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Author Topic: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)  (Read 14043 times)

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Offline AARP|ZTB

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[Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« on: August 07, 2009, 11:49:46 AM »
    Welcome to
your H-Aoko Guide!

This in-the-works guide has been made with the intention of providing H-Aoko information for the players by the players. Rather than having the guide focus solely on my own views, theories, and strategies on how H-Aoko is to be used, feedback, suggestions, contributions, etc. from the community will be collected, sorted and compiled all into this post for the H-Aoko user's convenience.

With MBAA on the way, you can bet that information will be swarming the internet shortly after it's release so keep your eyes open, sift through those jp BBS's, watch those nico and youtube vids and post up!

I will do my best to keep the thread updated with your contributions.  :teach:



Media
VS Moive/Match Videos

Combo Exhibitions

H-Aoko Corner Throw Combos (vs Miyako, Len, WLen)
- http://www.youtube.com/watch?v=fXA9UIg3LbY (By Rudolf)
Aoko normally has no combo options after a throw without a held orb being present. Here's the exception...

Tutorial/Demonstration Videos


BBS & Other Web Sources

http://www3.atwiki.jp/aokoaa/

Google translation of BBS - This is a really horrible translation, only use it to make navigating easier



Guide
BnBs
  • 2A>2A>5B>5A>6A>6A>2A>2C>5A(miss)>6A>6A>BE5C>3C>JC>hjc>JAJBJC (JeffreyManson@Ero)

  • (VS Akiha) 5A>6A>6A>5A>2C>2A(miss)>5A>2C>5C>3C>aerial (JeffreyManson@Ero)

  • 2A>2B>5B>2C>3C>JB>JC>9>JC>j214C>land 2C>421A (basic combo to set up 421A orb)

  • 4[C]>
    • 214B>214C>3C>JB>JC>JB>JC>airthrow(midscreen discovered by Zar the Biscuit)
    • 214C>3C>JB>JC>JB>JC>airthrow(in corner not point blank)
    • 623A>KICKING ASS!(details far below)

Situational Combos
Fuzzy Guard - When Aoko has a held orb close to the ground, you can go for fuzzy guard.  The idea behind the mixup is that your opponent has to guess whether or not to block high or low without being able to react.  IAD JC is blocked high and then you either double jump jB(high) or land 2B(low).  Generally speaking, bad people don't know about fuzzy guard and will block low more often than not and good people often block high initially because they recognize the setup.  The first combo listed is inferior to the second due to less damage and less meter but I'm listing it anyways if for some odd reason you can't do the second one.  Also, to do the 2b>5b>5c combos you have to do IAD jB.  You can also fuzzy with IAD jB double jump jB but you have to wait for the airdash to end and early in Aoko's fall press jB then double jump jB.  The reason you have to do IAD jB is because jC has too much pushback and the 5b won't combo after 2b.

Following combos were performed on Warc with full health(0.95 defense modifier) both with every hit reduced and unreduced
  • land 2B>5B>5C>pop orb>IAD(you need to input IAD before popping) JB>2B>5B>5A>6A>6A>2C>4C>421A(low mixup w/orb reset) 3428 damage reduced, 4918 unreduced

  • land 2B>5B>5C>214B>pop orb>2A>2B>5B>5A>6A>6A>2C>4C>421A(low mixup w/orb reset) 3754 reduced, 5381 damage unreduced

  • land 2B>5B>5C>214B>pop orb>2A>2B>5B>5A>6A>6A>2C>5C>3C>JB>JC>JB>JC airthrow(low mixup for damage) 4580 reduced, 6497(!!!) unreduced

  • double jump jB>airdash>pop orb>JC>2B>5B>5A>6A>6A>2C>4C>421A(high mixup w/orb reset) 2843 reduced, 4085 unreduced

  • double jump jB>airdash>pop orb>jC>2B>5B>5A>6A>6A>2C>5C>3C>JB>JC>JB>JC airthrow(high mixup for damage) 3893 reduced, 5589 unreduced

  • double jump jB>j236C(high mixup w/no orb, not safe on hit) 2593 unreduced, 1813 reduced

Arsenal
Throws
Ground - Aoko puts her arms around her opponent's waist and chucks them like garbage in the direction you're holding.  It's techable but her 2C can track all directional techs in the corner into a combo.  If they don't tech you can do 2C>2A>2A>2A>3C>5A>6A>5B>IAD back to cover teching out of the corner and IAD forward to cover teching into the corner.  Note - That OTG is not universal.  The 5a will whiff on Warc and possibly others.  If you think they are going to respect 2C you can set up a held orb or go for a crossup.  You can also IAD after a corner throw if you think they are going to respect 2C.  IADing immediately after a corner throw up until a certain point in time will cause Aoko to not cross up her opponent.  Beyond that point in time, if you IAD Aoko will cross up her opponent.  I'll update with a complete list of weird characters but for now all I know is Tohno and Warc.  It's not possible to stay on the side you start on against Warc and against Tohno you have to really delay your IAD.

