Melty Bread Forums
Atlas Academy => Melty Blood: Current Code => Aoko Aozaki => : Kirah August 03, 2010, 01:51:05 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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I thought might as well get this going, the changes for our beloved Ms.Blue has been posted and I must my favorite moon has gotten some well deserved buffs that might make her more of a formidable opponent. Especially with the shortening of the stage, and the removal of level armor, so J.A will serve much more of a purpose of air to air. I've been speaking with Zar and Tonberry about the changes and we can already smell the gdlkness emanating. I for one love the fact of being able to summon 3 held orbs, but I was most excited by being able to combo from 5C into 63214C, Stronger hitbox on 236A and stronger J.C hitbox.
So i'm hoping for her old fuzzy to be a lot easier, and 236A to be respected cause lets face it people just aren't afraid of this move everyone IADs over it for free. Also comboing into EX mirror ahem can you say brain dead kicking ass lol, i'm truly ecstatic about all of this. This Aoko has more control over her destiny in my opinion. I would of like to see a little buff on air rain, but that'd might of been too much to ask, perhaps movement after B version, but I digress. Also full untechable on air hit with A mirror, also faster startup. So reflection on reaction quite possible, and also maybe an anti air application might be present. I know in the past i've misinput and gotten a counter hit shield for AA, or maybe there may even be other possibilities COMBO OPPORTUNITIES. In the change description it said air hit not air counter hit, so it may seem farfetched, but i'm trying to be optimistic.
So what does everyone else think?
Edit: Also I forgot the new 22D, it's increased speed will definitely be an asset. In AA it was only really good for 236C Layzuh storm!!, but it may be able to form some pretty good setups using her other beam moves depending on other factors. Also faster aerial backpedaling speed so that means we can get the fuck out of dodge these are just all good things that they've supplied her with.
Edit II: http://zoome.jp/otomeyume/diary/209 <= Also here is the link to the video showcasing Aoko in CC, she really isn't doing anything to special, but you do get to see 22D in action for a second.
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Maybe 22d is fast enough to be a reversal now. That would be fantastic
I really appreciate some of the smaller buffs a lot.
2C - Moves her more
Blaze (geyser) - Faster start up, SC timing is also faster. Minus on block
123 (keep it classy) - Hitbox lengthened on 2+3 just a little bit
623B Follow up - Hitbox improved
I always HATED how you can't combo into 2c from far 2b. Total garbage doing 2b --> nothing.
22 being faster hopefully means that you can go airtight into it to force respect, which would be great. Being minus on block is a bit of a nerf but there's always a chance to get disrespected after 22 even with it being plus.
123 buff is nice as well. There were times where I've done Aoko1 whiff 2 or Aoko12 whiff 3. GAHBIJ
623b followup having a better hitbox - yessssssss. It's obnoxious trying to do moonsault combos on short crouching characters.
I was most excited by being able to combo from 5C into 63214C, Stronger hitbox on 236A and stronger J.C hitbox. So i'm hoping for her old fuzzy to be a lot easier
Hopefully her fuzzy works on more characters now too
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Yeah most definitely, i'm thoroughly excited now what about these Haoko and Faoko nerfs. I mean Haoko didn't have a lot before at her disposal so this could be sort of nut shot and Faoko osing air unblockable Shoryu surely puts a damper on some of that mental pressure for when she's down.
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Attention!!
Two New CCaoko vids, nothing too new in these vids. Nothing really showcased in these two vids. Though the second CCaoko vid 421C made an appearance the Aoko used it very cleverly. So lets crack into these vids and see what we can see if there's anything to take notice of.
#1
http://www.nicovideo.jp/watch/sm11627613
#2
http://www.nicovideo.jp/watch/sm11627712
The minus on A geyser also rears its ugly head in the second video, so in order to make that safe you have to cancel into an EX move. Though the Aoko ops to use 623A to try and punish a mash out from the Cmech in the second vid. You still have options that you can use after 22A. The Aoko's are still playing very stock which is understandable, but also i've noticed that they're using 236C at an increased frequency. Perhaps 22D or there's something else that remains to be discovered.
