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Author Topic: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)  (Read 20914 times)

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Offline Rudi

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #25 on: November 14, 2009, 01:42:53 AM »
Yooooo....glad to see so much activity here...only for Crescent moon though...;-;

After weeks and weeks of playing 3S, I decided to finally put MBAA back into my PS2 and .... SORRY SENSEI ;-; Anyhow, there seems to have been quite a few discoveries and with Jeffrey Manson subscribed to the mages channel, we should get those vids up there  :teach:

I'll be around a lot more now, promise  :fap:

Offline kyuubi

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #26 on: November 14, 2009, 04:09:25 AM »
Speaking of nanaya, Fuusui's F Nanaya is another beast. He defeated Fujinami (Solid Hvsion) 3-0. As for the recent fights, Fuusui is probably playing conservative in tourneys. It's a bit of a pity to see so little aoko players in jp, way too hard imo. Too much practice needed but little pay off from the combos.

Offline Kirah

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #27 on: January 09, 2010, 12:05:57 PM »
Crescent Moon Videos for your watching players, not sure who the players are though, but perhaps people can possibly point them out.

C-Aoko vs C-Wara
http://www.nicovideo.jp/watch/sm7941918

http://www.nicovideo.jp/watch/sm6818120
(Note: The C-Aoko comes in at 6:27 there's an H-Moon in here as well )




Offline Tonberry

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #28 on: January 10, 2010, 10:11:33 AM »
Crescent Moon Videos for your watching players, not sure who the players are though, but perhaps people can possibly point them out.

C-Aoko vs C-Wara
http://www.nicovideo.jp/watch/sm7941918

http://www.nicovideo.jp/watch/sm6818120
(Note: The C-Aoko comes in at 6:27 there's an H-Moon in here as well )

In first vid, the C-Wara is Highspeed and I'm pretty sure the C-Aoko in the second vid is Fuusui.  Already seen both of them before though :(
[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 Kirah

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #29 on: January 10, 2010, 10:14:55 AM »
Fuusuio <3, I love the way he plays these are two of my favorite C-Aoko vids there's a lot to be learned from them in my opinion. ^^

Offline LordPangTong

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #30 on: January 17, 2010, 10:38:52 AM »
http://www.nicovideo.jp/watch/sm9412132

C-Aoko vs H-Sacchin @ 4:35. Though she loses, her pressure and strings are really creative and pretty hype.
<justzar> great anime <3

Offline Kirah

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #31 on: January 28, 2010, 05:48:53 PM »
New combo! not sure if it's been made or seen yet, but I just made it! I thought I need something like it since I would start using 3C in my block strings.

3C (Counter Hit ) > 5A (Whiff) > BE5C > 4C > 623B > 236A/B/C > BEJC (Late) > J.A > J.B > 3C (Relaunch )> J.B > J.C > Dj.ABC > Tj.ABC > Grab

Damage: 5,320 on C-Sion

Edit: You can also whiff with 2A instead of 5A though whiffing with 2A changes the timing slightly.

Edit Jan 29th, 2010 (2.2) : Normals that have Anti-A armor on them 3C,2C,5B,4C,6A, J.B, 5C

Edit Jan 30th, 2010 (2.3) : On the previous combo if you 3C counter hit with Anti A armor you recover faster so you can Counter Hit 3C > 4C without the rebeat so you get more damage. ^^
« Last Edit: January 30, 2010, 12:09:48 PM by Kirah »

Offline Kirah

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #32 on: February 09, 2010, 06:59:28 AM »
« Last Edit: February 13, 2010, 02:29:36 PM by Deacon Frost »

Offline Kirah

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #33 on: February 13, 2010, 02:32:24 PM »
New Aoko Vids From The Nico Nico Bakery!

http://www.nicovideo.jp/watch/sm9705509

http://www.nicovideo.jp/watch/sm9705283

http://www.nicovideo.jp/watch/sm9719958

http://www.nicovideo.jp/watch/sm9719843

http://www.nicovideo.jp/watch/sm9719552

Thoughts: The first Aoko i've never seen before, but she won! and the second is pretty solid, good maneuvering, placement and adaptability which are all important traits for we mages. Most of these are for movement examples, Aoko mostly gets bodied  :emo:

« Last Edit: February 14, 2010, 09:14:47 PM by Deacon Frost »

Offline Tonberry

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #34 on: March 21, 2010, 10:38:19 PM »
Hey, I no longer think this character is complete garbz!   ;D

Crescent might be a good moon to cp against full moon characters who have no reversals.  No way out of dem unblockable setups.
[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 Tech Romancer

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #35 on: March 22, 2010, 02:14:52 PM »
http://www.youtube.com/watch?v=ACeh_ykcIPY

Guys help me out here.

I started my C Aoko "over from scratch" so to speak because in my earlier matches I was freestyling with her way too much. I think this kept me from a reliable form of of oki, set-ups and pressure and so I went back looked at the wiki as well at the info at the start and some nico vids and I think by going from a new base I can take her higher than before.

