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Atlas Academy => Melty Blood: Current Code => Aoko Aozaki => : Kirah October 28, 2011, 03:08:51 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: [MBAACC 1.07] F-Aoko Discussion Thread
: Kirah October 28, 2011, 03:08:51 PM
I haven't really looked through vids for sensei until today, I wanted to try and run away from depression and profound sadness. Never the less here's a vid to get the ball rolling. It's a vid of Gintoki going in.

http://www.nicovideo.jp/watch/sm16002220

Edit 1: Part 1 of the Gintoki rape fest. http://www.nicovideo.jp/watch/sm16001610
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Rokunaya November 03, 2011, 05:01:55 AM
http://www.youtube.com/watch?v=V6RCmA3CCAY&feature=player_detailpage#t=69s

F-Aoko 214C is see-through now; this kills her mixup off it alot.

Tbh I think this change is really fair since her 214C series is almost impossible to disrespect at the end of any blocksting and allows her back in with mixup for free for only 100 meter. Before, the mixup was gdlk; literally unseeable. You still can get in and try to run some tricks,  it's just people can clearly see aoko behind the blasts now.


Edit: On second thought it's not THAT easy to see Aoko behind the blasts but at least it's still possible to lol

Edit2: ...Actually this color of the orb blasts might be a product of the Aoko color used.
....Welp
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: AARP|ZTB November 04, 2011, 08:17:25 AM
http://www.youtube.com/watch?v=V6RCmA3CCAY&feature=player_detailpage#t=251s

*this may have been in 1.05*

able to cancel the end portion of 63214C into an aerial attack (shown here is j214). The player cancels the ending hits into jC as well in an earlier match, which I'm too lazy to search for again. Although the jC whiffs , possibly due to execution flop, it seems there may be rejump or extended combo potential with this as well.

Also, I want to say that 63214C is forced down but theres still no indication of this just yet (we'll know in 2mths I guess lol)
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Kirah November 04, 2011, 08:29:37 AM
Also that sounds great especially for corner carry after normal J214C midscreen untech Bnbs. Also the mixup potential is quite commendable making her all the more scary.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: M4g1c4lM4g1 November 15, 2011, 10:05:03 AM
Don't think this was posted, but lots of F-Aoko footage here: http://www.youtube.com/watch?v=AljHV3ic7GM

The second half of the vid is almost nonstop F-Aoko ^.^ Some interesting stuff as well, including a cool corner combo at 68m50s
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: AARP|ZTB November 25, 2011, 10:32:33 AM
624C can be used at the end of OTG strings and still get full dmg (e.g. in corner 624a/b>dash>2a>5a*3>5b>2b>624C) and I'm also going to go ahead and assume that 624C is forced down now.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Kirah December 21, 2011, 10:32:47 PM
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
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: kilvear December 22, 2011, 08:04:29 AM
http://www.youtube.com/watch?v=hnpvu4g8iBg&feature=g-all-u&context=G2d24510FAAAAAAAABAg (http://www.youtube.com/watch?v=hnpvu4g8iBg&feature=g-all-u&context=G2d24510FAAAAAAAABAg)

This Faoko is just raping everyone until he meets Rio shiki
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Kirah December 22, 2011, 08:24:03 PM
New Vid!!
Player:
Jeffrey Manson

http://www.youtube.com/watch?v=VelDVqaAI8g
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: mzenken December 30, 2011, 10:50:32 PM
It's generally a better idea to do airthrow finisher at midscreen, right? Seems like continuing a combo with j214C land 2C 63214A into oki would be kinda worthless when I'm trying to get my opponent into the corner, aside from a guaranteed kill.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: ChaseRLewis January 02, 2012, 09:10:27 AM
Alright so been playing F-aoko the last few days and have to say i've been liking her a lot. I think j.214C is always the better options unless your going for a zoning game as her airthrow leaves her with hardly any strong offensive options.

Questions
1. Is there a way to combo off artillery rain? are you even plus afterwards? I set it up so I was right next to them and couldn't even get 5A to combo on hit which is a bit annoying.
2. Is there a way to combo off her fuzzy when they are crouching? I can't seem to get the 421A to combo but read it was possible, can someone confirm that it combos form the j.C->j.C fuzzy.


Stuff I've come to realize.

