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Author Topic: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)  (Read 27443 times)

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[Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« on: August 07, 2009, 11:45:27 AM »
Welcome to your C-Aoko Guide!

This in-the-works guide has been made with the intention of providing C-Aoko information for the players by the players. Rather than having the guide focus solely on my own views, theories, and strategies on how C-aoko is to be used, feedback, suggestions, contributions, etc. from the community will be collected, sorted and compiled all into this post for the C-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
http://www.nicovideo.jp/watch/sm7951296 (player: Sanaa / サナー)
http://www.nicovideo.jp/watch/sm8214642
http://www.nicovideo.jp/watch/sm8214734

http://www.nicovideo.jp/watch/sm7957767 (features 421C locking bug)

Combo Exhibitions

-http://www.youtube.com/watch?v=cEuH3BwDrVE [by Syxx]
Basic C-Aoko combos and BnBs to get you started. Combo notations are conveniently located in the description box (more info).

-http://www.youtube.com/watch?v=hdE3PnpM0Jk#t=1m56s (unedited)
Combo movie featuring C-Aoko. A few of what appear to be situational combos and some combos that seem execution heavy. Probably a good reference for when MBAA PS2 drops. Time to hit up that lab! (*Thanks to PanicAttack & #Mages-Association for link*)

Tutorial/Demonstration Videos

-http://www.nicovideo.jp/watch/sm6099139 (unedited)
Features okizeme setups using 214orbs that appeared in MBAC as well as new setups exploiting MBAA's system mechanics (super jump dodging) and Aoko's new Blowback Edge orb (BEj214). Also included are examples of Aoko's (new) BE236C (chargeable ex laser), and counter-measures to the setups.
(*Thanks to PanicAttack for link*)

-http://www.youtube.com/watch?v=Fkt3yHq6yYU [by Kusanagi]
Features guard break blockstrings against Crescent and Full moon.

-http://www.youtube.com/watch?v=erJHbzkJwtk [by Kusanagi]
Unblockable BE236B setup featured in this video.

-http://www.youtube.com/watch?v=R8ZGKl1rYRA [by Kusanagi]
Unblockable BE236B setup with held orb meaty in this video.

BBS & Other Web Sources

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

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



Guide
BnBs - Coming soon

Situational Combos
KICKING ASS! - Godlike corner tech punish setup discovered by JeffreyManson in MBAC.  Here's the video if it: http://www.youtube.com/watch?v=pXQ_3FleZhM
I'm going to list the main ones because

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>
    • 3C(if they don't tech)
    • 2B(neutral tech)
  • 5A>5A>2C>3C(punishes no tech and neutral tech)

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 go into one of the following mixups
  • [9] > jC airdash > pop orb > land combo
  • land 2b > combo

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.  Not sure if you can run same OTGs after it as MBAC.

Air - Aoko sends opponent at a downward angle with lazuhz.  Can't be teched but you can't get a meaty after it either.

Command Normals
4C
Aoko raises her leg up and swings it down.  Hits overhead against grounded opponents.  This can only be special or super canceled on hit or block.  Produces instant and non ground passable down vs airborne opponents and is essential for her hype moonsault combos.  Slower than it used to be in MBAC though :(.

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
Standing
5A
Kick to the shin. Despite its appearance, can be guarded high or low.

5B
Aoko extends her arm and punches her opponent.  Can be guarded high or low.  Mainly used in blockstrings and bnbs.  

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*)

Crouching
2A
A short-ranged, ducking elbow. Same animation as MBAC and H-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.

Jumping
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
Aoko kicks in front of her.  Useful in BnBs and in pressure.

JC
Aoko thrusts her foot down at a slight angle downwards.  Has extremely poor horizontal reach and too much pushback to do an air orb after it on block.  This can be charged.  This move is useful in BnBs and in pressure.

BEJC
After a period of time, Aoko shoots a beam out of her foot that pushes her up in the air a bit.  You can do IAD j{C} which will whiff and go into throw.  This move is part of her hype moonsault combos and if you do it at the right height you can hit low to the ground with BEJC jA jB.  People will often block low after the jA and get hit by the jB.


Specials & Spells
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.  Outside of the moonsault combo, 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 version. Aoko opens a portal and a lot of small lasers fire out of it.  You can do this after Aoko123 as a round ender.

BEC - Charged EX version.  After Aoko opens up the portal, you can move around with her making this a ghetto version of blue fire.  You can get the time to set this up after Aoko123 slider but it's susceptible to some reversals.

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 cancel into this after a J236B if that hits to get some more damage.  A lot of players will autopilot antiairs when their character has a godlike one(like Kouma.)  Keep them in check with j236B > j236C.  

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.