That said I messed up some stuff in matches today due to nervousness and it being the first time trying out things (like I usually mean to stop at 6A if its blocked and use its cancelable property to set up orb) and I messed up TKing a few orbs there but other than that I really appreciate it if a good C-Aoko could tear apart what's shown here and give me good tips, as I just don't feel H-Aoko and F totally turns me off for a number of reasons.

Thanks.
My youtube account: http://www.youtube.com/user/Ergeniz

Mains: C-Akiha, Ries, Mech, Aoko, SAkiha, Red Arc
 Firm supporter of C-Moon

Offline Kusanagi

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #36 on: April 04, 2010, 05:07:19 AM »
http://www.youtube.com/watch?v=ACeh_ykcIPY

Guys help me out here.

I started my C Aoko "over from scratch" so to speak because in my earlier matches I was freestyling with her way too much. I think this kept me from a reliable form of of oki, set-ups and pressure and so I went back looked at the wiki as well at the info at the start and some nico vids and I think by going from a new base I can take her higher than before.

That said I messed up some stuff in matches today due to nervousness and it being the first time trying out things (like I usually mean to stop at 6A if its blocked and use its cancelable property to set up orb) and I messed up TKing a few orbs there but other than that I really appreciate it if a good C-Aoko could tear apart what's shown here and give me good tips, as I just don't feel H-Aoko and F totally turns me off for a number of reasons.

Thanks.

  • Stop overusing j.236B - If you wanna zone it, go with (instant) backdash j.236A, if you still feel like using j.236B, before landing cancel it into EX orb, it has many recovery frames and you're dead weight landing there after it so you can get easily bodied. If you're doing it cuz you gon't wanna just back dash you can place orbs if your op is far enough from you.
  • --------------
  • About 6ABC (123) - You can go for at least 6AB w/o worrying much about it being blocked... 12 is cancellable as well, and in fact gives you a better chance to hitconfirm. Don't play Auto-pilot Aoko cuz you won't win at All, C-Aoko is not an ez character to begin with.
  • --------------
  • You're *not* using Oki at all - Use her 123 into starmine (421*) more often, the whole video, didn't see you do it once. C is not really a dmg character but oki and counter hit one imo, so you need to learn what to do on what situation. So yeah, go grind Orb loops in training mode.
  • --------------
  • Do her BnB's in training mode until you can do it consistently - You're doing random stuff off good counters, and I can tell you haven't really practiced her Aerial BnB much. Go do it, when you do it at least 50 times in row each side, you'll be ready.
  • --------------
  • Finally but more importantly - Go into training mode. Good or Bad, Aoko is a character that *needs* you to grind training, she's really not the type you can get down in a week or two. Specially C since its the moon that requires the most Exe out of the 3.

 :teach:
« Last Edit: April 04, 2010, 05:10:28 AM by Kusanagi »
- Main: Aoko. Alts: CRoa, CRyougi, H-Sion, C-Arc
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Offline Tech Romancer

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #37 on: April 06, 2010, 03:26:10 PM »
FINALLY. Someone responds. I can't figure out how to make her work better by just watching matches.

Thanks for the tips; naw I'm def not thinking I can get her down pat in a few days, I've been in training for a few weeks after I got back to her and haven't won a single match yet.

Yeah, I need a oki set-up guide if you know what I mean. Sort of some flowcharts to do when I get a KD and some to do when I am full screen and such to start me out. Because I'm pretty frustrated I can't seem to get anywhere on my own.
My youtube account: http://www.youtube.com/user/Ergeniz

Mains: C-Akiha, Ries, Mech, Aoko, SAkiha, Red Arc
 Firm supporter of C-Moon

Offline Tonberry

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #38 on: April 06, 2010, 08:45:07 PM »
Yeah, I need a oki set-up guide if you know what I mean. Sort of some flowcharts to do when I get a KD and some to do when I am full screen and such to start me out. Because I'm pretty frustrated I can't seem to get anywhere on my own.

Here are a few vids of Aoko oki

http://www.youtube.com/watch?v=JCPRkGx7O0Y
http://www.nicovideo.jp/watch/sm6099139
http://www.nicovideo.jp/watch/sm10279227 
[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: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #39 on: June 07, 2010, 05:29:47 PM »
This is mainly old stuff but its not in first post

- 4c can combo into A mirror if you're spaced properly
- 4c input 623b (release held orb) combos
- IAD jB j214a/b land throw and IAD jA j214a/b land throw will get the orb explosion to hit if you throw out of corner
- IAD jA jB double jump jB/jC also works as a fuzzy so you can do IAD jC(blocked) IAD jA jB(blocked) --> land 2b/j9 jB/jC
- Aoko 123 slider 421b throw into orb j[c] combos
- Unblockable? http://www.youtube.com/watch?v=wVBmCgh9ItU#t=0m16s http://www.youtube.com/watch?v=wVBmCgh9ItU#t=7m28s
- Kusa midscreen unblockable ver3: combo into j214c land 4c 421b BE236b 236a 236a.  Inescapable without something like ex-hiero according to him since you release held orb so that it hits meaty and then they get blasted.  Optimal time to use it should be after throwing them into a B held orb and then doing sj9 j214c.

