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Aoi Oki & Meaties

Discussion in 'Aoi' started by kingo, Oct 31, 2013.

  1. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    I'm trying to gather all the information regarding her okizeme in that thread.
    I'll edit later and add more ideas and videos.
    Like the title suggests, I'm going to post Aoi's main options to pressure the opponent when he decides to tech roll after KND, mostly meaties.
    Your agenda will be to force him to only guard after the tech ( in fear of the meaty options ) in order to low throw / throw him.
    Note that most meaty options I have tested work on regular tech roll vs MidWeight, some meaties don't work vs perfect tech roll or the timing will differ, same thing with the weight of the character you're fighting. For example, it's easy to adjust the timing of your [3][K] by watching your foe's tech roll animation.
    But there are some meaties what work whatever the weight or the tech roll.
    Run your own testings !

    General ideas:
    Waste frames with OM or dash [6][6].
    Most of the time, LW fall down slower, so waste more frames, while against HW, you'll need to be faster.
    Generally, moves what requires to not waste any frames with dash or OM to be meaty will not work vs perfect tech roll.
    To make some moves work meaty against perfect tech roll, you'll need to waste less frames.
    Run your own testings !

    Let's start with moves what KND on hit or CH.
    You''ll get [6][P][+][K][P] and [6][4][P][+][K][P] often for Aoi's punishment game, while Tenchi parry against punches & elwbos will allow you to get [P][P][K].
    Her sweep [2][K][+][G] beats evade and KND in that case, so take advantage on it.




    [5][6][P][+][K][P] KND



    OM [3][P]
    Wait a few frames after the OM. You can get +5 if you're lucky.
    Option select with the down attack if he stays on the ground.

    OM [3][K]
    A easy one, her side kick works on most situations as a meaty. You get +8 to +10. At +10, free throw attempt !

    OM [6][6][P]
    Ideal to push to the wall or the edge of a ring.

    [6][6],[P][+][K]
    Dash with [6][6], and do [P][+][K] ( yes the bound move ). You can get +4 to +7 on force crouched hit.
    From +6 you get a low throw attempt if the opponent just hold G.

    [6][6],[4][6][P][+][K]
    Start a crumple combo.

    [6][6],[6][6][P][+][K][P]
    Ring Out potential or over a half fierce wall, hit checkable

    [6][6][P]~[G] Sundome [K]
    You get a stagger with the knee.

    Jumping ( descending ) [P]
    +11 for a low throw attempt.

    OM [4][3][P]
    against perfect tech roll, HW only

    [2][K][+][G]~[G] Sundome [K] (
    vs HW

    [P][P][6][P]
    First two punch must whiff. +6 if your opponent get hit, last hit guaranteed for an other KND.
    Doesn't work on HW.

    [3][3][P][+][K]~[G] Sundome [K]
    vs HW only

    [4][P][K]
    The high punch must whiffs, the kick causes a stagger.

    [6][6],[1][P]
    Her slow low punch to chip some damage. Leaves her at -2 to 0 possibly



    [5][6][4][P][+][K][P] KND



    OM [3][P] vs perfect tech

    OM [3][K]

    OM [6][6][P] ( vs LW & MW )

    [6][6],[4][6][P][+][K]

    [6][6],[6][6][P][+][K]

    [6][6][P]~[G] Sundome [K]
    vs LW

    OM [4][3][P] ( vs MW & HW )




    [5]Side Hit [P][P][K]



    OM [3][K]

    OM [6][6][P]

    [6][6],[4][6][P][+][K]

    [6][6] or OM,[6][6][P][+][K][P]

    [6][6][P]~[G] Sundome [K]

    Jumping ( descending ) [P]

    [4][P][K]

    [6][6],[P][+][K]




    [5][2][K][+][G] CH



    [6][4][6][P][+][K]

    [6][6],[P][+][K]

    [6][6][6][P]

    [6][6],[3][K]

    [4][6][P]![P][+][G]
    You need to input the command for the hit throw right after the sweep, you can't wait to see if he's going to tech or not. First hit will whiff, total damage is 45 if you do it right.