Air

Command Normals
5A>6A
Aoko performs 5A then a side kick (F-Aoko's 5B). Can chain into specials on hit/guard and can also be chained from. Chain into 2A (5A>6A>2A) will ensue a reverse beat penalty but you regain access to 5A allowing a chain back into 6A (5A>6A>2A>5A>6A etc.).

5A>6A moves Aoko slightly forward and when combined with 5B one can close in ufrom push back and continue pressure. 5A>6A can also be canceled extremely late in the attack animation making it effective for some serious staggering strings and hig/low fake-outs such as: 5A>6A>4[C] OR 5A>6A>delay 2B>2C. This is somewhat reminiscent of Aokos 5B>4C / 5B>delay 2B string from MBAC; when coupled with a held orb it made way for some interesting psyche-outs.

5A>6A>6A
Shin kick, side kick, crazy Hwoarang-side-split-kick. This is the last part of the Kakoto kick sequence.  Sadly her sexy loops she had got pulled after vanilla but this is still used in her combos.  The 3rd kick launches on hit and produces a fair amount of untechable time and because you can cancel very late after the second hit of 5A>6A, you can stagger into the third hit of the sequence to force someone to respect.  On some characters(full list up later) you can 421A after this on block and get CH for free if they 2A or a non-CH combo(421A hits with CPU set to Recover A but orb doesn't get CH) or stagger 22A to beat both mash and jump.

4C
Much faster startup than Crescent Moon but is no longer an overhead hit.  This can only be canceled into specials or supers on hit or guard. Produces instant and non ground passable down vs airborne opponents.  This is mainly used at the end of combos to set up 421A.  Similar to 5A>6A>6A you can 421A after this move if you think they are going to 2A to get CH from orb on some characters and non CH orb hit on others.  

BE4C
Aoko lifts her leg above her head and holds it there for a short period of time before swinging it down with a nice flash effective above her head.  This hits overhead after the flash.  This also can only be canceled into specials and supers on hit or guard.  It also gives instant and non ground passable down vs airborne opponents though there is no point in charging it against airborne opponents anymore.

3C
An uppercut.  Same move in all styles.  This move is great for getting guard breaks(not guard crush.)  Dash 3c is great if you call a jump(hold 8) and if they block it cancel into something else.    

Normals
Stand
5A
Kick to the shin. Despite its appearance, can be guarded high or low. Because Aoko123 is not present for this style (namely 6A/Aoko1), it is easy to strike with a 'sliding' 5A while holding dash momentum.

5B
A stepping hook punch that advances forward. Effective in rebeat strings to close in maintain pressure as opposed to C-Aoko's 5B which will often push the opponent out in strings.

5C
A powerful high kick upward. Same as in all Styles. Commonly used in bread 'n' butters for optimal damage. Is somewhat limited outside of BnBs but can still be used to some extent in guard strings at a very close range (e.g. 5C>22A or 63214B or delay 623A)

BE5C
Same attack animation as uncharged 5C but is held longer and releases a beam on full charge. Aoko kicks an energy beam diagonally skyward that extends "infinitely" and will strike targets off screen. From a distance BE5C is effective for striking anticipated high jumps, double jumps and aerial specials. A 1Hit BE5C is commonly used in advanced juggle combos (e.g. after j214C or CH anti-air orb) and it will induce a long air untechable state if landed properly (i.e. Hit up close with the leg rather than the beams). A half-charged BE5C (5{C}) point blank can create the illusion of an overhead attempt. It's not uncommon to see someone prepare to high guard a 5{C} out of anticipation of an overhead only to get struck low early with a chained low attack (*see 2B description*)

Crouch
2A
A short-ranged, ducking elbow. Same animation as MBAC and C-Aoko. Although it's high or low guardable this is Aoko's fastest poke available and chains into itself making it ideal for starting combos, poking out or reapplying pressure in a string.

2B
(Weird) Squatting kick. Aoko crouches and juts one leg forward. At 7f startup, this is Aoko's fastest natural low attack that must be guarded low. The range on the attack is also worth noting as it strings into 2C fairly easy (not from a tip hit though) while at closer ranges will string into a 5B allowing Aoko to tack on a bit more damage. 2B is commonly used when trying to open up the opponents guard after feigning a high attack (e.g. 5{C}>2B or IAD>whiff jumping attack>land>2B)

2C
A turning, low sweep kick that must be guarded low. Common among all three Styles. Has about the same range as 2B but Aoko will travel forward as she turns giving it significant range in comparison. It also has cancelable frames late in the animation making it easy to confirm a hit or guard and determine your next action. 2C>4C is occasionally used to force the opponent to adjust their guard accordingly as the 4C strikes high.

Jump
JA
Short-ranged punch, same as MBAC. Fastest aerial attack and is commonly used to tack on extra damage during aerial combos. Aoko can no longer air backdash from a whiffed JA and now must use a double jump then air backdash as with everyone else. Special moves as well can no longer be executed from a whiffed JA and the attack must fully recover before being able to do so.