214A / B / C - Floating Starmine [Floating] - (can be performed in air) Aoko sets up an orb.  After a short period of time the orb vanishes.
A or B - After a short period of time an orb forms and the longer you hold whichever button you pressed to form it, it will travel further across the screen.  There is no difference between an A and a B orb besides that you can't have two ground A orbs or 2 ground B orbs on the screen and you can have a ground A and a ground B orb on the screen.

C - EX version.  This can also travel across the screen if you hold C.  This lasts a lot less time then A or B orbs do.  Ground EX orb is mainly used when you're in heat/max and you want a bit of extra safety.  

A or B (in air) - Same as ground version except you can't hold A or B to make them travel across the screen.  Useful in pressure if you can get your opponent to respect you as you get a lot of +frames.

BEA or BEB (in air) - 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 (in air) - EX version.  You can combo into this which leads to better oki.  You can also do it after a j236B if you get rushed and you want to stay safe.

421A / B / C - Exploding Starmine [Explosion]
A or B - 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 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.  Held orbs give you nice oki.

A or B 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.

C - Control Starmine - Wacky controlled version.  If your opponent gets hit they can't tech until they hit the ground(acts like other EX orbs.)

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.  It's ok to use in Crescent since you have more meter.  +20 on block.  You can use it after 22a/b to continue pressure

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 gets 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 out 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 and it's used in her moonsault combos.

C - EX wheelkick.  This moves main purpose is as a reversal.  If it doesn't get blocked or your opponent crouch blocks it, Aoko moves across ~1/2 the screen.  -10 on block though so you better guess right when you use it.

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).

Aoko123 Set - Note: you cannot cancel any of these into normals.
6A - One - Aoko punches with magical energy.  This can now be special and super canceled.  Mainly used in some of her combos though you can use it in blockstrings.

BE6A - BE ONE - Overhead version.  Unfortunately, this is a rather slow overhead so people with good reaction time will never fail to block this high :(.

6A>B - Two - Aoko punches with her other fist with more magical energy.  This can also be canceled into specials and supers.

6A>B>C - Three - Aoko delivers another magical punch with her initial fist.  This cannot be canceled into anything other then the low and mid deviants.

Aoko123>236C - Low Deviant [Slider] - Aoko slides along the ground.  This causes untechable knockdown on hit.  Extremely unsafe on block so don't do it unless you're willing to get raped for it.

Aoko123>214C - Mid Deviant - Aoko does a wheelkick that you can airdash after its blocked or it hits.  Mainly useful for loops(Aoko123 input 214C pop orb) but if your opponent respects it you can go into this for pressure.

22D (150% Magic Circuit) - Repeat Magic/Loyalty Magic [Babylon Projection] - Copies the last special you did.  AD/AAD will only have first beam copied.  If BE236B it is copied.  Only really useful if you copy 236C or BE236C to give you an opportunity to apply pressure and even then it comes at steep 150% circuit cost.  

Arc Drives
(Max or Heat Mode) 41236C - Severe Break - Aoko gets massive invincibility frames and shoots two enormous lasers.  You can combo into this after Aoko123 slider though you can no longer combo after the arc drive.  You can also use this to punish things full screen like Ciel throwing knives on reaction.  

(Blood Heat Mode)41236C - Severe Break Slider - Aoko jumps into the air after the first two enormous lasers and shoots another one.  Same uses as normal AD but it gives more damage and you can combo after it. 

Last Arc
(Blood Heat Mode) Ex Shield - MvC2 Character Select

Strategy & Play Style
Changes from MBAC - Time to be sad.  Unfortunately, C-Aoko is lot more restricted in MBAA than Aoko was in MBAC.  jA nerf hurts her a lot since her other air normals are pretty garbage outside of when she has her opponent blocking.  jA was useful in some matchups to control space around you and to allow you to do things like jA airdash back raining or set orb.  You can't do that anymore and IABD raining is less useful since air backdashing doesn't cover as much ground.  You can no longer active while having held orbs.  You no longer can go for low air orb throw setups without throwing your opponent out of the corner and get extra damage.  You cannot get a meaty after airthrow.  Worst of all though, is the hideous j623 series.  Thanks to the new buffer in console, you have to wait forever after airdashing to input 236 otherwise you'll get her air wheelkick.  You can input airdash rain as 236a+b~a but since you can't delay the laser it's not as useful and you can't IAD like that.  On the bright side, BE214 A/B gives you faster low orb placement, it's easier to do 236a+b~a, better hitbox on 236a, bigger damage on air orb CH, basic BnB moves an opponent a lot closer to the corner, and you have hype moonsault combos.  

