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Atlas Academy > Aoko Aozaki

[Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)

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AARP|ZTB:
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)
* http://www.youtube.com/watch?v=hdE3PnpM0Jk#t=2m20s (no 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

AARP|ZTB:
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***

Syxx:
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.

Ultima66:

--- Quote from: Syxx 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.

--- End quote ---
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.

Syxx:
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

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