JB
Downward angled kick. This is basically a sprite rip of Aoko's Wheelkick (623).  I'm in a bit of a love/hate relationship with this move.  It's nice having a simpler input for fuzzy guard than Crescent Aoko but it's harder to do what you used to be able to do with JB.  New JB has more startup so it's not as easy to do JAxN JB land 3C for guard break.  It's also harder, maybe impossible to combo into this after 22A.

JC
Another....downward angled kick (gj). This seems to be a mirrored version of her JB. I'm not sure as to which of the two jump normals are better overall since THEY LOOK EXACTLY THE SAME but as soon as i figure that out it will be edited in. Fuzzy guard strings seem impossible to achieve w/ this attack. JC is common in her airstrings and ESPECIALLY for ending her aircombos with J214C. Both JB and JC prove to be effective in IAD pressure and fishing for hits when hovering above the opponent. Aoko loses her MBAC J[C] in half moon.


Specials & Spells
214A / B / C - Magic Draw - [violent wind] - Aoko puts her hand on the ground and shoots a shockwave of energy.  You can have up to two out on the screen at a time.
A - This version of the move travels the slowest.  This move's main use is to keep your opponent from sitting on the other side of the screen when you have some held orbs up.  It's -3 on block if you do it at point blank range so don't use it in a blockstring unless you pushed yourself a decent distance away.

B - This version of the move travels faster than the A version.  This is mainly used to peg opponents who want to sit full screen away from you and in the 4[C] combo in midscreen.  Always, always cancel into 214C if you're using it after 4[C] because its -8 on block.

C - EX version.  This causes circuit break on hit and it's +14 on block.  This move is great because if you combo into it you take away all wakeup options your opponent has that require meter and it's great on block too since it's so safe.  

236A / B / C - Blowning Starmine(?) - [wind] - Aoko points and shoots [a] laser(s)
A - Aoko shoots a quick beam out of her hand.  This move got buffed since MBAC as you can't hit the beam and Aoko now.  This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.  

B - Aoko chills for a bit before shooting a large laser that is fullscreen.  This move doesn't have pushback anymore and it's +15 on block.  It takes awhile to do though so I wouldn't recommend using it except as a full screen punisher as Aoko has many faster and safer options.  

BEB - Aoko spends some quality time(93 frames) charging before she fires a full screen laser that is unblockable.  This isn't that great since it can be dodged on reaction as it takes so damn long to come out.  It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen but it's not going to hit very often.

BEB>236A>236A - A few more lasers come out.  Always do this if you do BE236B as it adds on some damage and looks cool(that's the important part  8-))

C - EX lasers.  Aoko opens a portal and a lot of small lasers fire out of it.  Not sure if there is a practical combo that includes this move and unfortunately Aoko doesn't get BE236C in Half Moon.

J236A / B / C - Raining Starmine - [rain] - Aoko rains lasers on her opponents from the air.
A - A single hit laser that keeps the momentum in the air that Aoko has.  This move is great in conjunction with the rest of her keepaway(IABD J236A) to stop opponents from rushing at you recklessly.  

B - This is much better if your opponent manages to get closer to you than J236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.

C - EX version.  You can use this at the end of a standard air combo or you can cancel into this after a J236B if that hits to get some more damage.  You can also use it in fuzzy guard after double jump jB to do ~2k unreduced to finish off someone with low health.  Overall not that great but it has that situational usage.

22A / B / C - Blazing Starmine - [fire] - Aoko puts her hand on the ground and a laser about the height of Nero comes out of the ground.  
A - The laser comes out of the ground directly in front of Aoko.  This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it.  If your opponent blocks it, it's RPS after it unless you cancel into a super.  3C beats jump, 2A 2C beats blocking and certain backdashes, 623B beats other backdashes, 623A beats mashing, 1 beats heat or a reversal.  

B - The laser comes out further in front of Aoko.  This is also a nice away to end pressure if you're a bit further away.  It's also RPS after it unless you cancel into a super with your opponent having the same option.

C - Aoko shoots 5 beams.  This move has only very limited uses.  It's main use is for beating superarmor(use on Kouma 22C for example.)  You can also use it after a BE5C used as an antiair if your opponent gets hit by that.  The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech.  The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.

J214A/ B / C - Floating Starmine - [floating] - Aoko sets up an orb.  After a short period of time the orb vanishes.
A or B -  Aoko sets up an orb then falls to the ground with the momentum she had before setting up the orb.  There is no difference between an A orb and a B orb besides the fact that you can't have 2 A orbs or 2 B orbs but you can have one of each.  This move is great in pressure if your opponent will respect you as it grants lots of +frames.  It's also good in conjunction with held orbs in neutral to keep your opponent from reaching you.  

BEA or BEB - There is no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.

C - Big EX orb.  This move has a couple of uses.  If you're about to run out of heat you can burn the remaining meter with EX orb to stay relatively safe behind it.  You can also use it after J236B to keep your pressure safe or to keep your opponent from hitting you after they dashed in if you don't have anything to protect you.  The other great use for it is at the end of an air combo so that you can set up a held orb for oki.