1. You always want to end you combo's in sweep -> orb if possible. You get the most options post knockdown here compared to 63214X.
You get crossup bubble you can combo from, every type of jump mixup imaginable including emptyjumps, and standing overhead not to mention normal frametrap stuff.

Post j. 214C in the air it seems 5[C] ->2C is the best way to guarantee you can do 2C -> orb without it bursting before they stand up. However the 5[C] is a bit hard to time only doing it about 50% of the time correctly right now but only started doing it yesterday.

2. 5[C] -> stuff gives the best options after j. 214C combo's as you can go for sweep or even do 5[C]->214A->jump combo for an added 600-1200 dmg depending on the character.

3. if you have meter and they are blocking in the corner do 214C everytime it's just too good to not do.

Biggets drawback to F-aoko .... i never have meter for heat because I'm too busy blowing fools to smithereens with "Blue Fiyah!"
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Kusanagi January 07, 2012, 01:23:31 PM
Questions
1. Is there a way to combo off artillery rain? are you even plus afterwards? I set it up so I was right next to them and couldn't even get 5A to combo on hit which is a bit annoying.
2. Is there a way to combo off her fuzzy when they are crouching? I can't seem to get the 421A to combo but read it was possible, can someone confirm that it combos form the j.C->j.C fuzzy.

Biggets drawback to F-aoko .... i never have meter for heat because I'm too busy blowing fools to smithereens with "Blue Fiyah!"

1. Artillery > 2A > etc (it's a 1f link unless you activate artillery instantly, that way the link becomes easier)
2. Only way to follow up her fuzzy is doing IH > j.C > land > etc

That's not a drawback, that's just your poor meter management. She builds practically 100% in one combo.  :nyoro:
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Luneth January 08, 2012, 01:03:34 AM
So I've always been ending j.214C combos with 2C > 4C > orb when I want to go for the set-up/oki,
but I've read and seen a lot of people opt for 2C > 63214A/B > orb

Is there an noticeable difference between 4C and 63214A/B for ending the combo?

4C is obviously easier to input and it feels like it knocks them down for the same amount of time...
does someone happen to have a better understanding?

And I might as well bundle another question in here -- what's the difference between using TK j.214 charge orb and standing 214 orb after knockdown, and why do Japanese players go for the TK charged orb?

Thanks in advance!
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Kusanagi January 08, 2012, 07:27:33 PM
2C > B.Slider  has a better recovery for setup. You get more time than you get doing 4C.

I think (not confirmed but) that TK charged orb activates faster.  :nyoro:
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: ChaseRLewis January 10, 2012, 09:57:06 PM

Ya that's all I could figure out for the j.C fuzzy also which isn't too big, but not as strong as the H-aoko fuzzy options
1. Artillery > 2A > etc (it's a 1f link unless you activate artillery instantly, that way the link becomes easier)
2. Only way to follow up her fuzzy is doing IH > j.C > land > etc

That's not a drawback, that's just your poor meter management. She builds practically 100% in one combo.  :nyoro:

Cool hadn't thought to IH the j.C in the air. Does the Artillery instant have different frames or you talking having it meaty? Been thinking of trying half, how do you think F stacks up against H and C? H seems to have better mixup, but F has that easy mode damage.

Also blue fiyah comment was a joke. I just really like that move, lol.


Also mixups I've been running under Blue Fiyah!

j. C->airdash->j.A->j.B (her j.A is overhead? at least that's what Training Mode blocking says)
j.C -> cr. A -> Be at plus for more stuff
j.C -> 4[C]
j.C -> airdash->j.B-> be at plus for another jump mixup or whatever.

If I setup a up orb you can artillery rain into an easy combo by just staying grounded and using that.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Tonberry January 13, 2012, 02:29:46 PM
F-Aoko high/low stuff: http://www.youtube.com/watch?v=pUtgo5xE0kU

Her damage seems to be a good amount lower from console.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: kilvear January 13, 2012, 08:28:54 PM
421a overhead beam usage. This is the most common way to use 421a. its techable after j214C but you can bait the tech so most people would not tech.


http://www.youtube.com/watch?v=6TsR4ZZhJO8 << god damn use this one instead.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Kusanagi January 14, 2012, 01:34:09 AM
421a overhead beam usage. This is the most common way to use 421a. its techable after j214C but you can bait the tech so most people would not tech.

http://www.youtube.com/watch?v=OuME259Pg9A

That is wrong Kilvear... You're supposed to j.214C > land > 2C > 421A
And you get enough time to activate Artillery as meaty, making the 2f link easier to land...