Perhaps 22D is viable as reversal now? As stated as a possibility by Tonberry, that decreased recovery on air backdash seems to help. Is it me or is he she just THAT much faster? :mystery:
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#2
http://www.nicovideo.jp/watch/sm11627712
2:13 she combos into A mirror for knockdown. The knockdown she gets after that looks pretty shitty compared to normal 123 slider ender. On the positive side, A mirror is the only move you can use(or maybe 22d now too?) that combos after 4c with no held orb or 623a(pointblank only.) Since it reels on ground hit maybe you can combo after 4c without having a held orb.
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That'd be great making 4C have a lot more use, I wonder how much damage CCaoko would net from that. Hell any damage is good damage in my opinion, but it'd be another thing an opponent would have to worry about. Also using 4C while orb is and being able to get a BNB without sacrificing an orb would be great.
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#2
http://www.nicovideo.jp/watch/sm11627712
2:13 she combos into A mirror for knockdown. The knockdown she gets after that looks pretty shitty compared to normal 123 slider ender. On the positive side, A mirror is the only move you can use(or maybe 22d now too?) that combos after 4c with no held orb or 623a(pointblank only.) Since it reels on ground hit maybe you can combo after 4c without having a held orb.
See, the problem with that is, unless she's getting extra +f on the A mirror I don't see any possibility of following up from it (on ground) =/.
So I checked out the vid again with the slider>A mirror combo. Didn't actually notice the mirror hit was NOT otg, which is what I assumed viewing it the first time (good eye, tonberry). Seeing how it strikes and launches airborne targets, I don't think it will be as useful outside of the corner and in the corner I would imagine a wide range of combo possibilities from it (in the form of l00pssss).
So I did some poorness in ps2 training for testing A mirror "theory combos". Turning off air tech to simulate the CC properties of mirror. So far I've (wasted my time and) come up with:
2abc>delay 5c>3c>A mirror>5a>2c>delay 3c>A mirror>5a>2c>5c>3c>aerial (could probably throw some 5a>2c>2a loops in there or something. may/may not be necessary though)
Yeah, I know it's sad as fuck and probably a futile attempt to simulate what could be possible in CC but hey, you never know =/...If it works though, I'd be pretty friggin' happy cus I was getting 4k+ off fake mugen combos! :V
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Well this is basically a theory thread so anything could useful and pulling off 4K+ with that is still good. Also that sounds very interesting and possibly a new hype combo, maybe not more then moonsault. There maybe a possible way of combining with moonsault which I may actually give a shot today using Zar's combo as a skeleton and a few other ideas. ;)
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Don't mean to keep double posting, but here's another Caoko and Faoko vid let us discuss!!
Player: Gintoki
http://www.nicovideo.jp/watch/sm11635064
One of the things I've noticed they changed BlueFire it no longer covers that massive area, it starts smaller then expands upward near the end of the animation. Though it doesn't seem like Faoko really changed much what so ever. I saw the effects of 236A's increased hit box now and it seems to be a bit bigger so it can't be ignored. Also I believe the options off of CH 236A due to the new CH may expand a bit beyond 2A > 3C > Aerial Juggle. I'm hoping that theory is correct because that'll definitely make her more feared.
Other then that there's nothing too much different then what we've been seeing, probably cause they haven't gotten the chance to experiment yet so possibilities could be endless. I would like to see some 3 held orb action.
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See, the problem with that is, unless she's getting extra +f on the A mirror I don't see any possibility of following up from it (on ground) =/.
Yeah I forgot about that :(.
2abc>delay 5c>3c>A mirror>5a>2c>delay 3c>A mirror>5a>2c>5c>3c>aerial (could probably throw some 5a>2c>2a loops in there or something. may/may not be necessary though)
Yeah, I know it's sad as fuck and probably a futile attempt to simulate what could be possible in CC but hey, you never know =/...If it works though, I'd be pretty friggin' happy cus I was getting 4k+ off fake mugen combos! :V
Slightly modified version of the above
2a2b5b2c>delay 5c>3c>A mirror>[5a>2c>3c>A mirror]x2>2a>2c>5c>3c>jb>jc>jb>jc>jb>jc>airthrow = 5523 damage on Vsion
2a2b5b2c>delay 5c>3c>A mirror>[5a>2c>3c>A mirror]x2>2a>2c>3c>214c>2c>421a = 4888 damage on Vsion.
tbh though...I doubt any of these work in CC the way they are because 2c advances more now. That being said, you can probably still do corner loops with A mirror by throwing in 5{c} after 2c for more push back so that A mirror doesn't whiff.