421A / B / C - Exploding Starmine [explosion] - Aoko creates a held orb which goes a different distance in front of her depending on which version you use.  After the orb is created you can hold either A, B, or C for the orb to stay there.  It slowly moves down on the screen over time.  You can have up to two of these on the screen at the same time and you can switch what button you're holding to use different specials/normals.  This move is great for getting CHs and zoning in general and it's also good in pressure.  Having one or two of these out in neutral makes life a LOT easier in most matchups.  A few warnings about this move - If you're holding A you can't throw or airthrow.  If you're holding B you can't dodge.  If you're holding C if you input 236B you're forced to do BE236B.  

A or B or C - A version sends an orb kind of close to her on the ground, B version sends an orb ~1/2 screen away from her and C version sends an orb ~full screen distance from her.  The A version can be used in pressure if you get respected because an immediate pop gives +8 and if you want oki instead of damage you can end a combo in 2C 421A or 2C 4C 421A(don't use this deep in corner because the 4C will make you advance and the orb will pop off screen.)  You can use the C version to punish wakeup heat/backdash after you do an aircombo in midscreen.

A or B or C then 8 - This sends the orb ~double jump height from the ground.  This is extremely useful in certain matchups, like vs that whore Warc who likes to be in the air a lot.  

63214A / B / C - Blowning Starbow [mirror] - Aoko forms a magic circle in front of her.
A - The circle forms very quickly and only hits once.  This move should only be used to reflect projectiles because her other specials are better for everything else.

B - The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23.  If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.)  This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.

C - EX Version.  This is a safer version of B mirror but at the cost of 100 meter.  This isn't really that great since Aoko has many better ways to use the meter and it's even 3 less +frames than B version.  The only time to use it is after a blocked 22A, preferably if you're in heat.  

Mirror also reflects projectiles.  I'm going to assume for the moment that Ecole designed certain projectiles to be reflectable and others not to, since anything else doesn't make sense, and just copy pasted Press' list of projectiles F-Len can reflect here.

All of Ciel's black keys including ex versions and the charged version
All of Hisui's stuffu
F-WLen's 236 series, including ex version
F-Warachia's 236 series, including air and ex versions
H-Aoko's 214 series, including ex version
F-Aoko's 236 series, including ex version
C-Nero's 236 and 623 series, not including ex versions
H-Nero's 236, series not including ex versions
F-Nero's 236, series not including ex versions
F-Mech Hisui's 214 series, including ex versions. Her 236C also get's reflected (Dunno why, but it just looks so funny whenever I see that get reflected)
H-Mech Hisui's 236 series, including ex version
F-Len's 236 series, including ex version
Kohaku's 2222c in F and C mode
Kohaku's 22222c in F and C mode (My god so many 2's)
All of Warc's blood rings, including air and ex version.  Warning - There is not enough time to do mirror against Geass Ring after the EX flash.  

623A / B / C - Keri tobasu wa yo~ [Wheelkick] (can unfortunately be performed in air) - Aoko flies at her opponent with a sexy wheelkick.
A - A version of the wheelkick hits twice and the second hit is an overhead.  This move is good as an antiair and its good to beat mashing.  It's not invincible at startup but it's GREAT for antiairing if you use it properly as the first hit often clashes and then the second hit hits giving you a nice air CH.  Caution: -8 on block.
 
B - B version of the wheelkick.  This has some startup time(you can get mashed ot of it) and hits overhead.  It's +6 on block and goes across ~1/2 the stage.  This move is great if you can get your opponent to respect it because it puts you at point blank range, gives you all your normals back, and is safe on block.  It also punishes backdashes.

C - EX wheelkick.  You can use this move as a reversal.  It's generally better to do it on wakeup since bunker is a lot safer to go for in the middle of a blockstring.  This does decent damage and takes Aoko across half the screen(unless your opponent blocks it standing) very fast.  It's -10 on block so you better be prepared for some pain if your opponent baited you.

A (in air) - No idea what the hell this is used for. It's slow as fuck but somehow is NOT an overhead AND it hits only on the way down.

B (in air) - Har, har- let's make THIS an overhead. Maybe the opponent will blink and keep their eyes closed for two whole seconds and get hit by it...maybe. Horrible, just horrible. I tried experimenting with it in jumping strings (e.g. iad jb>dj>airdash>jc>j623b) and it's just way too slow. I'm sure that even someone who has never touched a fighter in their life could react to this the first time seeing it.
 
C (in air) - C =\= ex version surprisingly in this case. Instead, this version travels further and hits on the ascent as well as when falling (similar to ground 623A). Too bad the move is still USELESSSSS. Like the A version of this garbage move, it's also NOT an overhead (woopdee-freakin-doo). Tried experimenting with this move too by tk'ing the command and with the new (really old) buffer window it was kinda hard to even pull off from the beginning. And when I did manage to pull it off it would either hit twice (making it useless for CH anti-air unlike ground 623a) or it would leave me too far out to follow up with a combo had I landed 1hit on the ascent. Maybe 623C does more damage for a combo/round ender or something- I don't know, I don't care...This is a shitty move and only hurts Aoko players that use airdashing Rain for pressure and pegging from above (which is like just about every Aoko player ever).
 