Why would you risk them getting out of it?
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: kilvear January 14, 2012, 05:57:32 AM
421a overhead beam usage. This is the most common way to use 421a. its techable after j214C but you can bait the tech so most people would not tech.

http://www.youtube.com/watch?v=OuME259Pg9A

That is wrong Kilvear... You're supposed to j.214C > land > 2C > 421A
And you get enough time to activate Artillery as meaty, making the 2f link easier to land...

Why would you risk them getting out of it?

Yeah I just realise that. I was feeling something is  missing. Uploading the new one.

http://www.youtube.com/watch?v=6TsR4ZZhJO8 << this is the new one.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: ChaseRLewis January 15, 2012, 08:34:30 PM
F-Aoko high/low stuff: http://www.youtube.com/watch?v=pUtgo5xE0kU

Her damage seems to be a good amount lower from console.

Something to consider is that her 63214C doesn't prorate as much when it otg's as much as blue fiyah!

so what I like to do off my overhead if I don't have heat is 4[C]->63214A->63214C->j.C->3C->Air combo

Hits 3.3k ish and is hit confirmable while the 63214A is pretty safe unless done at point blank range.

Been playing a lot of hime and mech.

C-Mech

feel the matchup is in aoko's favor because your pressure and mixup is so much better than hers and she has a hard time keeping you out once you build meter.

-Generally your aerials lose to mechs and jet pack rules the air, however if she's already in the air j.A isn't too terrible but I heavily discourage any other aerial.
-Orbs are somewhat useful after a knockdown for setups but if the mech is content to zone then she has an easy time clearing them.
-Her panic options when not in heat are pretty abysmal and luckily j.214C -> sweep->214A is pretty easy on her so you can get a lot of mixup on her without having to rely on blue fiyah.
-If she's cornered with heat just let the bitch up, drones is still really amazing
-Her crouching laser has been heavily nerfed so if you jump causing her to whiff instant double air dash and punish it. Take advantage of that and remember 236A->236C is solid for beginning pressure if you have excess meter as if you do it as similar times you can trade  heavily in your favor.
-Stay on that bitch and be ready to bait her back dash as moves back really far.


F-Hime

matchup is probably slightly in aoko's favor as your corner pressure rapes her.

-If she has 100% meter you can't use any of your zoning tools at all or you'll eat 2.3k+ into
a knockdown that sets up some shenanigans.
-j.A is your best aerial for tagging her out of the sky if she's above but if your even j.B is better.
-Your losing this matchup till you knock her down so save your meter for pressure and j.214C and do whatever you can to keep stuff going on her.
-Use safe jump setups to bait the uppercut because her low life normally means 2 solid hits or a solid and 2 random hits will end the match in your favor.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Tonberry January 16, 2012, 07:49:04 PM
Something to consider is that her 63214C doesn't prorate as much when it otg's as much as blue fiyah!

so what I like to do off my overhead if I don't have heat is 4[C]->63214A->63214C->j.C->3C->Air combo

Hits 3.3k ish and is hit confirmable while the 63214A is pretty safe unless done at point blank range.

Oh wow, I didn't realize you could combo off of 63214c.  That's really nice.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: ChaseRLewis January 29, 2012, 10:07:56 PM
Figured I'd post a couple more matches that I've been playing

H/F - Len
-You should be rushing down Len pretty hard because she out buttons you
-Follow behind orbs is the best way to get in and placing a few is really useful to make her have to be careful about her approach angles. Her j.2C will often go through orbs but it seems inconsistent for Len so risky.
-F is harder to lame because you lose the option to use your non-orb projectiles but I feel F is easier to deal with than H because it's pressure is more predictable.
-matchup is pretty even but watchout for her fuzzy as it hurts, whoever corner the other first probably wins.

