7062 damage(slider 22b 421c 2c air combo)/7262(slider 22b 421c 4c moonsault combo)
on no tech: 5657 damage

2a 2b 5b 123 slider 623a --> 5[c] 4c combo(no tech read): 6302 damage.
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline HARD_BREAD

  • Jr. Spellcaster
  • **
  • Posts: 79
  • Magic Circuits: 0
  • IPAN
    • View Profile
Re: [MBAACC 1.07] C-Aoko Discussion Thread
« Reply #102 on: June 21, 2013, 09:16:05 AM »
That's mad damages. Why does no one play Sensei?
The dream is bread.

Offline Kusanagi

  • Da Gawd
  • Spellcaster
  • ***
  • Posts: 131
  • Magic Circuits: 15
  • The Sword that Slays Gods
    • View Profile
Re: [MBAACC 1.07] C-Aoko Discussion Thread
« Reply #103 on: July 05, 2013, 07:52:06 AM »
Because C ( and H to some degree ) is effort... :V
- Main: Aoko. Alts: CRoa, CRyougi, H-Sion, C-Arc
- My Stick [TE mod. PS360+]

Offline AnFox

  • DEATHTRAP EXPERT
  • Spellcaster
  • ***
  • Posts: 495
  • Magic Circuits: 51
  • Yip Yip Yap
    • View Profile
    • twitta
Re: [MBAACC 1.07] C-Aoko Discussion Thread
« Reply #104 on: September 26, 2013, 10:02:23 PM »
(GenericSuperhero) zar what's your ethnicity
(justEXPOSED) GenericSuperhero: salt

Offline Tonberry

  • Spellcaster
  • ***
  • Posts: 629
  • Magic Circuits: 53
  • $NJ$
    • View Profile
Re: [MBAACC 1.07] C-Aoko Discussion Thread
« Reply #105 on: September 27, 2013, 08:47:57 AM »
http://www.nicovideo.jp/watch/sm21871415

They REALLY need to show inputs for moving the orb combos...

Also, never gonna learn these, too much effort  :V
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline purps

  • Jr. Spellcaster
  • **
  • Posts: 19
  • Magic Circuits: 2
    • View Profile
Re: [MBAACC 1.07] C-Aoko Discussion Thread
« Reply #106 on: September 29, 2013, 04:07:52 AM »
from that video
you can lock an orb, confirm into 623[A] and remain holding [A] to input some usefull directions then hold [D] again before the 623 animation finishes.

421C[D] XX 623[A,-D] 4,4[D,-A] 5C

the moving orb notech combo at 35seconds -after 5c i believe he's holding A for the first jumping normal and letting go of D there. the rest of the inputs (if you're clean) move the orb into the right place

cheeky.

seems obvious but you can place orb inputs during long animated moves for positioning and also hide orb movement during (BC) of (6ABC) where you can push or hold any direction freely

Offline Tonberry

  • Spellcaster
  • ***
  • Posts: 629
  • Magic Circuits: 53
  • $NJ$
    • View Profile
Re: [MBAACC 1.07] C-Aoko Discussion Thread
« Reply #107 on: July 06, 2014, 01:30:13 PM »
Info dump

Kicking Ass
xxx 623a [4]a 2b 2c
- Group A(nothing drops): Aoko, Sion, VSion, Akiha, Arcueid, PCiel, Warc, Seifuku, Kohaku.
- Group B(2c drops so use 2b 5c instead): Tohno, Hime, Nanaya, Miyako, Ciel, Riesbyfe, Roa, Vakiha, Mech Hisui, Satsuki, Len, Ryougi, WLen, Nero, Hisui.
- Group C(2b drops so use [4]a 5b): Kouma, Warachia.
- Nekos: Can't do 123 slider 623a against them  :laffo:

xxx 623a small step back 5c
Works on: Miyako(wtf??), Warachia, Nero

xxx 623a [4]c(hits no tech with 4c, forward tech with 5c 123c)
Works on: Miyako, Warachia, Nero

123 slider 236[c] okizeme
Hard to escape
- C/F Warachia(needs arc drive), Crescent 623c/236c trade but Aoko can combo off of it
- Mech Hisui(needs arc drive)  C 236c and 22c trade but Aoko can combo off it.  H dodge gets punished by 2a.
- Ryougi(needs arc drive).  H 22c trades, but Aoko can forward tech and combo off it.  214c gets tagged.
- H-Nero(needs arc drive)
- C/H Hisui.  623c trades, but Aoko can shield the second hit and IAD to combo off the trade.
- C-Kohaku.  If she does 214c: jump back, land, jump back, airdash back halfway down and jC to CH her.  Roll gets punished by 2a. 
- Meko. 

Can escape with meter
- Kouma: 214c, C/H 623c
- Ciel
- Sion: roll gets punished with throw into 236[c], 623b trades if you're spaced properly and Aoko can combo of of it.  623c and C/H 421c will escape.
- Riesbyfe: C/H 623c.  F 236c.
- VSion: 623c trades in her advantage unless she dies, F 214c cleanly wins.
- F-Miyako: 623c.
- Akiha: 623c, C 63214c.
- H/F Arcueid: 22c
- Pcl: 623c
- Warc: C/H 236c.  H/F 63214c.
- Vakiha: 623c.
- H-Wara: 623c.  Trades but you can't combo off of it. 
- C-Seifuku: 623c.  Trades, but the only combo you get off it is airdash airthrow.
- Satsuki: 214c.  C 22x trades but you can combo off all of them.  H dodge gets punished by 2a.
- C/F Nero.  63214c trades with both of them.  F-Nero backdash makes him get by 236c, forward dash can be punished. 
- F-Hisui: 623c trades.
- H-Kohaku: 623c trades.
- F-Kohaku: she can shield the first hit and ex counter.  If you yomi this you can preemptively dodge. 

Never use against
- Aoko: hitbox is so small the first few hits whiff, which allows her to dash throw
- Tohno, Nanaya, Hime, C/H Miyako, Roa, C-Arc

Interesting case: C/F-WLen.  If she does forward dash she moves ahead of the 236c.  However, she can't do anything other than block if she does this.  If you think she will block you can throw her, but she can jump(not reversal or mash) if she thinks you're going to throw her.  C can get out with 214c, 623c, 421c.  H can get out with 623c.  F 214c trades, neither character can combo off of it.
« Last Edit: July 06, 2014, 01:58:25 PM by Tonberry »
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love