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Lol we're so sad...
...and I'll fucking lmao if any of this shit works.
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Sad or visionaries? we must make do with what we have thus we are fiends!! But in all seriousness that sounds awesome. Corner to corner BNB and if these theories are true we can undoubtedly setup for knockdown and the meter gain would be tremendous. It seems too good to be true, but we must keep our fingers cross for our beloved Ms.Blue and hope Ecole overlooks this also. If 2C brings us closer wouldn't that be more beneficial to to bring these ideas to fruition?
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The overall system changes are amazing and seem to aid Aoko in many ways, no longer would you have to IAD > J.B > 214A/B > Grab > Burst > 2C > 421A. Though it's a mixup and should be forgotten, untechable raw ground throw is amazing. No longer to tech punish and simply set up orbs and continue pressure. This makes her control over the match a lot better, but of course other opponents whose after grab game was already strong well have it a lot easier. I'm loving this new system and how they benefit Aoko in general.
Also I was thinking about the A mirror combos that you posted, but I looked at the mirror now pulling opponent in on ground. Would this make it viable in a normal BNB, or it could lead to a whole new combo in the corner with orb most likely. Perhaps something like this, just a theory since I can't reproduce the reel in effect.
2A > 2B > 5C > 6A > 6B > 63214A > Burst > 5C > 6ABC > 236C > 421A
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http://www.nicovideo.jp/watch/sm11972297
Probably the first and only time I'll ever root for Gintoki lol. I have to admit, he was pretty damn fierce in this set (1st match). Also @1:39 you can see Moonsault (623b>236) hitting crouching Shiki with ease. Guess the hitbox size was "improved". Yay to more dmg opportunities! :toot:
...Curses to the Aoko v Nanaya matchup. (COUNTER MONSTERRRRR)
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http://www.youtube.com/watch?v=2hS-uxlXEjk#t=8m15s
Fuusui being extremely hype taking down Tatsuya C-Ciel and Kuga C-Mech with C-Aoko. New 2c distance looks gorgeous.
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Indeed it does no more will 2C randomly whiff at the slightest increase of distance!! Hmmm this could also mean different dimensions for setups after j214C. I can definitely see that 2C crossup after j214C being a lot easier to manage, but it's only theoretical. If i'm not mistaken the increased 2C range was universal so, rebeat strings with Haoko will be a lot better can probably easily convert into 2C > 5A > 3C (JManson Copyright) string. Another way to stay in other than 5B? :mystery:
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http://www.nicovideo.jp/watch/sm12507444
0:13, 0:50 - New midscreen mixup off of mirror knockdown.
1:50 - Nanaya attempts wakeup jump on this setup, Aoko gets guardbreak for free
2:19 - GDLK
7:22 - Air wheelkick da gawd
7:25 - ughh ecole still trolling, slider failed to combo after 123
11:16 - Nice try
12:27 - Successful fuzzy on Nanaya, I don't think that works in ver.B
http://www.nicovideo.jp/watch/sm12507475
2:11 - zzz dp
http://www.nicovideo.jp/watch/sm12507508
0:40 - Hype combo
http://www.nicovideo.jp/watch/sm12507554
1:38-1:42 - lollll
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At 1:50, I don't think that's a guardbreak, Nanaya landed before Aoko attacked. He could have blocked it. I think the player was just stunned at the moment and failed to block it.
And as hype as that j236a combo is, it doesn't seem to do better than the regular combo in damage. But C-Aoko's full of stuff like that isn't she?
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At 1:50, I don't think that's a guardbreak, Nanaya landed before Aoko attacked. He could have blocked it. I think the player was just stunned at the moment and failed to block it.