C - WLen
-Her 5C and 5B are fucking amazing watchout when jumping
-Her pressure is better than yours but her damage at best is even but she has more life so things are pretty even on that front.
-End combo's from j.214C ->sweep->orb if she uppercuts you can be blocking than punish (if she doesn't get hit by the orb you can parry the super to prevent her from being safe but orb normally hits her). You can shutdown all her panic options with this setup.
-Use the above setup to set up mixup and establish your offensive game. Once they get used to blocking that you can be a bit more liberal in what you do. Use that blockstun to do BlueFiyah mixups if you have extra meter.
-Be careful when zoning because even though her dash is slow it is invulnerable so she can run through any of your zoning attempts.
-Matchup seems even but there you need to learn to shut down her panic options or your never going to get anything going.

F-VAkiha
-Ugh ... this matchup seems somewhere between even and in V. akiha's favor.
-j.C is surprising strong against her aerials if she's below but j.A is amazing in other circumstances. If v. akiha j. b's and is below you your probably going to lose unless you did a j.C pretty early.
-This matchup is over in 2 combo's but since V.Akiha can't setup her oki in the corner without sacrificing damage sometimes you'll live to 3 which is nice.
-Any hit should be tried to be converted into a blue fiyah mixup afterwards as if you get that second hit she's done.
-She's faster and more mobile than you and she can actually dash THROUGH your orbs if the player has the balls to be that fearless which is really annoying but something you need to consider when trying to get some breathing space.
-Bitch is just way to fast. Matchup tends to be one person gets absolutely smashed by the other and rounds tend to end pretty quickly as you can't run from v. akiha.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: ChaseRLewis February 12, 2012, 10:36:19 PM
Got to play a really good C-Kohaku player recently. Matchup seems pretty hard at the second but think that's because he already knew the aoko matchup but I had to learn the Kohaku matchup.

C-Kohaku has an amazing jump attack that will clear proximity orbs and still force you to block without hitting her normally. Orbs aren't useless by any means but Kohaku has a pretty easy time getting rid of them.

You don't ever want to be in the air before kohaku as you WILL lose to j.B. However if you jump afterwards you can throw out your own j.B for a counter hit. If kohaku back airdashes she'll probably do j.B to land safely so recognize that distance and see what she likes to do. Rushing in can be dangerous so try to follow orbs and be creative as if she does a 5B to kill the orb you can space yourself to punish the whiff.

In the corner C-Kohaku has no reversal except burst so do everything you can to kill her. Also a high redash j.C seemed pretty effective as 5B is kinda too slow to reactively throw and will lose to the redash 2A pressure renewal. Kohaku has a pretty fast 2A so be very tight with your staggers and 2B->2A frame traps.

Honestly, your goal should be to keep this fight from nuetral as much as possible. With a little bit of practice it's not too hard to block C-Kohaku, but she has a really strong ability to punish any type of escape from her pressure. Typically you can start pushing yourself away after blocking a cut or 2C so look for those and react accordingly.

Matchup is probably pretty even, but could easily be 5.5-4.5 in Kohaku's favor.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: SaberHaze April 07, 2012, 01:39:05 AM
Hi guys. I'm new to MBACC, what are some basic bnb for F-Aoko
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Remzi April 07, 2012, 02:04:37 AM
Hi guys. I'm new to MBACC, what are some basic bnb for F-Aoko
2AA 5B 2BC 3C j.BC dj.BC Airthrow
2AA 5B 2BC 3C j.BC dj.BC214C 2C 63214B
2AA 5B 2BC 3C j.BC dj.BC214C 2C 22A j.BC dj.BC Airthrow

That's really all.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: kikimaru024 July 20, 2012, 06:04:35 PM
Can someone explain to me why if I do
2AA 5B 2BC 3C j.BC dj.BC214C 2C 214A/B
the last orb disappears immediately?

I want to set it up for their wakeup  :(
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Sashi July 20, 2012, 07:04:15 PM
Their body "hits" the orb and pops it as they fall after 2C. Do 2C 63214B 214 instead.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: HARD_BREAD July 22, 2012, 10:08:09 AM
Can someone explain to me why if I do
2AA 5B 2BC 3C j.BC dj.BC214C 2C 214A/B
the last orb disappears immediately?