Neutral
Zoning
Here are some basic zoning tips
236a beats IAD
214a/b orbs can still finish forming if you get hit towards the end of the recovery time.  As a result, timed properly you can use it to beat some characters dash ins
421a/b orbs are good at stopping people from just jumping in on you.  It IS possible for someone to jump past the orb and hit you if they expect you to 421a so don't treat it the move as if it's guaranteed safety.
TK BE214A/B gives you quick low orb placement.  This makes it so that someone can't jump in and shield an air orb.
IABD j236a is good at stopping someone from just running at you.  
623a is a good antiair if your opponent has exhausted their airdashes and jumps.  Don't just throw it out and hope you get lucky though because you can easily get punished for it.
5[D] 421a is a pretty good antiair too.  If your opponent lands and tries to hit you after you shielded, they'll get counter hit by the orb
5[D] 623a is ok but if your opponent has jumps left they can jump cancel after hitting your shield and you'll either whiff or not get a counter hit and they'll get to tech out.

There's a lot more to her zoning than this!  

Pressure
There are lot of different ways to pressure.  You can try to bait out jump/mash, if you think they're going to respect you enough not to do that you can run mixups, throw, or reset your pressure in various ways.  

Basic blockstrings  
An important thing to note is that the vast majority of Aoko ground normals are nowhere near neutral on block.  2a is neutral, 5a is -1, 5b is -2, and everything else is a lot more minus(except 5c which has a lot pushback) so you can't rely as much on making your opponent guess when you're going to let a move recover as some other characters can.  

Anti mash strings
2a > pause > 2a > pause > 2a(this is only string I'm going to type pause between moves.  In all future strings there is always a pause implied between normals unless I specify otherwise)

A very basic stagger.  Unfortunately, it's not that easy to hitconfirm off a random 2a hitting even if its counter hit 2a so that coupled with the fact that A moves can be shielded high or low makes this a little weak.  

2a > 2b > 5b > Aoko12 > 22a
This is fairly easy to hitconfirm if they decide to mash because if they do anywhere from the beginning up to Aoko12 you can go into the rest of the string and finish with Aoko123 slider.  If they don't mash until then and they mash the 22a you can easily react and hitconfirm off that.  

3c > bunker
This is very gimmicky but it beats 2a mashing and wallslams your opponent.  Unsafe if your opponent blocks.

3c > pause > 2c > 22a > (63214c)
This is a fairly strong string against mashy opponents because 22a will combo after counter hit 2c and if your opponent blocks 2c and mashes after that they will still get launched by 22a for an easy combo.  If your opponent blocks the 22a you can input EX mirror on reaction to them blocking and dash in to continue pressure.  

any b/c normal > 421a
This requires an opponent to respect you enough to not jump out and to not mash a sweep.  If they mash anything else, they'll get hit or CH by the orb and you get a free combo.  If they block, it's plus on block and you can continue pressure.

Once you get your opponent to start respecting basic strings - Now you have to start working for your damage.  Here are some strings that will help you reset pressure.

5b > 2c > 421a instant pop
This is fairly strong because you are canceling very early on in your string into a special.  People who have a tendency to try to poke out with a long range 2c or 4c aren't going to get that opportunity to if you run this string.  

2c/3c > whiff 5a > dash in.  Now that your opponent is willing to respect 2c and 3c you can start dashing in to get back in their face.  

stuff > B mirror > B mirror
This beats heat and is an amusing way to keep your pressure going.  Don't do it too frequently though since you can get mashed between the two mirrors.

5{c} > 2b
This is a decent mixup.  5{c} can trick an opponent into blocking high and then you cancel into 2b.

5{c} > BE6a
Normally BE6a will get blocked on reaction but once people get used to you doing 5{c} 2b they'll block low on instinct after seeing 5{c} and get hit by BE6a.

Anti jumpout
2a > 2a > 2b > 2c > B mirror
If they try to jump after the 2c the mirror is going to catch them low to the ground and you get a free guardbreak.  

Aoko123 > dash 3c
JP gimmick.  Many people try to jump after Aoko123.  Dash 3c will tag them and you get a small bnb off it.

Held orbs in blockstrings - Held orbs are an incredible tool in pressure.  They can make almost anything you can do safe.  Example: Aoko123 slider, pop held orb.  Slider is normally really unsafe but if they try to mash after slider they'll get counter hit by the pop.  If they decide to jump or continue to block you get to continue pressuring them.  In the corner you can do throw > pop orb > 2c > 421a to reset the situation.  Held orbs let you go for fuzzy guard as detailed above.  You can also do stuff like 3c input B mirror, pop orb, B mirror hits and your opponent will get counter hit by the orb popping and get comboed by the mirror if you do this properly.  You have nearly limitless options when you have a held orb up, so go crazy when you do.  

Air blockstrings(no pauses between anything here unless specified)

IAD jC > IAD jB
Done correctly, this has a small gap in it but your opponent will get CH if they try to mash and they'll remain grounded(but still get hit) if they try to jump.  