Yeah that's what happens in the vid but she definitely had enough time to get guardbreak if someone tries to wakeup jump that setup.
And as hype as that j236a combo is, it doesn't seem to do better than the regular combo in damage. But C-Aoko's full of stuff like that isn't she?
I'm not entirely sure. The combo was done in last 50-25% of Nanaya's life with some reduction. I can't do the whole combo in training mode in ver.B because you can't get as many hits off before 2c since CC 2c advances more.
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(C-Aoko)
bad news bears. . .
- 63214A forces invincible down. So that means no otgs and sadly no crazy Amirror pickup/juggle combos (huge BAWW).
** so, We are using 63214A like this.
~2C>5C>delay 3C>63214A>airdash*2(okizeme)
2A>2B>6A>6B>22A>63214A>HJ>airdash>J214AorB(okizeme) ** - JeffreyManson@Ero
Yeah, 22A>Amirror apparently combos.
- 623B>236 : The attack range of moonsault has expanded and effect was added - JM
Me thinks this is easier to land (which is what we have already suspected)
- **(JC Hitbox, in reference to DJ.C Fuzzy/Kamone)** It has strengthened. Perhaps, the range expansion is done.(However, I am not actually feeling it so much. ) - JM
Oh well? =/
- **Aoko rankings** F > H >> C - JM
...Oh, come on now! Still?! Wasn't too happy to hear this. And apparently EXguard>236C is hot shit w/ F. Also EXguard is significantly stronger due to reduced meter gain from attacker and something about interrupting strings w/ EXguard>2A as F (scoring CH then dash>2A to continue [lol?])
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lol I knew mirror loops wouldn't be possible, you could tell from vids, how ppl werent even OTG'ing off it, so yeah.
Moonsault, yeah you can tell it's easier when it hits even crouching opponents :V
J.C ... hmmm yeah, I think the only change was how "easier" would it be to crossup j.C (hitting op backwards). C getting back her old fuzzy would be gdlk. (did she?)
I don't know about the rankings but since I haven't touched the game I can't say.
Either way changes for F moon don't look that significative. I even thought it'd be something like F > C/H instead of that lol I mean, H got her own nerfs, and C got some nice buffs, but I guess that wasn't enough to change the moon ranking we already knew
hoh and also, wth, then F is now something like Garu-ish moon? Lool
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http://www.youtube.com/watch?v=zUMpV4Ng7qk#t=2m30s
This guy looks decent. Although, blowing all your meter for that setup looks questionable.
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Wow I did not know about C-Aoko's 22D until now.
duh.
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ver1.05 CC F-aoko
user: JeffreyManson@ero (aka "JM")
arcade: GameSky
description: rape
http://www.nicovideo.jp/watch/sm15658993 (no jm eww) :gonk:
http://www.nicovideo.jp/watch/sm15659292 (no jm eww) :gonk:
http://www.nicovideo.jp/watch/sm15660422
http://www.nicovideo.jp/watch/sm15660764
http://www.nicovideo.jp/watch/sm15661072
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ver1.05 CC F-aoko
user: JeffreyManson@ero (aka "JM")
arcade: GameSky
description: rape
http://www.nicovideo.jp/watch/sm15658993 (no jm eww) :gonk:
http://www.nicovideo.jp/watch/sm15659292 (no jm eww) :gonk:
http://www.nicovideo.jp/watch/sm15660422
http://www.nicovideo.jp/watch/sm15660764
http://www.nicovideo.jp/watch/sm15661072
In the process of watching these. His C-Aoko is hilarious to watch, one of the few I've seen to use 22d so far.
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...yo, fuck console, seriously >>
http://www.nicovideo.jp/watch/sm15978843 @20:30
Really? A delayed (possibly chargeable) j236c!!
Mini-list of 1.07 Changes
(C-aoko)
421A/B - Can now be shifted forward a space (in addition to up shifting which is still present)
63214A - Now EX cancelable (still forces untechable down [from 1.05])
J236C - Can be delayed in some form (?)
