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Author Topic: [MBAACC 1.07] H-Aoko Discussion Thread  (Read 11622 times)

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Offline Kirah

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[MBAACC 1.07] H-Aoko Discussion Thread
« on: October 28, 2011, 03:06:53 PM »
I figured i'd get the ball rolling, by at least starting this thread for sensei enjoy!

Offline Benny1

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #1 on: November 17, 2011, 07:36:03 PM »
I hear 4C groundbounces again, but it's not very high.

Haven't seen any videos so I have no idea what this could mean or not.

EDIT:

The main use for it is old combos like 2A 5B 2B 5A 6AA BE4C (5A) 6AA BE5C BE4C (5A) 6AA BE4C, aka meterless safe jump setups.
« Last Edit: January 02, 2012, 11:28:25 AM by Benny1 »
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Offline Remzi

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #2 on: January 12, 2012, 01:57:00 PM »
I hear 4C groundbounces again, but it's not very high.

Haven't seen any videos so I have no idea what this could mean or not.

EDIT:

The main use for it is old combos like 2A 5B 2B 5A 6AA BE4C (5A) 6AA BE5C BE4C (5A) 6AA BE4C, aka meterless safe jump setups.
BE4C works.

2A 5B 2B 6AAA 2C 5C 3C j.B dj.BC 214C BE5C BE4C BE236B seems possible, similar to CAoko's unblockable stuff.. It can still be shielded (pretty sure C's can too) but yeah, seems like it's unblockable at the very least. Lol HAoko.
Can be dodged.

j.22X can be used as a buffer for j.236X. This works with C-Aoko too.
« Last Edit: January 15, 2012, 04:03:45 PM by Remzi »

Offline Benny1

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #3 on: January 29, 2012, 12:05:41 PM »
Various corner loops, inspired/taken from JP wiki

2A 5B 5A 6AA 2A 2C (5A) 6AA BE5C BE4C (2A/2B/nothing) 2C (5A) 6AA BE4C (2A/2B/nothing) 2C 5C 3C j.BC dj.BC AT

2A 5B 5A 6AA BE4C (2A/2B/nothing) 2C (5A) 6AA BE5C BE4C (2A/2B/nothing) 2C 5C 3C j.BC dj.BC AT

2A 5B 5A 6AA 2A 2C (5A) 6AA BE5C BE4C (2A/2B/nothing) 2C (5A) 6AA BE4C (5A) 6AA BE4C

2A 5B 5A 6AA BE4C (2A/2B/nothing) 2C (5A) 6AA BE5C BE4C (5A) 6AA BE4C

Whether or not you can use 2A, 2B or just 2C is character specific.  The second loop does more damage if you're doing an air combo, haven't fully tested the BE4C oki options.  I feel this meterless way to do oki setups is better than spending 100% for an air orb.  (5A) 6AA BE5C only works once per combo.
« Last Edit: January 29, 2012, 12:08:23 PM by Benny1 »
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Offline HARD_BREAD

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #4 on: January 30, 2012, 03:29:11 PM »
Got a a link for that JP wiki?
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Offline Tonberry

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #5 on: January 30, 2012, 10:13:59 PM »
[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

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #6 on: January 31, 2012, 08:09:17 AM »
Thanks.
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Offline Benny1

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #7 on: February 04, 2012, 01:00:39 PM »
Working on a video to show her combos.  Basic stuff, 1-2-3 stuff, and different ways to confirm into her loop are all included.
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Offline HARD_BREAD

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #8 on: February 04, 2012, 03:13:23 PM »
That would be dope, Trying to learn H-moon myself. Anyone know if Kicking Ass! works the same way in H for CC? I haven't seen any CC H-Senseis, just C/F; I'm only able to lab on PS2 AA at the moment and the only time I get to play CC is when I go to sessions so any CC vids besides match videos would be highly appreciated.
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(GenericSuperhero) zar what's your ethnicity
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Offline Benny1

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #10 on: February 04, 2012, 07:51:49 PM »
As a note about that video though, never, ever end a combo in 4C 421A, always do a 5A 6AA BE4C 421A, waaaaaay more frames to set up oki.

EDIT: Silly me, turns out 2A 5B 5C 2C (5A) 6AA is a working combo, can set up BE4C stuff with it.  Does a lot of damage.
« Last Edit: February 06, 2012, 10:52:12 AM by Benny1 »
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Offline Remzi

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #11 on: May 12, 2012, 09:34:32 AM »
Well, this thread isn't getting much attention so I'll just post some standard stuff that isn't here. Plus I'm hitting the lab so I'll be editing this post as I optimize.