IAD jB > j214a/b > land throw
Grab setup.  While you no longer get extra damage from the orb exploding, your opponent can't attempt a late throw break and still get out.  You can also omit throw and go for a mixup.  The air orb explosion is so safe you can do BE5C after it and your opponent will still be in blockstun when it comes out.  

IAD > airdash > jB
Double airdash mixup.    

IAD jC > 9 > BEJC > jA > jB
3 hit mixup.  If you do this close enough to the ground it's fairly tricky because people block low when you hit the ground but the jB will hit high.

IAD jC > IAD j{C} whiff land 2b
Fake high go low.  Still not very strong but it'll work against people with slower reaction times.

Don't limit yourself to just these blockstrings.  I'm going to add a few more but even then you shouldn't just rely on what I'm writing because I'm not going to give an exhaustive list of everything she can do.  Here are some tips to improve your blockstrings in general

- Don't run the same ones over and over because you're afraid of getting mashed.  Unless you are 100% psychic, you are at some point going to get hit by mashing or some form of reversal from your opponent when you try to reset your pressure.  Don't let this discourage you into repeatedly running the same blockstrings for safety's sake.

- High/low.  Don't get predictable with when you use overheads.  High fuzzy guard might seem trickier but if you go for it all the time it's going to get blocked.  Doing an overhead after an air blockstring has good success rate but don't overdo it.

When blocking - Coming soon

Match VS
« Last Edit: June 11, 2010, 04:10:05 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 AARP|ZTB

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #1 on: August 12, 2009, 12:43:56 PM »
Updates
*added new vid to tutorial/demonstration*
http://www.nicovideo.jp/watch/sm6099139

0:22
2A>2B>Aoko123>Slider>214


IAD>jB (miss)>2B (0:31) - While the opponent is held in guardstun, Aoko can force a split-second high/low decision after crossing behind them. 2B requires a low guard while...

IAD>jB (miss)>BE6A (0:33) - BE6A (charged) becomes an overhead hit that must be guarded high.

hj9>dj8[4] *drift back*>BEjCBA (0:42)
A high jumping variation to the IAD. BEjC creates several options:

Hit high and continue the airstring with jBA. The jB usually catches players that crouch guard too early. Combo followup off the string is possible.

Hold BEjC so that it never executes (Aoko lands empty) then 2b>combo. If the opponent is prepared to guard the full aerial string then 2b should open them up.

Hold BEjC and land empty (same as above) then throw. This is the lowest damage reward but works best vs players with good defense.

hj9>dj8>2b (0:48)
Without the directional influence from the j8 Aoko will cross back to the original side. Here, another low option is explored.(note: I'm not sure if this setup was intentional actually lol)

hj9>dj8[4]>early jC>late airdash (6+A+B recommended)>jB (0:54)
Similar to the BEjC setup. in this situation, jC will leave other options open such as:

early jC>2B
Hits low while opponent waits for airdash>jB

early jC>late jB
This is actually performed in the same jump ( jCB ) but emphasis on the late jB is necessary. When the early jC hits high enough, jB (in the same jump) can be executed extremely late. If the opponent prepares for a 2B then this variation will work.

early jC>late airdash>BEjC>2B
A fake to the late airdash>jB variation. The BEjC in this example will whiff and feint a high.

(***All above examples have been used even in MBAC***)

IAD>BEj214>BE6A (1:08)
IAD over opponent waking up then cross back over to the original side using pushback from BEorb.

IAD>BEj214>2B (1:16)
Similar to the "MBAC setups", the BEorb sets up an interesting variation to the IAD cross over setups. A high/low game is also initiated as well.

IAD>BEj214>Throw>Burst>BEjC (1:23)
Throw option into combo.

hj9>j2E>late airdash>jB (1:30~1:37)
Utilizes super jumping dodge to turn while crossing to the other side.

hj9>j2E>jB (1:40)
The super jump into air dodge is performed much earlier and appears to lower trajectory and momentum dramatically allowing Aoko to cross over a bit sooner.

BE236C

(1:48)
Demonstrates that BE236C fully charged is unblockable and can be setup off of Aoko123>Slider.

(1:57)
Counter option using Akiha wakeup EX.

(2:05)
Air unblockable as well.

(2:11)
WLen wakeup dash to evade BE236C.


***If anyone has translations to the text in the video your post would be appreciated***
« Last Edit: August 12, 2009, 02:02:16 PM by Zar@H »
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 Syxx

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #2 on: August 20, 2009, 11:57:55 AM »
in that youtube video with the combos it looks like the player is doing something like 2A,2A,2B,into One Two, into 623B-236A which launches them but i tried this and 623B comes out too slow after the One Two move so I'm kind of confused. I can combo 623A off of it easily because it's much faster but 623A doesn't have the 236A followup to launch them (where you can jump cancel and do the BEJC combo) so could you let me know what is going on in that video because I can't figure it out on my own.  Also, are there any other ways to combo into 623B?  Thanks.