I want to set it up for their wakeup  :(
In addition to Sacchin's suggestion a TK'd charged orb is also good on oki after 2C 63214B.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: kikimaru024 July 25, 2012, 02:16:34 AM
Still having trouble with [...] 2C 63214B

But I can get [...] 2C 4C 214A for now.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Sashi July 25, 2012, 10:58:53 AM
I think you have less time to setup with 4C, but whatever works.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: HARD_BREAD July 25, 2012, 09:44:47 PM
Still having trouble with [...] 2C 63214B

But I can get [...] 2C 4C 214A for now.

Hmmm, best set-up for 4C to orb oki for F-moon imo is j.214C bnb>5[C]>5A>4C>IAD j214A/B

With this set up you get the hard knockdown for orb oki with a potential mix-up with IAD orb. Depending on how fast you cancel the IAD into 214A/B the orb will stop right over your opponent while you maintain your momentum, from there you can go high/low w/e. You could also hold the orb instead to bait a shiledor to stop right in front of your opponent during IAD orb.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: heavymetalmixer February 14, 2013, 10:09:33 AM
Can anyone tell some good blockstrings for F-Aoko?
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: HARD_BREAD February 14, 2013, 01:17:39 PM
Can anyone tell some good blockstrings for F-Aoko?
Have you watched any of the match videos in the match videos thread?
2A/5A staggers>5B>2B>214A/B
2A/5A staggers>5B>2B>5C>Blue Fiyah (can also do 22B before Blue Fiyah to catch a back dash)
Basically you want to stagger 2A/5A a lot, ending with 5B/2B is ok. You can also fish counter-hits by starting your pressure with 2B then doing 2A as soon as you recover. Watch all of the match videos in the match vids thread.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Funky-kun February 15, 2013, 01:31:08 AM
I have some notes on the frame (dis)advantage on blocked normals lying around:

5a +3
2a +3
5b +-0
2b +2
5c -3
2c -8
3c -6
4c -5
4[c] -2
63214a +-0 to -7
63214b -1 to -3
22a -2
22b +1

So basically 5a, 2a and 2b is mostly what you want to be working with. Sample strings:

2a2b ... 2a
2a 5a 2a2c (for catching backdash)
2a5b214a
2a*5b*2b*2c*3c22b (can either aircombo if hits, or Blue Fiyah for mixups)

3C and the sliders generally give the best spacing for 214c.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: heavymetalmixer April 07, 2013, 09:46:24 PM
I don't know if it was already posted:

And insteresting basic F-Aoko tutorial

http://www.youtube.com/watch?v=zeQwBOevrzE
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Samurai December 01, 2013, 11:32:47 PM
I started playing F Aoko and I have a question about her bnb - every time i try to use her 214C extender after 5B 2BC 3C JBC JBC its misses. I can guarantee it hits with omitting 2nd JB but i want to do as much damage as I can. So how u guys doing it without omitting JB?
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Sashi December 02, 2013, 01:51:00 AM
Are you double jumping with 8 or with 9?
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Samurai December 02, 2013, 03:27:45 AM
When i do dj9 orb completely misses and vanishes, and when I use dj8 oponent became too high for orb to hit and break the combo. Is there some special timing to it or something?  :slowpoke:
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: purps December 02, 2013, 05:44:50 AM
jBC jBC 214C is about making sure there is as little a gap between 3c and the first jB as possible.

The timing between 2c and 3c seems to make no difference for this combo in particular.
Don't delay too long between 2c and 3c or you may move too far forwards before you jump against some chars (HVsion / Miyako for example). You need a sdj after the first jBC, and all the inputs after 3c need to be quick.

I can't explain the timing any better than that, you'll have to grind it out..

jBC jBC 214C works from raw 2c 3c with or without delays between, and is the same from any normal ground confirm with 2A's etc.  Works against everyone except the nekos.


Another way to squeeze damage potential out of the character is to work on landing 5[C] nice and low consistently after 214C.