Neutral/back techpunish from kicking ass into kicking ass again : 5C 6AAA 4[C] 2BC (2BC might be character specific. Just use 2C if it is) 5C 4C 623A (and if they tech after this they'll probably die)
Fullscreen corner carry combo into oki orb : 2A 5B 2B 6AAA 4[C] 214A 66 j.BC dj8.BC~214C (land) 5[C] 4[C] 66 2C 3C 4C 421A
« Last Edit: May 14, 2012, 01:36:41 PM by Remzi »

Offline purps

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #12 on: February 17, 2013, 06:08:44 PM »
http://www.nicovideo.jp/watch/sm19372677

Whether or not you can use 2A, 2B or just 2C is character specific

airbourne opponent '4[c] > 2b2c' works on about half the cast.  '4[c] 66~[3] 3b 2c' makes midscreen combos much easier

Must use 2a2c on:

-Roa.
-Red Arc
-Nanaya
-Tohno
-Hime
-Ciel
-Ries
-Wara
-Akiha/VAkiha/Sei
-Ciel
-Len

2b2c Works on (everyone else) :

-All the teams.
-Kouma
-Arcueid
-Aoko
-Sion
-HVSion
-Miyako
-Hisui
-Kohaku
-Satsuki
-White Len
-Nero
-Neko's
« Last Edit: February 17, 2013, 06:16:09 PM by purps »

Offline AARP|ZTB

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #13 on: March 20, 2013, 06:49:49 AM »
http://www.youtube.com/watch?v=z2iok8Z1SGI
Youtube version of purps's link. This vid is fucking COMPLETE in every sense of the word. (7m25s mark made my bowels move  :nyoro: )

Also, props to Purps for the juggle breakdowns. 2B>2C pickup I find perplexing yet hilarious.

Man, Blue is still a beast. Would main (this version of) her again if the game weren't dead and all lol.  :blah:
« Last Edit: March 20, 2013, 06:54:20 AM by ZARbomb »
zar are you even aware that your attitude is what drove people off in the first place. i think zar's attitude is worse than all of that. cause neither of you guys mean anything. but zar can poison shit around him. zar's the one that gets personal online and does realtalk that's out of line.

Offline HARD_BREAD

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #14 on: April 15, 2013, 08:42:29 PM »
How the fuck did I miss that list for the 2A2C pick up...I was trying to learn it myself after seeing Chen beast everyone in a-cho with it eons ago. This explains why he did 2B2C in that one random match up instead of 2A. Thank you purp god.
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Offline purps

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #15 on: April 21, 2013, 08:23:42 AM »
2a2c / 2b2c doesn't work from a raw airthrow atall against these chars:

-Akiha/VAKiha/Sei
-Warachia

-Ries
-Hisui

-Warc
-Len

-Nero - AT - 2b2c 5awhiff)6aa 4[c] 2b2c... works VS Nero but only midscreen/ not fully in the corner.

Everyone else can fall into some form of the ground loop from AT; as far as i can tell using the same list i came up with before confirmed by this recent video for H/F.

http://www.nicovideo.jp/watch/sm20622328
« Last Edit: April 21, 2013, 06:44:44 PM by purps »

Offline AARP|ZTB

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #16 on: April 21, 2013, 10:55:45 AM »
Vid is sick. Just wanted to point out, though, that JC > dj > airdash > JAA is far stronger (and is an actual fuzzy guard sequence) than the JC > dj > airdash > JC string being shown in the vid. Don't know the compiler chose to go with that. =/
zar are you even aware that your attitude is what drove people off in the first place. i think zar's attitude is worse than all of that. cause neither of you guys mean anything. but zar can poison shit around him. zar's the one that gets personal online and does realtalk that's out of line.

Offline Viskar

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #17 on: July 08, 2014, 01:13:37 AM »
Got inspired to record some of my H-Aoko character-specific notes. Some of this overlaps with the wiki, but I also found that positioning, timing, and number of loops all affect whether or not you can get a well positioned orb from 4[c] xx 421a enders. If I finish recording things and get more notes, I think I'll re-edit it and correct things.

The recordings use j.c on the safejump, but j.b is better if you plan to 2b after. Otherwise you risk getting pushed out too far from j.c pushback on block.

Characters with 4 frame DPs can theoretically be safejumped, but the timing is really tight. Looking for alternate safejup setups that are more reliable (Ries has one I found).

Common setup followups:
* High-Low - j.b (land) 2b 5b 5c 214a ReleasOrb 66 combo...
* Fuzzy High - j.b 8 j.b 66+ReleaseOrb j.c (If they EX reversal, you should be able to land and block. With perfect input you may be able to block non-EX flash reversals. Short characters can't get fuzzied, but you can air dash instead of immediately landing for a mixup (release orb to meaty while air dashing).
* Empty jump - (whiff j.b) (land) 2a/2b or Throw when landing, or release orb if you think they will mash.