Offline Ultima66

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #3 on: August 20, 2009, 02:13:28 PM »
in that youtube video with the combos it looks like the player is doing something like 2A,2A,2B,into One Two, into 623B-236A which launches them but i tried this and 623B comes out too slow after the One Two move so I'm kind of confused. I can combo 623A off of it easily because it's much faster but 623A doesn't have the 236A followup to launch them (where you can jump cancel and do the BEJC combo) so could you let me know what is going on in that video because I can't figure it out on my own.  Also, are there any other ways to combo into 623B?  Thanks.
I don't know if it's what you're looking for but doing 6ABC 214C does a different followup that looks like her 623B.

Offline Syxx

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #4 on: August 20, 2009, 05:51:45 PM »
ya but that doesn't combo, but in the video it showed 6AB then i'm pretty sure 623B,236A afterwards because they jump canceled into jump C

nevermind i see that the mine blew up after the 6AB
« Last Edit: August 20, 2009, 06:49:05 PM by Syxx »

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #5 on: August 21, 2009, 06:48:52 AM »
http://www.nicovideo.jp/watch/sm7951296 (linked in #m-a)

imo sanaa does pretty well in this match even though wara is favorable. He utilizes high jumps very well and is pretty much everywhere on the screen at once lol. Sanaa is good a creating space with this as it is necessary when fighting wara. His pressure strings are solid as well but sanaa's movement stands out most to me and movement in general is often overlooked by aoko players.

High-speeds wara is pretty gdlk too lol  :psyduck:

ninja edit:

http://www.nicovideo.jp/watch/sm7957767

Caoko is so sick...

This guy makes use of the 421C locking bug (2:51). Looks scary cus it seems you have to guess if he'll burst early to counter movement/poking or you sit there and eat a throw into burst combo.
« Last Edit: August 21, 2009, 10:32:43 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 Syxx

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #6 on: August 21, 2009, 02:08:39 PM »
Basic C-Aoko combos

http://www.youtube.com/watch?v=cEuH3BwDrVE

oh and if people have ideas for a more advanced one i'd love to hear them and of course you will be credited in the video.  If so pass along a PM on this site or on youtube... or SRK
« Last Edit: August 21, 2009, 02:17:38 PM by Syxx »

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #7 on: August 22, 2009, 02:49:19 PM »
i'd take off the japanese tags and title
Name courtesy of LoliSauce.
俺のパーフェクトさんすう教室。
答えは答えはゼロ人ゼロ人
なぜならなぜならそれは。。。 幻想郷にバス無い!

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #8 on: August 22, 2009, 05:55:05 PM »
Basic C-Aoko combos

http://www.youtube.com/watch?v=cEuH3BwDrVE

oh and if people have ideas for a more advanced one i'd love to hear them and of course you will be credited in the video.  If so pass along a PM on this site or on youtube... or SRK
Thanks for helping out with the basics, Syxx. I'll be adding your footage to the guide for reference. I plan to lock myself up in "the lab" all next week and if i come across anything outrageous for Caoko I'll be sure to throw ideas and samples (and post here of course).

i'd take off the japanese tags and title
lol i agree...but maybe he wants more views or w/e =/
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 Syxx

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #9 on: August 22, 2009, 08:49:36 PM »
Ya pretty much just trying to get more traffic to my chan but whatever, it's just to show off basic stuff. Nothing flashy or anything for people to use as a reference who are just getting into the game.  I made a bunch of videos before this and i noticed a lot of my calibur videos were getting linked from japanese and korean message boards thanks to youtube insight (about 20-25% of the direct links were coming from overseas) so i figured i would add tags that would make sense.  In fact this latest video, only 15% of the views are coming from the US.
« Last Edit: August 22, 2009, 08:51:43 PM by Syxx »

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #10 on: August 22, 2009, 10:16:55 PM »
if you insist on keeping the melty blood in katakana, then put ー between ti and bu
for it to be correct at least
« Last Edit: August 22, 2009, 10:18:56 PM by AkiraTheMastodon »
Name courtesy of LoliSauce.
俺のパーフェクトさんすう教室。
答えは答えはゼロ人ゼロ人
なぜならなぜならそれは。。。 幻想郷にバス無い!

Offline faiyez

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #11 on: August 25, 2009, 09:47:04 AM »
if you insist on keeping the melty blood in katakana, then put ー between ti and bu
for it to be correct at least

The 'ー' is not necessary.

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #12 on: August 31, 2009, 06:32:49 AM »
Ok, time to rant...

Now if C-Aoko was supposed to be some sort of MBAC rendition, what the HELL happened here.