- OTG post throw: 2c(covers all tech directions) 2aa 5a 5b 2b Aoko1 --> 214a/b(beats forward tech)/IAD jB/jC(beats neutral and back tech)
^Works on VSion and Riesbyfe.  Against Kohaku you can do Aoko12 instead of just Aoko1.  Fails on Nanaya/Tohno/Nero.  I'll test the rest of the characters at some point this week if I don't get too lazy.

[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: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #40 on: June 12, 2010, 03:37:48 PM »
- Unblockable? http://www.youtube.com/watch?v=wVBmCgh9ItU#t=0m16s http://www.youtube.com/watch?v=wVBmCgh9ItU#t=7m28s

I talked to Zar about this on IRC, apparently the way it works is that if you double jump over someone then let the orb pops they have to block the other way.  For example, if Aoko facing to the right when you place the orb, originally they'll be blocking down right.  Then when you IAD over they'll switch to blocking up left.  Then when you jump or IAD over them and let the orb pop, they have to switch to blocking right again.  You can also do it so they don't have to switch though I'm not sure how doing it like that works yet.  It's not very useful with a normal orb but if you do 421c you can land and do 2c 5c 3c air combo for 3414 damage unreduced on VSion.  

- OTG post corner throw: 2c(covers all tech directions) 2aa 5a 5b 2b Aoko1 --> 214a/b(beats forward tech)/IAD jB/jC(beats neutral and back tech)
^Works on VSion and Riesbyfe.  Against Kohaku you can do Aoko12 instead of just Aoko1.  Fails on Nanaya/Tohno/Nero.  I'll test the rest of the characters at some point this week if I don't get too lazy.

new OTG post corner throw: 2c 5aaa 5b Aoko12 > 214a(beats forward tech)/IAD jB/jC(beats neutral/back tech)
Works on: VSion, Tohno, Nanaya, Riesbyfe, Kouma, Roa, Arc, Warc, Ryougi, Satsuki, Kohaku

Hisui, Mech Hisui: 2c 2aa 5a 5b Aoko12

Problem characters: Warachia, Sion, Ciel, Akiha, VAkiha, Nero, SAkiha.

I couldn't get the original OTG I was testing, the new one, the Hisui/Mecha one, or the MBAC OTGs on any of these characters.  The common MBAC one(2c 2aaa 3c 5a Aoko 12) "works" on Akiha/VAkiha in the sense that you can get all of the hits before they tech but they'll be able to tech behind you if they tech forward.  In MBAC you could remedy this by staggering the 2as so you would be further back but now if you try that you can't get all the hits in.

I left out WLen, Len, and Miyako since you can combo them after a ground throw.  
[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 Kirah

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #41 on: August 09, 2010, 01:50:16 PM »
Playing around after this weekend there was something that kind of pissed me off and it was FCL's untech safe jumpin setup. So I decided to make one for Aoko, it's a lot simpler and easier, but uses 100% to do. Though it goes from midscreen to corner, but you'll have a proxy orb set above the opponent for oki.

2A > 2B > 2C > 3C > 214C > Late BE5C > 4C > 214 > SJ in on opp wakeup.

After a few more tests you can also setup Safe jump ins on mostly any ground ~ Air CH ie: Orb Pop, or CH 3C. So scenario if you're in the corner and get orb pop you can run under 4C > 421B and SJ in, now for some odd reason you land back in the corner on opp wakeup, but this will add to your oki options.

After deeper testing you can set 421 or 214 above the opponent in the what ever situation you choose. I would say 214 is for more straight forward options and 421 is for th more elaborate schemes. Also another thing since Aoko's 2A doesn't hit low 2B would be needed in order to mixup, or if the opponent is respecting one could continue with their regular strings or grab mixup.

Options:
#1
SJ inwards > Orb bursts > Land 2B

#2
SJ inwards > Orb Bursts > deep 676 1J.C / 1J.B
(Note: You want to do this as low as possible increases the effect. If the opponent shields the J.C you'll land and block)

#3
SJ inwards > Orb Bursts > Low Jump BEJC

#4
SJ inwards > Orb Bursts > IAD J.C / J.B
(Note: The usual do this fast so that the IAD J.C and the burst kind of mesh, you may opt to J.B for other options.)

421 Orb Options:
This is also to scare an opponent from shielding recklessely though i'm working on a successful punish for 214 orbs, basically with this you can run the normal corner options while meshing with the options from above. You can also fuzzy , run grab setups, this just gives more options to keep your opponent honest.









« Last Edit: August 10, 2010, 02:27:08 PM by Kirah »