421C OTG Relaunch - coupling power geyser w/ 421C will float into launch (e.g. 123>slider>22a/b>421c (immediate burst))
22D - Decreased startup from console to CC (iirc)
(H-aoko)
BE4C - Ground Bounces (again) (but it's really low now)
(F-aoko)
BE4C - Ground Bounces
63214C OTG Relaunch - Scoops. May possibly force untechable KD
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***
Could a mod place this thread in the MBCC section being as this is a Current Code discussion thread and all. thx
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Aren't you a mod for this subforum though
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The game dun changed with this newest development, from speculation it seems that J236B may have a negative edge function then if so, her aerial runaway options have just become that much more potent. No longer falling back on J236B>j214C then getting snagged, with this puppy you can cover your escape quite nicely. Overall the new Caoko looks marvelous, and agreed with Zarlington Bifford "Fuck console"
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http://www.nicovideo.jp/watch/sm16002220
A vid of Gintoki using both C/Faoko, I usually don't enjoy Gin's no holds barred style but he's pretty outta sight in this video.
Edit 1: I found a part 1 to that vid of gintoki http://www.nicovideo.jp/watch/sm16001610
also interesting enough you can now combo 4C > 22A > Aerial combo. So 4C's limited use outside of a placed orb has been eradicated.
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Aren't you a mod for this subforum though
He betrayed Sensei, he doesn't deserve it, rather I should be a mod here :nyoro:
:gonk:
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New C-Aoko footage Chin
http://www.youtube.com/watch?v=0A6qDPCd4Eo&feature=feedu
Notes: The most impressive portion of the vid is Chins corner setup, you can 6ABC > 236C > 22A > 421C > 4C. From this opens up a new world of setups including her safe jump.
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Air wheelkick is the truth: www.youtube.com/watch?v=BqQxdRV5UPs
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lmao
3:00 - 3:15 was the most fucked up sequence of events in that vid. I've seen some gay aoko shit but that was homo-genius worthy.
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lmao
3:00 - 3:15 was the most fucked up sequence of events in that vid. I've seen some gay aoko shit but that was homo-genius worthy.
Just watched.
Lolwtfisthisgame
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That's definitely hype, now we need to find someone who will pull off the arc drive 22d combos.
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New vids!!
Players:
Jeffrey Manson
Gintoki
Part 1: http://www.youtube.com/watch?v=YEo4TsQt5Ec&feature=related
Part 2: http://www.youtube.com/watch?v=gElp5DF8A-s&feature=related
Part 3: http://www.youtube.com/watch?v=XUu6YgEiM_8&feature=related
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More Vids!!
Players:
Jeffrey Manson
http://www.youtube.com/watch?v=qL_A_R_8bDw
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Hi to all, Im new to the game,Im kinda decent in BB and I plan to start MBAACC
I would like to pick up aoko since I think its the only characters I like in melty :psyduck:
I'd like to know if this tutorial video is still viable for this version
http://www.youtube.com/watch?v=UWggitBqiPo&feature=related
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That stuff still works. Just be aware that you have more options in AA/CC
Not sure if 623A will still work after a 22A or if it will be beaten by your opponents 2A. Risky either way since your opponent might decide to BLOCK :psyduck:
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Hey guys, so I decided to start learning how to play Aoko after playing Wara for a year and i'm trying to figure out how to actually combo into 623B (I know how to follow it up) since it seems to be completely unsafe on whiff.
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EX-orb>4C>623B
with orb out>6AB>release orb>623B
Charged 5C followup>4C>623B
Orb counter hit>4C>623b
4C anti air>623B :laffo:
Hopefully someone better can give you the full list and some explanations since I'm sure i missed something.
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lmao
3:00 - 3:15 was the most fucked up sequence of events in that vid. I've seen some gay aoko shit but that was homo-genius worthy.
Just watched.
Lolwtfisthisgame
h-satsuki TAS
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First PC tournament for CURRENT code had a C-aoko doing the j.CB rebeat, 22 series redashes, and the brass balls to chain throw wall to wall.
C is for classic, my sensei-in-arms.
Well time to retire the outdated MBAC shit (2012 :laffo:)
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Chain throw? Have any vids?