First off, Air Wheelkick (j623). Why, WHY does she have this move?! It's utterly useless for this character and only get's in the way of executing more useful attacks like Rain (j236).

j623A: 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.

j623B: 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.

j623C: 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).

Second, we have the fuzzies. Overall, they appear to be a bit more difficult to execute this time around (for C-aoko in particular) AND you also have the new system mechanics to fuck with you to make it more of a pain in the ass. The universal super double jump is a nice feature and all but goddamit, it's not helping kick people in the head for crouch guarding. If you're not holding 9 on your double jump command be prepared to fly off to a far away land that doesn't involve Aoko's boots meeting the face of her intended target. Even when you do get the hang of [9], it still feels like work in comparison to MBAC and executing fuzzies with H/F-aoko. Don't know where the devs were trying to go with this one.

The fun doesn't stop there though. The new and improved system mechanics return once again to bite Blue on the ass (which only I'm allowed to do...or so I thought). The convenient E Button macro (Quickaction) no longer operates as its own independent A, B, C AND D button anymore removing some of the lesser known tricks, cheats and shortcuts Aoko was once able to exploit in MBAC. The days of throwing while holding A, dodging while holding B or even ACTIVATING while holding an orb out are done. Aoko players who learned on PC must learn the methods that existed before the wondrous (broken) E Button and those who emerged from the PS2 era (like myself) must regress and relearn the "old ways". Much like the changes on Aoko's throw direction, this is hella annoying and will take a bit of time getting used to (again). On to more nonsense...

Good ol' tigerknee j236B: I enjoyed running up to someone and busting out one of these occasionally for surprise factor and to start/keep pressure up. But system mechanics strikes again! Now with the high jump 8 command, using 2368B will often produce high jump 8...that's it, just high jump 8. I could get around this by holding 2 then complete the command but then that means I can't dash up and execute tk236b because Aoko doesn't keep momentum on her dash like Ciel or Akiha would. The only other answers would be to input be much much later (defeats purpose of "surprise") or start using 2369B (retarded command). New system features: 3 / Aozaki Aoko: 0.

Crescent Aoko has some other little nuances that irk me a bit: Like her new bnbs doing crumbs for damage in comparison to H and F moons despite the effort being put in, the loss of 421c in exchange for a wacky controllable ex version (which actually does have some use I guess), the new Repeat Magic EX being limited to just specials and air backdash having shorter range. Aside from the ass damage, I can cope with some of the little things but man, it's frustrating when some of those changes force you to move in a different manner and Aoko is all about movement and maneuvering.

Long rant short: BAAAAAWWWWWTF C-aoko. WTF Ecole devs. What did you do to my baby!?  :psyduck:  :emo:

On the other hand, Aoko did get some cool buffs like: BEj214 (good for low and faster orb placement), 236B not producing pushback AND yielding +frames, Aoko's hitbox on 236A has been reduced (can't hit the beam and aoko now), and 6A/6AB received new cancel properties. These are all cool ideas and such but I believe it's still not enough to bring C on the level of H and F- not to mention being able to compete with the rest of the cast.

...I'm still waiting for that 5k combo to bring me back though!  8-)
« Last Edit: August 31, 2009, 06:42:17 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 Kirah

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #13 on: September 15, 2009, 11:48:53 AM »
I finally registered with Nico video, but how exactly do you preform the 421 C locking bug? or has it been taken out with the console port?

Offline Tonberry

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #14 on: October 03, 2009, 11:02:23 PM »
I added some new vids to the first post and added some move descriptions.  The C-Aoko in the vids is solid and hits some hype combos.
[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: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #15 on: October 04, 2009, 12:39:55 PM »
I finally registered with Nico video, but how exactly do you preform the 421 C locking bug? or has it been taken out with the console port?
Locking bug still works in Original Mode. It's actually executed a lot simpler than what I had previously thought.

1. 421C (hold any button during EX flash freeze)
2. Move to desired location (you have the option to not move it at all)
3. Release the current button you're holding (and any other buttons) then press and hold that same button again.
4. 421C is now held in place and any movement on the lever will not reposition the orb.

The bug is triggered by a release of all buttons (for about 1f) then pressing and holding a button again before the orb disperses. This trick would normally not work for a 421A or B held orb because the instant all attack buttons are released the orb disperses but for w/e reason this doesn't seem to be the case for 421C ex orb.

You CAN switch to another button when performing this trick (lock bug) but it's easier to just release and press/hold the same button.

eg. 421C~[ B ] (switch to [ B ] during ex flash) > release B > press and hold [ B ] again
 
Using this method below will make it a bit harder to determine if you released all attack buttons for 1f as you may end up switching too fast:

421[C] > ex orb forms > release C > switch to [A]

Releasing and pressing the same button will increase the odds of properly executing the technique.