Arc Drive
(Heat Mode) 41236C - Severe Break - I don't know if there's a practical combo with this and I'm guessing there isn't since you can only use it in heat and if you got that kind of meter you'll get comparable damage and better oki if you burn your meter on EX orb.  This move can be used as a reversal though I would recommend against that unless you're psychic as bunker/autoburst/dp are all safer if you're in heat.  It's primary use is to punish full screen.  You can blast Ciel for throwing black keys on reaction with this.  

KICKING ASS!
In MBAC, Aoko had a godlike corner techpunish.  Here's the video if it: http://www.youtube.com/watch?v=pXQ_3FleZhM.  Sadly, it got nerfed a little in Half Moon.  No triple jump hurts the damage a bit and no Aoko123 makes it harder to set up.  The two main ways to set it up are with pointblank 4[C] 623A and combo into 5A>6A>6A> delay 623A.  

623A>
  • 2A>3C(turns into 2C if opponent techs out of corner>{3C(if opponent techs out of corner only}>air combo(punishes tech backwards, tech forward, no tech
  • 5A>5A>5B>(punishes no tech/neutral tech)
  • 3C>aircombo(if opponent does not tech)
  • 2B>any BnB(opponent neutral techs)
  • 5A>5A>2C>3C(punishes no tech and neutral tech
  • walk slightly backwards 5B>any BnB(opponent techs backwards or forward
  • walk very slightly backwards 5c>
    • 214b>214c>29 jB>jC>jB>jC>airthrow(if they tech out of corner)
    • 2c>3c>jB>jC>jB>jC>airthrow(neutral/back tech)
  • 5[c]>2a(after 5[c] recovers)>2c>5a(whiff)>6a>6a>5[C]>3c(after 5[c] recovers)>jB>jC>jB>jC airthrow(no tech)
  • stagger 5[C]>623A(after 5[C] recovers)>any of the above to cover tech options
  • stagger 5[C]>623A(after 5[C] recovers)>stagger 5[C]>623a(after 5[C] recovers)>2a>2c>5a(whiff)>6a>6a>5[C]>3c(after 5[C] recovers) jB double jump jABC airthrow 7087(!) damage unreduced to Warc

Note, the last combo started with 4[c]>623a.  It may do more/less if you start combo with 5a6aa>623a, but I'm testing lots of stuff atm and don't really want to check to see if something does +/- few hundred damage.

Strategy & Play Style

Match VS


[/list]
« Last Edit: December 22, 2009, 09:05:57 PM by Tonberry »
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 Rudi

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #1 on: August 24, 2009, 06:03:24 AM »
After looking at the F-Moon corner throw > 623C combo, I tested it out in half moon too and I found a corner combo that's VERY character specific without the need to use orbs, only works on Len, Wlen and Miyako sadly:

[Corner Combo] 6E > 2A 2C 5A 2A 2C 5C 3C jBC djBC Airthrow

This combo however only works on Miyako and Wlen. With Len, you'll just have to do something like:

[Corner Combo] 6E > 2A 3C jBC djBC Airthrow

I have uploaded the combos to the "TheMagesAssociation" youtube channel, here's the link to the actual video:

http://www.youtube.com/watch?v=fXA9UIg3LbY

Would be quite easy to set it up after IAD > j214A > Throw for example  :fap: :fap: :fap:

Hope that's useful.
« Last Edit: August 25, 2009, 06:23:04 AM by Rudolf »

Offline AARP|ZTB

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #2 on: August 25, 2009, 09:26:22 AM »
nice find, rudolf.

I can look at the combos and tell you could probably get more damage from it. You should keep experimenting with the options (like 5a whiff>6aa or something). I may mess around with this later today.

If I or you or anyone else finds more variations to this I'm going to try to replicate them for recording for better quality and credit whoever.

(you should consider changing the title to something like "H-Aoko Corner Throw Combos" or something a bit more specific to what's in the vid)
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 Tonberry

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #3 on: August 31, 2009, 07:08:01 PM »
You got some typos in the OP and you forgot to mention ground 214a/b/c in the move list.

Rather than having the guide focus solely on my own views, theories, and strategies on how H-Aoko is to be used, feedback, suggestions, contributions, etc. from the community will be collected, sorted and compiled all into this post for the [size=10]C-Aoko[/size] user's convenience.

VS [size=10]Moive[/size]

A lot of this information is probably known but I wanted it to be in this thread for reference.

Combo to set up 421A : 2A > 5B > 2B > 2C > 5C > 3C > jB > jC > 28 > jC > j214C > land 2C > 421A

AokoH has fuzzy guard with IAD jC dj jB pop held orb.

You can set up kicking ass in the corner by inputting 623A after 5A>6A>6A.  You can also set it up by doing 4[c] 623a with the 4[c] at point blank range.  No triple jump kinda hurts the damage though :(.  If you think they're going to tech you can also do walk slightly backwards after 623a and 5b now that it advances to cover back and forward techs and add a little damage.  

