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Discussion in 'Aoi' started by SoundWave, Sep 8, 2003.

  1. kimheng

    kimheng Well-Known Member

    [ QUOTE ]
    Banshee said:

    I have come across some things that might help anyone who plays Aoi. One of my favorites is to combine [3][P]+[K] with a low throw ([2] or [1][P]+[K]+[G]) to get something like 72 damage. The connection is easy and pretty reliable. When the chop connects, it knocks the opponent downward and makes it seem as if they are crowching, allowing the low throw to connect. One more thing: I have run across a 104 damage combo in versus, dealing with a wall. Could any tell me exactly what I did? /versus/images/graemlins/tongue.gif

    [/ QUOTE ]

    Only if the [3]+[P]+[K] is a Major Counter /versus/images/graemlins/smirk.gif
    yes,it is nice,and it is hard to throw escape the low throw,it comes tt fast and they didn't expect to be interupting with [3]+[P]+[K] on MC
     
  2. Aoi_Mei

    Aoi_Mei Well-Known Member

    [ QUOTE ]
    Banshee said:
    One more thing: I have run across a 104 damage combo in versus, dealing with a wall. Could any tell me exactly what I did? /versus/images/graemlins/tongue.gif

    [/ QUOTE ]
    [6][6][P](wall stagger)--[4][3][P]+[K]--[6][K][K]--down throw . I dont know what you did but this is propably best combo on heavy wall stagger. If you used floater move I cant tell....
     
  3. Petrovsk

    Petrovsk Active Member

    ^My favorite wall stagger combo, but I thought it was just me and there were better.
     
  4. Banshee

    Banshee Well-Known Member

    Are you sure about the major counter? I try it in practice and it works everytime, not to mention in Versus. I am using VF4 Evo. If you have an earlier version, that might acount for it!
     
  5. kimheng

    kimheng Well-Known Member

    [ QUOTE ]
    Banshee said:

    Are you sure about the major counter? I try it in practice and it works everytime, not to mention in Versus. I am using VF4 Evo. If you have an earlier version, that might acount for it!

    [/ QUOTE ]

    Yes,I'm sure!
    nothing is garanteed after a [3]+[P]+[K] normal hit
    but in training mode,it works because the cpu do nothing after
    but in versus mode or quest,he can do [2]+[P] or [P]....
     
  6. andy

    andy Well-Known Member

    If the opponent doesn't techroll after counterhit sweep, a cool looking combo is
    [2][K]+[G] (MC), [K], [6][K], [3][K].
    I think it works on lightweights and some middleweights.
    Every hit is techrollable, but if the opponent isn't techrolling the sweep...
     
  7. Aoi_Mei

    Aoi_Mei Well-Known Member

    After Lau´s [4][6][P]+[G]--[P]+[G] throws, is it possible to reverse [3][K](light down attack)? I haven´t succeeded once. Either it´s impossible or I miss the timing.
     
  8. SoundWave

    SoundWave Well-Known Member

    i dont know the exact throw you're talking about so i'm not sure, but the timing on those reversals seems a little leaniant compared to normal reversals, how do you end up laying on the ground after those throws?
     
  9. kimheng

    kimheng Well-Known Member

    is there something garanteed after ground attack's reversal?
    sometimes,I get a [6][6]+[P]+[K],[P] ,but i don't think it is free
     
  10. WCMaxi

    WCMaxi Well-Known Member

    Kim:
    The down reversal does different advantage based on Aoi's position and if P or K is reversed.

    Aoi = Head Up Head Towards reverses P, adavntage 15F

    Aoi = Head Up Head Towards reverses K, adavntage 15F

    Aoi = Head Up Feet Towards reverses P, adavntage 15F

    Aoi = Head Up Feet Towards reverses K, adavntage 20F

    66P+K is i18, so only in the case of HUFT reversed K might it be guaranteed. 3K is i17 as well. And 2G+K is i19. So any of these may work. Unfortunately she lacks anything i15 that will reach far enough... well to my knowledge. But a 15F advantage is huge and pretty mich give you all day to mix-up things. Probably, PP delayed PK would be best.
     