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EX-orb>4C>623B
with orb out>6AB>release orb>623B
Charged 5C followup>4C>623B
Orb counter hit>4C>623b
4C anti air>623B :laffo:
Hopefully someone better can give you the full list and some explanations since I'm sure i missed something.
Thanks for the tips, but I was mostly looking for combos and stuff.
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Lol so I was in the lab today and found out that you can follow up 623B>j[C]> 214C with a 5[C] on the ground.
Would this be a suitable method of eliminating opponents or is there a better way? Is this incredibly old?
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Lol so I was in the lab today and found out that you can follow up 623B>j[C]> 214C with a 5[C] on the ground.
Would this be a suitable method of eliminating opponents or is there a better way? Is this incredibly old?
623B j.[C]AB 3C j.BC dj.BC 66B tj.BC Airthrow is probably better, although you can get BE236B off from j.214C 5[C] if I recall.
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Lol so I was in the lab today and found out that you can follow up 623B>j[C]> 214C with a 5[C] on the ground.
Would this be a suitable method of eliminating opponents or is there a better way? Is this incredibly old?
623B j.[C]AB 3C j.BC dj.BC 66B tj.BC Airthrow is probably better, although you can get BE236B off from j.214C 5[C] if I recall.
Isn't tj.BC impossible, all of the jumps would have been used by then, right?
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Isn't tj.BC impossible, all of the jumps would have been used by then, right?
No. You land, do 3C, jump-cancel it, and do the awesome combo stuff.
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C-Sensei sexiness by Kusanagi
http://www.youtube.com/watch?v=8VopwJyx6v8&feature=g-all-u&context=G2d7695cFAAAAAAAAaAA
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Oh god yes
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http://www.youtube.com/watch?v=BhjRoMVsDtM
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Thank you, sir.
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Not sure if this is new or not, but I found some tech punish for forward teching in training mode.
When you grab an opponent from midscreen and he forward techs, if you time a 6[a] correctly, it will hit. I set my training dummy to All guard and figured it out. You can follow it up with a standard 1-2-3- slider into arc drive.
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What if they don't forward tech?
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I have no idea, I kinda just made it on the spot right now.
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I mean, technically anything should hit if it's a tech punish.
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Ahh, my bad, I guess it only punishes forward techs then.
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It's cool man, we need more heads thinking of stuff anyway...the wiki is all old shit, so there's not much to work with besides match vids and old AC tutorials. There are a few things coming out slowly though; Tonberry just posted those corner options not too long ago, and Kusanagi said he's working on a video...gotta have patience for all of this sensei tech since I don't actually own a PC that can run the game. :emo:
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It's cool man, we need more heads thinking of stuff anyway...the wiki is all old shit, so there's not much to work with besides match vids and old AC tutorials. There are a few things coming out slowly though; Tonberry just posted those corner options not too long ago, and Kusanagi said he's working on a video...gotta have patience for all of this sensei tech since I don't actually own a PC that can run the game. :emo:
Damn that sucks man. Yeah I just checked out those videos and got alot of ideas from them. Is there a reliable way to tech punish back techs? I tried that thing that kusanagi did in the end of his video, but that pretty much didn't work.
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Damn that sucks man. Yeah I just checked out those videos and got alot of ideas from them. Is there a reliable way to tech punish back techs? I tried that thing that kusanagi did in the end of his video, but that pretty much didn't work.
If a tech punish isn't working then you may be timing it wrong. Tech punishing a back tech outside of the corner you may have to telegraph it if the spacing requires you to run up to punish; if that's the case I'd use a 5B just to be safe but someone more experienced may say otherwise. If in the corner 2B or 5C should be the ideal.
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Is there anything useful about a charged orb at all? There doesn't seem to be any immediate differences.
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TK them. If you don't charge it, you're stuck there for hours.
EDIT: By the way, why is this one pinned and H and F not?
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Huh, I was planning on updating notes and shit once the vid was done but I'll save you some time waste and tell you now:
C-Aoko can't Kick ass (Tech punish all directions)
Meaning, she doesn't really have a follow up for forward tech > 5C tech punish
That only works on big characters (like Warachia) thus the thing in the video working.