Corner OTG after throw - 2C > 2A > 2A > 2A > 3C > 5A > 6A > 5b > IAD forward/backward to cover tech options
Aoko doesn't have to be P2 to get corner IAD crossup after throw anymore.

I'm not sure if this is true for every character but 421A instant pop hits vAkiha crouching and it didn't use to in MBAC.  I'd test other characters but I don't have my PS2 on me :[.

j623 series is ass just like Crescent, though it is safe on block.  Since she has autoheat, inability to activate while holding an orb doesn't apply.  You can't continue pressure after 63214A just like Crescent.
« Last Edit: September 02, 2009, 07:07:47 PM by Tonberry »
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline citiofbrass

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #4 on: September 01, 2009, 05:34:56 AM »


Guide
BnBs
  • 2A>2A>5B>5A>6A>6A>2A>2C>5A(miss)>6A>6A>BE5C>3C>JC>hjc>JAJBJC (JeffreyManson@Ero)




i cant seem to land the 2a,2c part of the combo. 2c wiffs most of the time. i can however get out 3c. im guessing BE means hold the button?

Offline AARP|ZTB

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #5 on: September 01, 2009, 08:34:56 AM »


Guide
BnBs
  • 2A>2A>5B>5A>6A>6A>2A>2C>5A(miss)>6A>6A>BE5C>3C>JC>hjc>JAJBJC (JeffreyManson@Ero)




i cant seem to land the 2a,2c part of the combo. 2c wiffs most of the time. i can however get out 3c. im guessing BE means hold the button?
Yeah, this is a bitch to learn at first.

You must wait until the target is a pixel from the ground for the 2a>2c (or 5a>2c) juggle to work i.e. just try to do it as late as possible.

As for the rest of this combo, when you get to 2c>5a (miss) you have to wait until very late to cancel out of the 2c. Use STATUS DISPLAY to see how late you can cancel it. If you get it to whiff late then 6AA will land deep and BE5C (1hit) will hit properly (6AA>BE5C(1)).

And yes, BE (Blowback Edge or some jp shit) means to hold the button. As much as I'd like to use [X] it presents problems for brackets+b.

@Tonberry

Thanks for those notes. I'll be sure to test those out next time I hit up the lab and they'll be added to the Guide SOON. p.s. 421 burst hitbox is HUGE now and not even crouching Len can avoid it :) .
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 citiofbrass

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #6 on: September 02, 2009, 05:00:03 PM »


Guide
BnBs
  • 2A>2A>5B>5A>6A>6A>2A>2C>5A(miss)>6A>6A>BE5C>3C>JC>hjc>JAJBJC (JeffreyManson@Ero)




i cant seem to land the 2a,2c part of the combo. 2c wiffs most of the time. i can however get out 3c. im guessing BE means hold the button?
Yeah, this is a bitch to learn at first.

You must wait until the target is a pixel from the ground for the 2a>2c (or 5a>2c) juggle to work i.e. just try to do it as late as possible.

As for the rest of this combo, when you get to 2c>5a (miss) you have to wait until very late to cancel out of the 2c. Use STATUS DISPLAY to see how late you can cancel it. If you get it to whiff late then 6AA will land deep and BE5C (1hit) will hit properly (6AA>BE5C(1)).

And yes, BE (Blowback Edge or some jp shit) means to hold the button. As much as I'd like to use [X] it presents problems for brackets+b.

@Tonberry

Thanks for those notes. I'll be sure to test those out next time I hit up the lab and they'll be added to the Guide SOON. p.s. 421 burst hitbox is HUGE now and not even crouching Len can avoid it :) .

yea after you told me about the delay i got it down thx. however, i still wasnt able to get down the 5a(miss) 6aa after the 2a 2c b/c of the late timing ur talking about. so i just do 2a 2c 5c 3c instead

Offline AARP|ZTB

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #7 on: September 03, 2009, 05:59:06 AM »
yea after you told me about the delay i got it down thx. however, i still wasnt able to get down the 5a(miss) 6aa after the 2a 2c b/c of the late timing ur talking about. so i just do 2a 2c 5c 3c instead
^ Ah, after working with the combo a bit more lately (sorry, haven't been touching Haoko much) I realized that the combo works really well vs cornered opponents. In the corner the BE5C (1) will hit properly and allow you to 3C after easily assuming you landed 6AAA deep enough.

When you land the 2A>2C just wait for a bit as 2C is starting to recover then hold 6 and just MASH OUT 6AAA until you see the 3rd kick connect (It's what pros do  8-)). The first 5A whiff that executes must be canceled and empty chained into the 2nd kick asap. Hope that helps.
« Last Edit: September 03, 2009, 06:01:27 AM by Zartacus! »
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 Tonberry

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #8 on: September 30, 2009, 08:37:01 PM »
I updated the first post with some basic things like move descriptions.  Feel free to correct me as I said some of the things based on memory like height of 22a/b.  Some stuff I copied from what zar said in various other threads but most of what I added I came up with.
« Last Edit: September 30, 2009, 08:48:33 PM by Tonberry »
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline AARP|ZTB

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #9 on: October 02, 2009, 11:29:58 AM »
Good stuff, tonberry. The notes on Mirror (63214) were pretty interesting (reflecting koha poison plant? :psyduck:)
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 kyuubi

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #10 on: November 21, 2009, 05:25:40 AM »
http://www.nicovideo.jp/watch/sm8867440 <-- very nice H Aoko since whenever. Solid defending, impressive corner pressure setup and mixup.

http://www.nicovideo.jp/watch/sm8865348 <-- Also H aoko.

