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Author Topic: [MBAACC 1.07] F-Aoko Discussion Thread  (Read 22963 times)

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Offline kikimaru024

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #25 on: 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  :(

Offline Sashi

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #26 on: 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.
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Offline HARD_BREAD

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #27 on: 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.
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Offline kikimaru024

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #28 on: July 25, 2012, 02:16:34 AM »
Still having trouble with [...] 2C 63214B

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

Offline Sashi

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #29 on: July 25, 2012, 10:58:53 AM »
I think you have less time to setup with 4C, but whatever works.
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Offline HARD_BREAD

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #30 on: 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.
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Offline heavymetalmixer

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #31 on: February 14, 2013, 10:09:33 AM »
Can anyone tell some good blockstrings for F-Aoko?
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Offline HARD_BREAD

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #32 on: 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.
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Offline Funky-kun

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #33 on: 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.
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Offline heavymetalmixer

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #34 on: 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
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Offline Samurai

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #35 on: 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?

Offline Sashi

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #36 on: December 02, 2013, 01:51:00 AM »
Are you double jumping with 8 or with 9?
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Offline Samurai

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #37 on: 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:

Offline purps

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #38 on: 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.
« Last Edit: December 02, 2013, 12:09:50 PM by purps »

Offline heavymetalmixer

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #39 on: 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.
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Offline Cristu

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #40 on: 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 .
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Offline tataki

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #41 on: 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.

Offline Dusk Thanatos

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #42 on: 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.

Offline tataki

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #43 on: 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.

Offline Viskar

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #44 on: 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.
« Last Edit: March 16, 2014, 11:01:12 PM by Viskar »

Offline Tonberry

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #45 on: 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.
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Offline Viskar

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #46 on: 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.

Offline Viskar

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Re: [MBAACC 1.07] F-Aoko Discussion Thread
« Reply #47 on: 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

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)
« Last Edit: July 22, 2014, 01:32:26 AM by Viskar »