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C-Aoko can't Kick ass (Tech punish all directions)
Meaning, she doesn't really have a follow up for forward tech > 5C tech punish
That only works on big characters (like Warachia) thus the thing in the video working.
What about Half? I'm assuming the followup would be 214C after 5C?
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Yeah... Half doesn't change.
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I mean, technically anything should hit if it's a tech punish.
Yeah so about this, I messed around and found that it can punish them from any point of the screen if you dash after throwing them.
Forward Tech: Run under them, 6a into a combo, it should land everytime if you time it right. You have to begin the 6a once the opponent passes over you.
Neutral Tech: Dash and 6a into a combo, probably the easiest one of the 3 techs to punish.
Back Tech: In my opinion, the hardest of the 3. Essentially the same as punishing neutral tech, just harder.
I'm sure you can do more than just 6A for tech punish, but I don't feel like trying anything right now.
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You shouldn't have to move too much if you throw someone and they tech towards you; in some of these situations it's not as simple as just running up to your opponent and doing 6A, in a real match you'd have to guess where your opponent will tech after a throw or they may not tech at all so you have to be ready for an otg.
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What can aoko do with an orb out on wakeup (the opponents)
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more like, what can't she do with oki orb? Go nuts, dude.
If your opponent likes mashing reversals on wakeup, let the orb hit meaty for you while you block.
If they're respecting, go for mixup and use the orb for a fancy combo or extend your blockstring if necessary. It also lets you go for both meaty and catching a backdash at the same time.
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Her whole game revolves around orbs, especially on oki. With Crescent you'll be focusing a lot on held orbs; bait counter hits, backdashes, use it in block strings, (pretty much everything Roy-kr said). You can use it for the fuzzy set-up, 123 series with popped orb. You can even do a 123 series end with slider>A mirror for hard knockdown then IAD orb for a mix-up: http://www.youtube.com/watch?v=GvU_Md86fm8#t=11s
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What is this fuzzy setup?
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What is this fuzzy setup?
IAD deep jC double jump jC 66 release held orb jC land w/e
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Lightly Smacking Bottom: http://www.youtube.com/watch?v=sW73pLRmwlI
:laffo: :laffo:
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I'm new in Melty Blood and i'minterested in in C-Aoko, anyone know the BnBs and the most practical combos?
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Lightly Smacking Bottom: http://www.youtube.com/watch?v=sW73pLRmwlI
:laffo: :laffo:
Thank you for breathing some life back into this section. It's kind of sad that Aoko can't kick ass as good as she could in AC.
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I'm new in Melty Blood and i'minterested in in C-Aoko, anyone know the BnBs and the most practical combos?
Come, child, to the European IRC or my Hamachi, I will teach you.
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I'm new in Melty Blood and i'minterested in in C-Aoko, anyone know the BnBs and the most practical combos?
Come, child, to the European IRC or my Hamachi, I will teach you.
Can you give me the link to the European IRC?
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Thank you for breathing some life back into this section. It's kind of sad that Aoko can't kick ass as good as she could in AC.
2a 3c still works vs no tech, back tech, and forward tech. I also discovered this shortly after making that video: www.youtube.com/watch?v=pXQ_3FleZhM#t=2m33s
[4]a 2b 2c. I never really paid attention to this part previously since it showed 4 clips at the same time but this actually covers all tech directions and gives you a combo on no tech. Make detailed video about new tech, hide the most important part in a 3 second clip near the end. :gonk: :gonk: :gonk: :gonk: I tested it and it still works.
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Sweet, maybe I'll get to try these at a session today.
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Can you give me the link to the European IRC?
http://mizuumi.net/ <--- Has a link to entering the channel through Mibbit, getting a real IRC client is much better though.
Server: Mizuumi.net
Channel: #Meltyblood.eu
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Sweet, maybe I'll get to try these at a session today.
...wait people in nyc still play th - no wait, better question...
PEOPLE STILL PLAY THIS GAME??!!! :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck:
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@ZARbomb Obviously people still play this game
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...wait people in nyc still play th - no wait, better question...
PEOPLE STILL PLAY THIS GAME??!!!