Offline Tonberry

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #11 on: November 24, 2009, 02:09:54 PM »
http://www.nicovideo.jp/watch/sm8867440 <-- very nice H Aoko since whenever. Solid defending, impressive corner pressure setup and mixup.

http://www.nicovideo.jp/watch/sm8865348 <-- Also H aoko.

Nice vids but ugh, her movement looks so much more rigid then it used to be. 
[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 Mieko

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #12 on: November 26, 2009, 10:20:14 AM »
Hey guys.. nice thread, gratz for making this ^^

Well im curious about this, 0:45 - 0:49, its just i can just do something like this 0:02 - 0:07, the problem is in the last two hits of the first vid, can someone tell me if im seeing things or im just forgetting something?

PD: Sorry about my english  :-[

Greetings.

Offline Benny1

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #13 on: November 26, 2009, 10:50:58 AM »
That is a video of H-Aoko before it was MBAA ver.A, where she had two air jumps, not just one.  That is not possible in the PS2 version, both in Arcade and Original balance.
C-Wara main, H-Warc/F-Sion alt.

Offline Mieko

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #14 on: November 26, 2009, 07:48:23 PM »
That is a video of H-Aoko before it was MBAA ver.A, where she had two air jumps, not just one.  That is not possible in the PS2 version, both in Arcade and Original balance.

Oh, thanks for the advice, btw, that is the only thing or there is something more i have to know about the Arcade/Ps2 version?, i've never played MB in Arcade ^^

Greetings.

Offline kyuubi

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #15 on: November 26, 2009, 08:20:55 PM »
The old Aoko in mbaa gains 180% meter in 1 full combo, has triple air jump, spammable power waves, unblockable beam set up that's quite hard to avoid, and not to mention the old system regen was insane. You also get nearly all her skill set with air dodge and parry. Not to mention the pretty sick damage from the full combos, charged 5C + 4C makes it untechable. A total and complete pity after the patch. I know. :x

It's like Aoko has reached closer to React boss status during that period. I remember that 236 beam (not charged) did like 4k sick damage on Wara.
« Last Edit: November 26, 2009, 08:23:28 PM by kyuubi »

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #16 on: December 09, 2009, 08:38:23 PM »
I figured out a new way to do low fuzzy
  • land 2B>5B>5C>214B>pop orb>2A>2B>5B>5A>6A>6A>2C>4C>421A(low mixup w/orb reset) 3754 reduced, 5381 damage unreduced
  • land 2B>5B>5C>214B>pop orb>2A>2B>5B>5A>6A>6A>2C>5C>3C>JB>JC>JB>JC airthrow(low mixup for damage) 4580 reduced, 6497(!!!) unreduced

Damage done was against Warc starting at full health(0.95 defense) with no prior reverse beats

Second combo gives slightly over 100 meter but she seems to be able to tech out of j214C.  Maybe I'm doing it wrong(I hope so!)
[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 Tonberry

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #17 on: December 22, 2009, 09:09:21 PM »
    New stuff

    Kicking ass variations that I added to first post

    • walk very slightly backwards 5c>
      • 214b>214c>29 jB>jC>jB>jC>airthrow(if they tech out of corner)
      • 2c>3c>jB>jC>jB>jC>airthrow(neutral/back tech)
    • stagger 5[C>2a(after 5[C] recovers)>2c>5a(whiff)>6a>6a>5[C]>3c(after 5[c] recovers)>jB>jC>jB>jC airthrow(no tech)~6k damage unreduced to Warc
    • stagger 5[C]>623A(after 5[C] recovers)>stagger 5[C]>623a(after 5[C] recovers)>2a>2c>5a(whiff)>6a>6a>5[C]>3c(after 5[C] recovers) jB double jump jABC airthrow 7087(!) damage unreduced to Warc

    Note, the last combo started with 4
[c]>623a.  It may do more/less if you start combo with 5a6aa>623a, but I'm testing lots of stuff atm and don't really want to check to see if something does +/- few hundred damage.

I also didn't realize IAD jC gave too much pushback to do the 2b>5b>5c combos off low fuzzy but...you can do IAD jB instead.  You can also fuzzy with IAD jB double jump jB but you have to wait for the airdash to end and early in Aoko's fall press jB then double jump jB.  The reason you have to do IAD jB is because jC has too much pushback and the 5b won't combo after 2b.