**For whatever reason, it's impossible to hold out TWO locked 421C orbs. Once you release the button(s) while the first 421C orb is out it will instantly disperse but the second 421C orb will remain.
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: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #16 on: October 18, 2009, 10:12:25 AM »
Updated first post with some vids by Susannah.

-http://www.youtube.com/watch?v=Fkt3yHq6yYU [by Kusanagi]
Features guard break blockstrings against Crescent and Full moon.

-http://www.youtube.com/watch?v=erJHbzkJwtk [by Kusanagi]
Unblockable BE236B setup featured in this video.

The unblockable setup loses to dodge, shield, and certain reversals.  The way to fix that is to do

[17:41] Aozaki_Kyo: simple way is: 2abc>3c>ex orb>5[C]-1hit-(optional)>4c>charged beam
[17:41] Aozaki_Kyo: while holding a starmine
[17:42] Aozaki_Kyo: fancy one is
[17:43] Aozaki_Kyo: 2abc>3c>ex orb>5[c]>4c>623B>j236*>j[c]>dj backwards Ex orb> land > 664C (4c gotta keep 66 momentum) > charged beam
[17:43] Aozaki_Kyo: while holding starmine
[17:43] Aozaki_Kyo: Ive done both, 2nd one only hard part is the 5[C]>4C, everything else is relatively ez
[17:44] Aozaki_Kyo: both do almost the same dmg as the one that i showed in the vid.
[17:44] Aozaki_Kyo: Also, 2nd one is safer cuz it leaves Aoko a little far away from opp
« Last Edit: October 20, 2009, 01:45:45 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: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #17 on: October 22, 2009, 01:02:20 PM »
^

Dunno what to say really about first vid...

Ex mirror/B mirror in strings is free ex guarding vs. C/F styles. I personally had to stray away from it because my comp would just mash 1 or 4 and get half a guard bar replenished (which explains why jp aokos don't bother with it even with Haoko). The vs H stlye string however is really niffty but you have to go all out when they're under 100 circuit stock. I go nuts when I see the opportunity to string all day with out getting (FREE) bunker reversal'd.
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: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #18 on: October 22, 2009, 01:52:39 PM »
^

Dunno what to say really about first vid...

Ex mirror/B mirror in strings is free ex guarding vs. C/F styles. I personally had to stray away from it because my comp would just mash 1 or 4 and get half a guard bar replenished (which explains why jp aokos don't bother with it even with Haoko). The vs H stlye string however is really niffty but you have to go all out when they're under 100 circuit stock. I go nuts when I see the opportunity to string all day with out getting (FREE) bunker reversal'd.


:( yeah, predictable multhit moves are free to EX guard. 

Part II of unblockable setup.

-http://www.youtube.com/watch?v=R8ZGKl1rYRA [by Kusanagi]
Unblockable BE236B setup with held orb meaty in this video.

I *think* he messed up the BE236B timing on the second setup and could have gotten more hits but not sure.  Not too important though since the setup is soliddddd.
[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 #19 on: November 02, 2009, 04:18:04 PM »
I've actually found some uses for J623A, first J623A is completely safe on block and it chips away a good bit of guard gauge and it's good lock down and it leaves you right in front of the opponent with you in advantage. So take ~

6ABC > 236C > 421 [A] > IAD J.B > 623A

Even if the opponent tries to 5A or even 2A you, you'll counter hit the opponent also it leaves you right in front of the opponent on block. If the opponent does a normal that moves them forward you'll soar over them and this move virtually has no landing recovery so you can continue pressure especially if the opponent whiffs a high lag move because of Aoko's trajectory. Since the move has no landing recovery you can use this move as extra maneuverability in the air to trick your opponent. Also lastly this move can be used to mixup the opponent if TKed, since it looks like all her regular dps except without the smoke, and it's faster and safer for corner options and pressure.

Edit: TK J623A can go in 2A >2B  etc.. and it even crossups though the setup is extremely specific still testing.

Update Edit: Todays the 3rd testing it out, J623A can crossup on certain situations just don't use this move too high with the intentions of hitting because it simply won't the opponent will most likely snag you out of the air. It's good for catching people off guard especially when they figure you'll do an IABD J236A. TK 623A does real well with in your face situations especially when you have the opponent in the corner if the opponent tries to 5A mash out i've hard situations where Aoko soared over the hit and CHed the opponent. 2A mashing from what it seems still leaves you safe since A. The opponent will of course whiff the 2A B. The move is pretty speedy on TK so the opponent can get countered C. If the opponent blocks well they're pretty much locked for another round of pressure/mixups.