  11. kimheng

    kimheng Well-Known Member

    thanks a lot WCMaxi /versus/images/graemlins/grin.gif
    I remember evo2003 matchs aoi (nuki or kofumegane )vs kage (mike or ryan hart),and I was amazed when she could do [6][6]+[P]+[K],[P] after his light down attack...looked very nice
    mix ups after +15 are best as you say,but the P,P,P,K combo doesn't look effective..maybe [P],[P],[6]+[P],[P]cancels are better,what do you think?
     
  12. WCMaxi

    WCMaxi Well-Known Member

    Kim:
    Ah, well Aoi get's to reverse Kage's l.down after Kage's 3G+P. Pretty good since that wild reduced the damage of his throw game. Only need to worry about TFT and 42P+G. Aoi isn't more vulnerableto TFT damage than anyone else, unlike her versus Akira or Lau who get insane combos.

    Anyway, in the case of that throw it would be the HUFT K reversal and thus 20F advantage. The Japanese Aoi's are VERY good at seeing which is reversed or Inashi and then using the right follow up. Amazing.

    For the PP delay PK thing; actually, this is something recommened from time to time after P Inashi as well. With this timing and sturggle failure, the last PK will lift a bit. Since they are BT I don't think any good combos are available, but it will down them and you can do to wakes. In the case of PP6PP, I'm pretty certain the final P will be blocked. That's Throw+ vulnerability. Of course, for pure safety PPP2KPG+P+K(2)6G+P!
     
  13. kimheng

    kimheng Well-Known Member

    [ QUOTE ]
    WCMaxi said:
    Anyway, in the case of that throw it would be the HUFT K reversal and thus 20F advantage. The Japanese Aoi's are VERY good at seeing which is reversed or Inashi and then using the right follow up. Amazing.


    [/ QUOTE ]

    As for as me,when I parry punch with the YY stance,I usually do [P] -> throw and sometimes [6]+[P],[P]
    But I never succeed in doing [4][6]+[P]-[P]+[G]

    When I parry kick ,I do [4][6]+[P]-[P]+[G]

    But what about knee?I think [6][6]+[P]+[K],[P] can hit them(brad,wolf,jacky)
    And when I throw escape Lion's [4]+[P]+[G] or Akira 's [4][6]+[P]+[G](I think),it seems that [6][6]+[P]+[K],[P] is also garanteeded
    Can anyone check this,please?


    by the way,I play against my brother's lei fei and I am always get sabakied or reversed by his stance /versus/images/graemlins/confused.gif
    How to play against him? because Aoi's offensives tools are punches and elbow and so,can be reversed or sabakied by lei fei
    The sweep is too dangerous I think
    I have posted my matches videos in the media section,you can take a look.......
     
  14. WCMaxi

    WCMaxi Well-Known Member

    Kim:
    It is hard, but 46P:G+P is guaranteed after all Inashi P or Elbow attacks. Personally, I don't do it yet, but I am practicing it and will eventually. If you look at the better Aoi players that use Inashi, you can see they do it consistently.

    In the case of all Ks other that Middle Kick (3K), 44P+K to combos is the best option. You'll know it by how Aoi pushes the kick over.

    In the case of Middle Kick only PK is guaranteed.

    Lei Fei is a bitch, Inashi is very effective against him however, just fails to the important 9G+K.

    On Lei P reversal... yes this is a bitch for Aoi, but something to remember: if you his him during this stance it counts and airborne hit. So, you can combo from there. I haven't done any tests, but K (fairly quick) would lift and 3K should be guaranteed. 6K will also give good options. Remember, Aoi's 2G+K is the fastest in the game and since this will count as airborne hit it will knock down. I tend to sweep a lot when I use her though, too much at the moment, but it's a great sweep so why not?
     
  15. NJ_GlassJAW

    NJ_GlassJAW New Member

    So WCM, from what you learned, what makes her not as good in a real match as she appears on paper??

    Is there a difference between [6_][P]+[K] and[6_]+[P] in terms of guard stun to set up the next move???

    Is [4][6]+[P] one of her best moves?? since it can be used quickly after a backdash and also considering the JF and the hit frame window?
     
  16. WCMaxi

    WCMaxi Well-Known Member

    Sup Def:
    Humm... well, so-called experts here like to say she's good because you can take a situation where you're disadvantaged by using her reversals/sabaki attacks. This is true, but who has the ESP to make it work? Nobody on earth yet.

