You got some typos in the OP and you forgot to mention ground 214a/b/c in the move list.
Rather than having the guide focus solely on my own views, theories, and strategies on how H-Aoko is to be used, feedback, suggestions, contributions, etc. from the community will be collected, sorted and compiled all into this post for the [size=10]C-Aoko[/size] user's convenience.
VS [size=10]Moive[/size]
A lot of this information is probably known but I wanted it to be in this thread for reference.
Combo to set up 421A : 2A > 5B > 2B > 2C > 5C > 3C > jB > jC > 28 > jC > j214C > land 2C > 421A
AokoH has fuzzy guard with IAD jC dj jB pop held orb.
You can set up kicking ass in the corner by inputting 623A after 5A>6A>6A. You can also set it up by doing 4[c] 623a with the 4[c] at point blank range. No triple jump kinda hurts the damage though
. If you think they're going to tech you can also do walk slightly backwards after 623a and 5b now that it advances to cover back and forward techs and add a little damage.
Corner OTG after throw - 2C > 2A > 2A > 2A > 3C > 5A > 6A > 5b > IAD forward/backward to cover tech options
Aoko doesn't have to be P2 to get corner IAD crossup after throw anymore.
I'm not sure if this is true for every character but 421A instant pop hits vAkiha crouching and it didn't use to in MBAC. I'd test other characters but I don't have my PS2 on me :[.
j623 series is ass just like Crescent, though it is safe on block. Since she has autoheat, inability to activate while holding an orb doesn't apply. You can't continue pressure after 63214A just like Crescent.