EDIT: I can do 2a 2c 5a whiff 6a 6a 5[c] on Miyako after corner throw but she's too high after that to do anything :/
« Last Edit: December 22, 2009, 09:28:15 PM by Tonberry »
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline kyuubi

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #18 on: January 04, 2010, 04:32:21 AM »

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #20 on: January 07, 2010, 12:01:15 PM »
4C enders are king  :fap:

Offline Tonberry

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #21 on: January 07, 2010, 03:00:56 PM »
H-Aoko Corner double OTG on Kohaku: 2c 2aa 5b 2b 5a dash 2aaa 5b 2b 5a.  Yields ~48% meter.  You can IAD after 5a and depending on when you do it if they decide to not tech you either cross them up or stay on the same side.  

Most people know this already but it's not in this thread: You can go into kicking ass by confirming into 5a6aa then doing 2c 5c 4c 623a.

EDIT: new H-Aoko combo 2A*n>5B>5A>6A>6A>deep JB>2C>5 whiff> 6A>6A>BE5C>2A whiff air combo
« Last Edit: January 07, 2010, 08:22:58 PM by Tonberry »
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline Synthesis

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #22 on: April 07, 2010, 01:21:23 AM »
Some news. Aoko can reflect Kohaku's 5[C] but not her beam thingies. Aoko can't reflect H Aoko 214 series. I tried for a long while. =/

I found an interesting setup for guard break midscreen/corner. I don't know if I could do more with it. Need experimenting.

bnb j.BC dj.BC 214[A] If they don't tech, the just fall to the ground and you get oki. If they tech and don't jump/AD, they fall into it and have to block it. They then fall down very quickly and you can probably 5[C], 3C or 2C to force them to block or get a guard break as they fall.

2A 2B 5B 5A 6AA 2C 5C 4C 421A does more damage than some of the other ones I've seen on here.

also, basic strategy stuff. j.B/C 236A land is a good way to cover your landing and gives you ridiculous advantage since you then set up a 50/50 with either IAD or 2B and they're forced to block. It's a safe alternative to 214A, although funny thing, j.B/C 214A is safe against circuit spark. The orb will still hit them and although you'll get hit by the circuit spark, it's good to tack on that last bit of damage or to prevent them from setting up oki (against H-moon characters.)
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Offline Tonberry

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Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #23 on: April 07, 2010, 10:08:55 AM »
Some news. Aoko can reflect Kohaku's 5[C] but not her beam thingies. Aoko can't reflect H Aoko 214 series. I tried for a long while. =/

FKoha 5[C] can indeed be reflected and FKoha 236x cannot be reflected.  Not really news though.  H Aoko 214 series CAN be reflected.  If you're too close you don't have enough time to reflect it but you CAN reflect it if you have enough time for mirror to come out.  Test it full screen and use EX mirror if you're doing it poorly.  An unfortunate attribute of Aoko's A mirror is it takes too damn long to come out to be good for reflecting. 

I found an interesting setup for guard break midscreen/corner. I don't know if I could do more with it. Need experimenting.

bnb j.BC dj.BC 214[A] If they don't tech, the just fall to the ground and you get oki. If they tech and don't jump/AD, they fall into it and have to block it. They then fall down very quickly and you can probably 5[C], 3C or 2C to force them to block or get a guard break as they fall.

Doesn't work.  They can delay tech to not have to block it, not neutral tech, neutral tech, block it and then airdash or jump away. 

2A 2B 5B 5A 6AA 2C 5C 4C 421A does more damage than some of the other ones I've seen on here.

Now while I probably should have listed that combo it really doesn't do more damage then any of the listed ones, all damage is unreduced
2A>2A>5B>5A>6A>6A>2A>2C>5A(miss)>6A>6A>BE5C>3C>JC>hjc>JAJBJC (JeffreyManson@Ero) - Omitting the last jA this does 4858 damage on Vsion
2A>2B>5B>2C>3C>JB>JC>9>JC>j214C>land 2C>421A (basic combo to set up 421A orb) - 4273 damage on Vsion.
(VS Akiha) 5A>6A>6A>5A>2C>2A(miss)>5A>2C>5C>3C>aerial  - I don't have the patience to grind this combo but even if you do 5a 6a 6a 5a 3c jb jc jb jc airthrow you get more damage then 2a 2b 5b 5a 6a 6a 2c 5c 4c 421a.
4[C]>214B>214C>3C>JB>JC>JB>JC>airthrow(midscreen discovered by Zar the Biscuit) - 4209 damage on Vsion
4[C]>214C>3C>JB>JC>JB>JC>airthrow(in corner not point blank) - 4288 damage on Vsion
2A*n>5B>5A>6A>6A>deep JB>2C>5 whiff> 6A>6A>BE5C>2A whiff air combo - 4538 damage on Akiha

2A 2B 5B 5A 6AA 2C 5C 4C 421A - 3566 damage on Vsion.

also, basic strategy stuff. j.B/C 236A land is a good way to cover your landing and gives you ridiculous advantage since you then set up a 50/50 with either IAD or 2B and they're forced to block. It's a safe alternative to 214A, although funny thing, j.B/C 214A is safe against circuit spark. The orb will still hit them and although you'll get hit by the circuit spark, it's good to tack on that last bit of damage or to prevent them from setting up oki (against H-moon characters.)

That's not a 50/50.  Anyone remotely decent can block IAD high on reaction. 
[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