    The other huge issue IMO is that just about everything Aoi does that is key leaves her disadvantaged on hit unless said hit is CH.
    Examples:
    6P
    6PP
    PP6P
    43P
    33P
    6K
    2K
    1K
    WS P+K
    6P+K
    66P+K
    236P+K (CH too)
    43P+K
    2G+K

    Basicially, ALL these attacks leave Aoi disadvantaged ON HIT. Which is understandable, but when you look at that list, many things listed there are key attacks for Aoi. Another issue that doesn't factor well for her in this area is that 236P+K can be thrown in it's initial frames. Unlike other attacks, this one can be thrown. So the sabaki you'd use to beat P attacks in a disadvanted situation can be thrown, making her fairly prone to throw vs attack mixes in her self-created disadvantaged situations.

    Of course this doesn't mean Aoi is horrible, just she has some fundamental flaws that keep her from being top tier. Which is fine. Top tier isn't always fun. It's nice to be a little lower than the peak. Anyway, I really enjoy Aoi despite never being at advantage:(
     
  17. WCMaxi

    WCMaxi Well-Known Member

    Forgot to answer your question...

    6P is i14, bs-5, s.hs Stagger, hs-1, ch+5
    6P+K is i15, bs-5, s.hs Stagger, hs-4, ch+5
    As you can see they are basically the same. The fundamnetal difference is that 6P+K is half-circular with better range. This is significant. Now, I don't know if it's true or not, but I've had a lot of experience with 6P+K TCing as well. All in all, I use both, but 6P is used in set-ups while 6P+K is general purpose.
     
  18. Robio_kun

    Robio_kun Well-Known Member

    Hi guys. It seems that none of you have mentioned my favourite series. It starts with a sweep counter (usually when rising because most people slip up and do it occasionally). Then you get a guaranteed hit with [4][6][P]+[K]. Follow up with a low throw or if they escape try a combo such as (pause)[2][P], [6][6][P]+[K],[P].

    I don't know if it just too obvious to mention but it took me a while to figure out that you could get a guaranteed hit with [4][6][P]+[K] and I thought I had better tell any newbies who don't know yet. /versus/images/graemlins/smile.gif
    Robin
     
  19. KoD

    KoD Well-Known Member

    PSN:
    codiak
    After successful P inashi, dash, backthrow, light down attack is guaranteed according to the combo thread in junky's jungle, and does more damage than [4][6][P],[P][G], especially since only the second punch tends to hit at that range.

    Against lei, [4][3][P], being a double-fist, owns every sabaki, inashi, and for that matter any reversal (except for aoi's).

    As for [2][3][6][P]+[K] being throwable, can you give a real-world example of this? I can't duplicate this, either by setting the CPU to throw after guard, or by trying to throw it myself with varied timing. [2][3][6][P]+[K] beats the throw every time.

    As for Aoi being disadvantaged after most hits, what would her game be like if she could force elbow-or-throw after all her hits in addition to the current sabaki, inashi, reversal, [4][4][P]+[K] (no disadvantage on hit there /versus/images/graemlins/ooo.gif), guard cancel, delay options?
     
  20. WCMaxi

    WCMaxi Well-Known Member

    Rob:
    I think everyone knows this combo, it's listed in the training menu isn't it?

    KOD:
    I've had it happen to me a lot versus Shota's Lau. I was told and read about this last time I was in Japan. I don't know 100% for sure, but I'm assuming any motion that is a pure sabaki (no attack, just sabaki) can be thrown. In this case, the initial frames are pure sabaki and open to throw. Or so it seems...

    I dunno about the dash-up throw bit. If so that's great. I'll try it in the future. But still, ALL the Japanese Aoi's do 46P:G+P. If back throw was really guaranteed wouldn't they do it?

    Well this disadvantaged on hit thing bothers me because few other characters in VF are like this. It really forces you into a set style. Aoi doesn't do enough damage that she's some huge threat if she's at advantage. The fact that she has to work so hard to be at advantage is shitty. I guess myself and other Namco-based players have trouble with this concept because our base games hit = advantage, CH = more advantage. Cases were hit = disadvantage are super rare in Namco based games. I don't want to discuss better or worse here, that's a none-issue, fact is I'm playing VF so I need to understand how to operate a character who is almost always disadvantaged. Unfortunately, like everyone else, I don't have ESP.
     

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