Only the masochists of Team MGV, I guess. I honestly try to play the game as much as I can because I can't run it on my own laptop. MGV doesn't mind booting it up for a few hours and it keeps me from being complete garbage. I wish I was playing this game during the golden era :gonk:. Living in America sucks. :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah: :blah:
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Chen's Aoko inspired me to mess around in training mode: http://www.youtube.com/watch?v=fVRB44_iTuM
Enjoy :laffo: :laffo: :laffo:
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Hot.
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NEED a PEE SEE :gonk:.....Good shit Tonberry
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gdlk cmv http://www.youtube.com/watch?v=OmxUqv_LXGw
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Is there ever a reason to use the moonsault combo other than for style points? Seems to do less dmg than her bnb and it costs 100 meter.
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More damage off of air counterhits (doesn't cost meter in this case) + fullscreen carry. Either way you should do it because it's cool.
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Got it, thnx.
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NETA COMBOS (super impractical)
http://www.mmcafe.com/nico.html + http://www.nicovideo.jp/watch/sm20670449
...This is how Aoko would probably fight in an anime lol. Also...all of these combos pretty much have me mindfucked right now. Don't know how the 421C's are being UNLOCKED. :psyduck:
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NETA COMBOS (super impractical)
http://www.mmcafe.com/nico.html + http://www.nicovideo.jp/watch/sm20670449
...This is how Aoko would probably fight in an anime lol. Also...all of these combos pretty much have me mindfucked right now. Don't know how the 421C's are being UNLOCKED. :psyduck:
Tried to figure it out in training mode after watching this.
If you hold D after you activate 421C, it keeps the orb in place. Then if you hold A, B, or C and let go of D, you can move it around again.
You can lock and unlock it as many times as you want but you can still only move it up to 8 times.
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Tried to figure it out in training mode after watching this.
If you hold D after you activate 421C, it keeps the orb in place. Then if you hold A, B, or C and let go of D, you can move it around again.
You can lock and unlock it as many times as you want but you can still only move it up to 8 times.
You don't have to hold D it can be any button. http://www.meltybread.com/forums/aoko-aozaki/crescent-moon-aoko-guide-mbaa-verps2-ver1-%28arcade%29/msg59848/#msg59848
The part that's tricky is he's releasing orbs individually in some of the combos(how???) In some of the combos he moves one orb while unlocking another to prevent one of the orbs from going away but not all of them.
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https://www.youtube.com/watch?v=8vjsgJGMw14
lol cute
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Doesn't work on V.Sion :bricks: (obvious result but i wanted it to work)
Guess I'm sticking with throw into orb pop.
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Only V.Sion? What about all the other characters that apply to the H-Moon 2B>2C rule?
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Meh, can't be bothered to test them all.
Unrelated: I've been doing a lot of Sanae j2A in matches with my Aoko lately. It's fun so I'll keep doing it until people start forward dashing.
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Sanae j2A?
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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.
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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.
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That's mad damages. Why does no one play Sensei?
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Because C ( and H to some degree ) is effort... :V
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http://www.nicovideo.jp/watch/sm21871415
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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
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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
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Info dump
Kicking Ass
xxx 623a [4]a 2b 2c
- Group A(nothing drops) (https://www.youtube.com/watch?v=fVRB44_iTuM): Aoko, Sion, VSion, Akiha, Arcueid, PCiel, Warc, Seifuku, Kohaku.
- Group B(2c drops so use 2b 5c instead) (https://www.youtube.com/watch?v=fVRB44_iTuM&t=0m29s): 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) (https://www.youtube.com/watch?v=XilUsehT8Ls&t=0m42s): Kouma, Warachia.
- Nekos: Can't do 123 slider 623a against them :laffo:
xxx 623a small step back 5c (https://www.youtube.com/watch?v=XilUsehT8Ls&t=0m13s)
Works on: Miyako(wtf??), Warachia, Nero
xxx 623a [4]c(hits no tech with 4c, forward tech with 5c 123c) (https://www.youtube.com/watch?v=XilUsehT8Ls&t=0m30s)
Works on: Miyako, Warachia, Nero
123 slider 236[c] okizeme (https://www.youtube.com/watch?v=XilUsehT8Ls)
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.