5[C] into 2C, or 5[C] 5A4C when they are slightly high/you're too early. 5[C]2C 22A j(A/B)C jBC 623 is pretty much the damage ceiling for F from 214C.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: heavymetalmixer December 24, 2013, 07:45:54 AM
Or you could just do 2AxN 5B 2B 2C 3C j.BC j.C j.214C fall 2C

If you omit the j.B in the second jump is easier, just do it as quick as possible.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Cristu December 24, 2013, 08:16:32 AM
j.BC dj.BC j.214C is actually pretty easy. if you're having any trouble just make the second jump a super jump and voilĂ .
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: tataki January 17, 2014, 01:01:39 PM
It also depends on the opposing character. Some of them have a really annoying hurtbox. What I started doing is j.C super double jump j.C orb. Less damage but it works in every matchup so I never miss that vital knockdown. I really suck at remembering to do different combos on the fly against different characters so I can live with this compromise.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Dusk Thanatos January 20, 2014, 08:47:11 AM
j.bc sj j.bc EX orb works most of the time.

j.bc 8j.c EX orb works a good chunk of the time too.

I think j.abc sj.bc EX orb is also a thing.

Honestly, I never do one or the other all the time when I play F-Aoko -- I just sort of BS based on what I feel like is going to land. It varies a little based on hurtboxes. The only real way to get a feel for it is just to do it a lot, or watch a lot of F-Aoko matchvids and hope you soak the knowledge which almost never works, but a man can hope.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: tataki February 03, 2014, 11:09:34 PM
j.bc sj j.bc EX orb works most of the time.

j.bc 8j.c EX orb works a good chunk of the time too.

I think j.abc sj.bc EX orb is also a thing.

Honestly, I never do one or the other all the time when I play F-Aoko -- I just sort of BS based on what I feel like is going to land. It varies a little based on hurtboxes. The only real way to get a feel for it is just to do it a lot, or watch a lot of F-Aoko matchvids and hope you soak the knowledge which almost never works, but a man can hope.

There's not much to it. It depends on the opposing character, and if it's a relaunch or from a grounded 2c 3c launch. Obviously from a relaunch they are higher so you'll need less normals, but high doublejump is always good.

jabc stuff work only on Nero IIRC.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Viskar March 15, 2014, 11:11:45 PM
Was playing around with some midscreen three-way setups today:
http://www.youtube.com/watch?v=CoPkVtAfoFE

After slider it's a back jump (j.7), immediately cancelled in neutral jump (j.8) and then (6) to drift forward. The cross-up low looks very ambiguous. If you are going to be on the same side, you can air dash in and do a high, even if they are holding crouch.

edit: Switch video to a HQ version. Fixed bad execution on some dummies, so they all look the same now. Fixed the Air Dash -> j.B timing so it is meaty instead of chicken blockable.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Tonberry March 17, 2014, 05:28:09 AM
If you air dash while someone is just crouching midscreen you will always go over their head.  In your video, you're showing them stand during the beginning of the air dash and then switching to crouch.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Viskar March 17, 2014, 11:35:12 AM
That's not the case here. I am dashing while akiha is still in wake up frames so she cannot crouch yet. I should have had the input display on but I am holding crouch the whole time. Kusa also made use of this in his HAoko kicking ass video when he shows the midscreen fuzzy hi/low combo.
: Re: [MBAACC 1.07] F-Aoko Discussion Thread
: Viskar July 21, 2014, 11:04:01 PM
This thread needs some love too. Been in the lab a bit and working on a few things.

Here is one of them: corner oxi/mixup string that leads into a safe throw mixup. We might not have Kicking Ass tech punishes, but this isn't so bad either. I present to you the F-moon version of corner gimmicks:

No F'ing Escape
http://youtu.be/-mqK8ufZbkg (http://youtu.be/-mqK8ufZbkg)

1) EX orb corner combo into a High/Low mixup.
2) If they get hit, it leads into a special situation where the proxy orb is timed to detonate right after their wakeup, making a dash in grab unmashable. Similar to Akiha ribbon setup.
- Mashing and DPs get CH by orb.
- EX wakeups can be blocked on reaction, and usually CH by orb too (grab is not input immediately)
- Orb catches jump outs and pushes them back near Aoko. Potential to guard break here.
- Jump+attack gets CH (e.g. Nero j.b on wakeup)
- Blocking, Shielding, Dodging, or Bunkering gets thrown
- Backdash gets hit by orb

If you think they aren't going to sit there and let themselves get grabbed, you can just do a meaty or meaty with backdash punish OS to catch a jump outs and backdashes, and the orb keeps you safe from most danger.

Note: After grab, you can combo EX DP against W.Len, Len, and Miyako in the corner.

edit: New video uploaded (youtube broke my old one)