    OM Low Throw: once your opponent tech and just hold G, you can low throw him.
    Doesn't work if he does a perfect tech.




    [5][3][K][+][G] KND



    [6][6][6] Low Throw

    Jump ( while descending ) [P]

    Jump ( while descending ) [K]: low kick vs lightweights only

    OM [6][6][P]

    [6][6][6],[P][+][K]

    [6][6][P]~[G] Sundome [K]




    [5][6][6][P][+][K][P]



    [6][6][P]~[G] Sundome [K]

    OM [6][6][P]

    [6][6] or OM, [6][6][P][+][K][P]
     
    Last edited: Feb 12, 2014
    Tricky, Sozos, G0d3L and 5 others like this.
  2. KahnRahn

    KahnRahn Well-Known Member

    XBL:
    Kahn Rahn
    Based on the same kingo's thought, i give some tricks or gimmicks oki after a combo or a down. The basic idea is caused a stagger with sundome [K] or +10 with [3][K].

    First of all against Lau, Kage, Lei, Brad, and Goh (All mid weight ^^) you can perfom an easy +10 with a [3][K] :
    successful sundome [K] ~ [6][P][P] ~ [6][4][K][+][P][P]~[3][K].
    (You can use the same pattern with [4][K])
    It's esay to break the stagger, be careful.

    You can missed deliberately a combo to make a sundome [K] too. Some examples :

    Works in Close stance and Open stance for all mid weight
    [3][3][P][+][K] ~ [P] ~ [2_][3][P][+][K] ~ [K][P][K][G] sundome [K]

    Works in Close stance and Open stance for all mid weight
    [3][3][P][+][K] ~ [P][P][6][P][P][G] ~ [6][6][P][G] sundome [K]

    Works in Close stance and Open stance for all mid weight
    [3][3][P][+][K] ~ [P][P][2][8][P][P][G] ~ [6][6][P][G] sundome [K]
    Note
    : For this combo you can use too [2][K][+][G][G] sundome [K] or [3][3][P][+][K][G] sundome [K] pretty cool

    Lau (+6 both stance), Kage, Lei, Brad and Goh (+6 CS, +7 OS)
    [3][3][P][+][K] ~ [P][P][6][P][P][G] ~ [P][P][6][P]

    Lau (both stance), Kage (CS), Lei (both stance), Brad (both stance), Goh(CS)
    [4][4][P][+][K] ~ [6][K][+][G] ~ [2_][3][P][+][K] ~ [K][P][K][G] sundome [K]

    Another +10 with [6][6][K]

    Against Goh
    Note 1 : Don't buffered the satnding punch ([P]) after [6][6][K]
    Note 2 : You must perform a [6][6] during or just after the last hit of [6_][P][P][K]

    [6][6][K] OM back [P] ~ [6_][P][P][K] ~ [3][K]

    Against Brad, Akira,Jean, Jacky, Jeffry, and Wolf ( don't use [6][6] for Wolf)
    Note 1 : Don't buffered the satnding punch ([P]) after [6][6][K]
    Note 2 : Perform a fast dash when Brad, Akira,Jean, Jacky, Jeffry knocks the ground

    [6][6][K] OM back [P] ~ [P][P][K] ~ [6][6] ~ [3][K]

    I make later another tips for Aoi's low throw

    First of all, low throw hasn't a true meaty. You must adjusted your timind (which depend on weight and finisher) and you must find a marker (oppenent knock down for example).

    Mid and heavy weight are more vulnerable against low throw.

    some example
    Against mid (Law, Kage, Lei, Brad, Goh) and Jean
    [6][6][K] ~ [3][3][P][+][K] ~ [P] ~ [K][P][K] [6][6] LT
    Note : The forward dash must be buffered
    Note : Against Jean LT must be buffered

    Against Akira jacky
    [6][6][K] ~ OM back ~ [P] ~ [P] ~ [K][P][K] [6][6] LT
    Note : The forward dash must be buffered

    Against Jeffry Wolf
    [4][4][P][+][K] ~ [6][K][+][G] ~ [6][K] ~ [6][4][P][+][K][P] [6][6] LT
    Note : The forward dash must be buffered
     
    Last edited: Apr 7, 2014
    Stl_Tim likes this.
  3. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    The problem with your sundome K meaty after juggles is that you have to sacrifice around 15-20 dmg everytime, which doesn't really worth it, considering Aoi already doesn't do much damage on middle weight. I meant, instead of doing like 69 dmg after 33P+K, you do almost 50 with non guaranteed oki options afterwards.