Edit: This move loses to alot especially in the air, but seems to randomly stuff Ciels 22A and 22B's on startup, also I found this move particularly useful against V-Sion's 6B. IABD > J623A will allow you to soar over a fully charged 6B and while V-Sion is recovering you can counterattack and get in a free combo or mixup setup.
« Last Edit: November 05, 2009, 03:09:36 AM by Kirah »

Offline Tonberry

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #20 on: November 09, 2009, 02:28:09 PM »
I've actually found some uses for J623A, first J623A is completely safe on block and it chips away a good bit of guard gauge and it's good lock down and it leaves you right in front of the opponent with you in advantage. So take ~

This was discussed on IRC a while ago.  I was editing it into first post along with many other things but I got kicked off my sign in and didn't go back and finish it. 

The opponent will of course whiff the 2A B. The move is pretty speedy on TK so the opponent can get countered C. If the opponent blocks well they're pretty much locked for another round of pressure/mixups.

This kind of depends on what character you're fighting.  Wara is probably going to hit you with his 2b, same with Miyako, Ciel, and some others.  C/H Nero players often poke out with 5b because the move comes out slightly faster than his 2a.  They also poke out with 4c because it has massive range.  A lot of players also poke out with 2c sweeps if you push yourself decent distance away.  Does it beat that?  Unless it does I can't honestly see how this is really better than B mirror, 421a instant pop, or ground 623b in pressure. 

Decent C-Aoko vid: http://www.nicovideo.jp/watch/sm7941918
[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: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #21 on: November 12, 2009, 12:24:37 PM »
http://www.youtube.com/watch?v=e3yueg1RWfM#t=2m40s

solid aoko...even though his opponents did retarded shit at times lol. A somewhat passive-aggressive approach using lots of super jumping and super double-jumping to move around and get in when covered by orb placement (he basically 'rushed down' with super jumps).

Vs sacchin I expected him to use more wheelkicks to thwart off super jumping over orbs. It's funny that as soon as I though of it while watching the match, the sacchin stopped trying to sj over orbs (even though he didn't wheelkick once).

Also, wtf at the finisher in the last match. Was that on reaction or some random ass fluke lolol.
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: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #22 on: November 12, 2009, 04:17:37 PM »
http://www.youtube.com/watch?v=e3yueg1RWfM#t=2m40s

solid aoko...even though his opponents did retarded shit at times lol. A somewhat passive-aggressive approach using lots of super jumping and super double-jumping to move around and get in when covered by orb placement (he basically 'rushed down' with super jumps).

Vs sacchin I expected him to use more wheelkicks to thwart off super jumping over orbs. It's funny that as soon as I though of it while watching the match, the sacchin stopped trying to sj over orbs (even though he didn't wheelkick once).

Also, wtf at the finisher in the last match. Was that on reaction or some random ass fluke lolol.

woooooooow at that ending.  I added some more basics stuff to first post.  I probably made some mistakes cuz I have swine flu.
[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: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #23 on: November 12, 2009, 08:47:23 PM »
http://www.youtube.com/watch?v=e3yueg1RWfM#t=2m40s

solid aoko...even though his opponents did retarded shit at times lol. A somewhat passive-aggressive approach using lots of super jumping and super double-jumping to move around and get in when covered by orb placement (he basically 'rushed down' with super jumps).

Vs sacchin I expected him to use more wheelkicks to thwart off super jumping over orbs. It's funny that as soon as I though of it while watching the match, the sacchin stopped trying to sj over orbs (even though he didn't wheelkick once).

Also, wtf at the finisher in the last match. Was that on reaction or some random ass fluke lolol.

Isn't fuusui (ふーすい) one of the best aoko players? Even your first post has his vids. Anything he does is automatic art.

http://www.nicovideo.jp/watch/sm8214642 <--- 6:09 min
« Last Edit: November 12, 2009, 09:04:37 PM by kyuubi »

Offline AARP|ZTB

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Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« Reply #24 on: November 13, 2009, 12:19:16 PM »
Yeah, actually fuusui is one of my personal favorite aoko players (from MBAC) but he doesnt seem to be that well known espcially among some aoko users outside of japan. The more common household aokos you hear of are gintoki, rairai and of course jeffreymanson. Even non-aoko users have an idea of the status of these players.

But yeah, fuusui has run some pretty hot stuff in the past but I dunno - this time he didn't wow me with the craziness he normally exhibits in his matches. He's still a very technical and above avg. aoko user though

Another unsung aoko user, who PanicAttack put me on to, is "niku" (i think). What's funny is that this guy ran Nanaya mbac. His F-aoko is pretty beast and I see improvement in each of his matches. If I wasn't so caught up in "other experiments" I would start a discussion thread for JP aoko users and reflect on their distinct styles in comparison to others as well as how they played in mbac (if at all).

p.s. good work there, Tonberry and way to hold down the fort. Also, learn to circuit spark swine flu. =p
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.