-- First 1/3 of cast --

0:00 Aoko (nothing special)
* 2b2c.
DP: 6 frames, pretty lenient safe jump. Aoko is a slow riser need to delay 421a cancel more than usual.
0 loops xx 421a (Cancel on BE4C frame ~30 near the end)
-or-
1 loops xx 421a (Cancel on BE4C frame ~35 near the end)

0:13 Tohno
* 2a2c
* 5 Frame DP, 6 Frame EX DP. H-moon DP's even slower
0 loops xx Orb (Cancel instantly after BE4C)
-or-
1 loop + t.k. EX Orb (Cancel on BE4C ~frames 28-29 foot touches floor)

1:15 Hime
* 2a2c
0 loop xx Orb (Cancel instantly after BE4C)
1 loop xx Orb (Cancel on BE4C ~frames 28-29)

1:47 Nanaya
* 2a2c
* DP: 6 Frame / 4 Frame EX. Difficult to safe jump EX
0 loop xx Orb (Cancel instantly after BE4C). Loses to EX.
1 loop tk EX Orb (Cancel on BE4C~frame 30)
0-1 loop 2a2c 421a (Jump in at a higher angle to go over DPs. Kind of a gimmick the j.c won't be meaty unless you release orb. This is a whole other setup though you can j.cb, j.8 j.b double overhead into fuzzy, or j.cb 2b for double overhead into low.)

2:50 Kouma
* 2b2c
0 loop xx 421a (Instant cancel)
1 loop xx 421a (Won't hit during fuzzy)
1 loop tk EX Orb (Cancel BE4C around ~frame 30-35)

3:13 Miyako
* 2b2c works but not ideal in corner
* Back up 2a2c so the orb can hit outside of block/hitstun. Skip  BE5C if you back up or it will launch.
* Too short to fuzzy, can instead release orb for meaty, then j.66 j.B for late overhead.
1 loop xx 421a (Cancel BE4C around ~frame 26-28)

3:36 Ciel
* 2a2c
0 loop xx 421a (Cancel instantly after BE4C)
1 loop tk EX Orb (Cancel BE4C around ~frame 28)

4:26 Sion
* 2b2c
* DP: 4 frame / 4 frame EX. Safe jumps unreliable.
Cannot do 0 loop version safe
1 loop xx 421a (Cancel BE4C around frame ~26)

4:49 Ries
* 2a2c
* DP: 4 frame / 6 frame EX. Hard to safe jump from loop.
* BE5C launches unless you step forward after BE4C
* 0 loop xx 421a (Cancel BE4C around frame ~27 early but not quite instant). Pretty difficult.
* (not pictured, but useful) 1 loop + 2a2c (recover) sj9 j.C is safejump. Remains safe even with high gravity situations. No orb in this setup though.
* 2 loop xx 421a (Cancel BE4C around ~28). Pretty difficult.

5:31 Wara
* 2a2c
* Can't BE5C
0 loop xx 421a (Cancel BE4C immediately)
1 loop xx 421a (Cancel BE4C around ~frame 30)

6:08 Roa
* 2a2c
* DP: 4 frame, hard to safe jump.
* 0 loop xx 421a is unsafe
* 1 loop xx 421a can work but difficulty to time.
« Last Edit: July 08, 2014, 01:22:39 AM by Viskar »

Offline Tonberry

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #18 on: July 08, 2014, 09:21:01 PM »
Quick, someone post in the F-Aoko thread  :laffo:
[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 Viskar

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Re: [MBAACC 1.07] H-Aoko Discussion Thread
« Reply #19 on: July 09, 2014, 12:13:21 AM »
I think I'll get on that after Evo and before Super Arcade / Rebel Up re-opens.

Looking at my F-moon notes remindmed me that H-Aoko doesn't need to safejump Roa. Every moon can beat his stupid fast DP's with any non-held orb for free. So you can just do tk. 214[a] after 421a.

Examples:
https://www.youtube.com/watch?v=aA8jGlLRxV0

Some follow up ideas:
* 66 2b
* 66 BE4C 214a (release orb) 66 2a 2b 5b combo
* IAD j.a j.a (land) 2a (true blockstring, whifs if he crouch blocks oki orb though). I think you can OS ground throw on whiff, throw them into held orb. This can link into 2c 5c 4c 623a (Kicking Ass!) or hard knockdown.
* IAD j.a j.a dnj/iad j.b.
* IAD j.b /j.c into fuzzy high dj.b or low 2b (very small gap in blockstun, Shield/DP is tricky to time)
« Last Edit: January 19, 2015, 11:04:14 PM by Viskar »