    I will post the next days the meaty options I use after non-cut combos.
     
  4. KahnRahn

    KahnRahn Well-Known Member

    XBL:
    Kahn Rahn
    I'm interested by your meaty set up. I use mainly 3k, 46p+k, 6643p, 66 LT, 46pp+g after a combo. (That's depend on weight class and finisher).
    For fakes combos, i use them somtimes against a tech roller, and most of the time they tech and loose the round or the matche. It's up to you sacrified or not dmg. But i understand your reluctance, Aoi's laucher are slow and unsafe after all.
     
    Last edited: Apr 7, 2014
  5. Sozos

    Sozos Pai Sucksan Content Manager Pai

    PSN:
    vfsozos87
    XBL:
    vfsozos87
    Good stuff kingo. make our training easier now :) Aoi is really fun to use.
     
  6. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    This thread is disgusting @kingo ! I better get started on Eileen's version of this so she'll be gross too.
     
  7. Craigbot

    Craigbot Well-Known Member

    XBL:
    Craigbot
    This thread has information for all new and familiar Aoi players to learn from and she is not gross, but of refinement. How dare you, sir?
     
    Tricky likes this.
  8. G0d3L

    G0d3L Well-Known Member

    I'm wondering why you chose those very characters as dummies...

    big mystery! :whistle:
     
  9. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    This thread is great! It is reminding me how to waste frames to make meaty timings easier. Time to write Eileen's down too! I need to document my technology better like kingo has done here. I am so impressed.
     
    Craigbot likes this.
  10. Sozos

    Sozos Pai Sucksan Content Manager Pai

    PSN:
    vfsozos87
    XBL:
    vfsozos87
    I did something similar with pai in pai forum But with less info especially with the throw meaties , I should make it like kingo did here.great work by kingo indeed
     
    Tricky likes this.
  11. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    Well, the thread is old, I should reorganize the information in a more handy way. Like that:

    [6][P][+][K][P]; Side Hit [P][P][K]; [6][6][P][+][K][P]
    Give a knockdown with more or less the same meaty options.

    [5][6][6][P]~sundome [K]
    Safe on block ( fuzzy guard possible ), stagger on hit for a free [P][K]
    Then you can do a normal throw instead of sundome [K]

    [5]OM, [3][P]
    Option select with her down attack if your opponent stays on the ground.

    [5]Jump, while descending [P]
    Safe on block ( fuzzy guard possible ), free low throw attempt afterwards.
    You can then mix up with a raw jump followed by a standing throw.

    [5]([6_][P]), [6][P]
    The standing punch has to whiff, then the elbow can give you +6, also safe

    [5][K][K]
    The first kick must whiff. Then why not mixing up with just [K] then throw after conditionning your opponent ?

    [5][4][P][K]
    The punch must whiff, and the kick follow up gives a small stagger.
    Next time, just stay BT with [4][P] and use her BT options.

    [5]([3][3]),[4][6][P][+][K]
    Starts a crumple combo, most rewarding option.

    [5]([3][3]),[1][P]
    because you want to chip some damage to make your opponent crouch. Leave you at -2 or 0 on hit.
    If you're lucky, near the wall, at the right angle, you get a wall stun for a free wall combo.

    [5]OM, [3][K]
    +8 is nice advantage in case of success

    [5]OM (or[3][3]), [6][6][P]
    To push your opponent near the wall or the edge of a ring, even on block. Can be nasty.

    [5]OM (or[3][3]), [6][6][P][+][K][P]
    Gives a KND, Ring Out potential over low fences.

    [5]OM, [2][K]
    Unsafe, but is a low, and you have a follow up for the string to prevent hard punishment

    [5]OM,[6][6], Low Throw
    If you ennemy doesn't evade or attack after his tech roll.
     
    Last edited: Aug 24, 2015

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