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VF3 Aoi FAQ
Version n/a

Written by Creed (meshe@clinic.net)
Format and spellcheck editing by Jason La (akira23@hotmail.com)

[
Editor's Notes: This FAQ was posted at the VF Complex with Creed's 
permission. The content has been left intact, excluding spelling 
corrections. Formatting was done so that the text would line up
correctly in their paragraphs.

This is only pre-release version. Creed has not given this his official
name or a version number. I will post the date that it was sent to me.

November 23, 1998

The VF Complex: http://www.geocities.com/TimesSquare/Ring/3651
]

P = Punch
K = Kick
G = Guard
E = Escape/Dodge
---
f = forward (tap stick towards enemy)
b = back (tap away from enemy)
d = down
u = up
/ means to tap diagonally between the two directions. For example d/f 
  would be tapping diagonally down and toward the enemy.
+ means you tap the stick or buttons on either side of the + at the 
  exact same time. for example P+K means hit punch and kick together. 
  b+K+G means hitting back on the stick at the same time as you hit 
  guard and kick together.
, (a comma) means to do one move, then the other. Sometimes you have to 
  do the next move right away, other times you can wait a bit.  So P+K, 
  P means to hit punch and kick at the same time, then let go and hit 
  punch afterwards. If you can't get a combo to work, try waiting a 
  little before tapping the button for the next move, or try doing it 
  faster (right away)
A capitalized letter means HOLD the stick in a direction for a second. 
  (not used much) Ex: F+PP means to HOLD forward a short bit before 
  tapping punch twice.
---

  If you see a move listed under another move, but indented, that means 
the next move follows it, if you do the motion right away. Usually that 
also means that's the only way to get that move out, in other words you 
can't make Jacky do a sweep any time you want, you have to do the sweep 
at the end of a combo. For example:

Punch                 P
  Sweep               -d+K
  Crescent            -K

So you'd hit Punch then if you hit down and kick afterwards, Jacky 
should do a sweep. If you hit just kick, you should get a spinkick 
(crescent).

---
Hit levels: 
H = High. Opponent can duck under it and block safely high or low.
M = Mid. Hits ducking opponents, usually damages a crouching defender, 
         but not always.
         Must be blocked high.
         Some mid moves cause the opponent to stagger backwards if he 
         gets caught crouch defending, and that sets up a combo or throw 
         for you.
L = Low. Must be blocked low.

P
basic jab, a good safe poking move, keep one out all the time to stop
high and mid attacks from the enemy.

PP 
the beginnings of an excellent setup for Aoi. Aoi can base several
good guessing games on PP, so don't hesitate to approach with it
versus opponents who stand around blocking a lot.  Beware of other
characters using low kick-throw to stop Aoi's rush, but keep in mind
that they'd have to anticipate REALLY early to pull that off (i.e
you'd have to use PP predictably) . If they do their low kick a
little late or try it on reflex, they may end up getting nailed by
the chop in Aoi's PP, f+P combo.

PPf+P
Similar in usage to jacky's PP-elbow combo, but not nearly as fast or
safe. Use  this either when the opponent starts trying low kicks to
stop your PPP rushes, or when you can see them trying to crouch under
PPP combos in order to throw when Aoi pauses.  On major counter the
f+P floats, and vs. low attacks it staggers. If it staggers, Aoi has
several options. She can follow with the last hit of the canned
combo, the f+P rushing elbow, or she can choose to move in and throw,
or crouch dash in and use the 'aiki throw'. The second strategy is
definitely preferable since a good opponent will struggle out of the
stagger and then hold guard to keep from getting hit by the elbow.
Vs. opponents who don't struggle reliably, it's probably safer to do
the elbow, especially since the stagger time gives you the luxury of
waiting to see if you got the stagger before commiting to the elbow.

PPf+P,P
Continuing the above combo leads to Aoi ending with a long range
dashing-elbow type attack. This attack can sometimes hit dodgers if
you're lucky and is a sure knockdown no matter how it hits. It's also
good because people who successfully block the first three hits seem
to want to instinctively duck, although once the opponent gets
experienced facing Aoi they'll (hopefully) overcome that habit. Just
using this to set up guessing games can work, because the last move
can be guard cancelled by Aoi, so you can hit someone with the combo
enough to force them to guard or dodge, then do PP,f+P,P!G to cancel
and follow with a dash in throw to get them if they blocked or dodged.

PPP
The classic guessing game starter. Using it predictable will get you
killed by low kick-throw, but using it unpredictably or in situations
where the PPP is guaranteed anyway is never a bad idea. From here,
Aoi can do several things. She can hit K for the knee attack which
will hit the opponent if they tried blocking low, or if they tried
any attacks.  Or you can use d+K for the sweep ender, to hit them if
they blocked high, and major counter most attacks (although I think
the opponent can reliably sneak in a low punch, and if they're
crouched in the first place, certain fast from-crouch attacks such as
the upknife or akira's shoulder ram will still hit). Anyway, by
mixing in the PPPK and PPPsweep you can frustrate many opponents, and
by mixing it up further with G cancels and delays you can frustrate
good opponents.

PPPK
Three punches and a knee. The knee will stagger a crouching defender,
and from that stagger Aoi can easily and reliably pull off a throw.
You don't have to have any special timing or dash in or anything,
just buffer in the throw to execute as soon as Aoi's knee recovers.If
the opponent gets good at struggling out of the stagger and avoiding
the throw, Aoi can still always just do PPP(guess) again, and settle
for the relatively guaranteed damage from PPP and high potential
damage from her followup.  But I have good success throwing every
time, so keep using a variety of throws in the stagger situation
until the opponent proves he can reliably stop them.  Another
strategy: PPP, then delay a second before unleashing the knee.  The
opponent thinks you're going to stop with the PPP and may foolishly
try something... but the sudden execution of the knee will pretty
much stop anything he might try. In fact, although it makes no sense,
the knee apparently stops anyone who might try to dodge in
anticipation of your followup. I guess its tracking ability is just
that good. It almost certainly stuffs attacks except possibly a fast
PK or similar punch combo. If the knee major counters ANYthing, a
small float is produced, and Aoi can try for a followup combo. Vs.
high floaters, I recommend something simple like another PPPK combo,
or f+K, K.  Vs. mid floaters, these combos may not work as reliably
without slope or something similar, so Aoi should settle for her fast
high pounce (d,U+K).  Vs. heavyweights, Aoi can reliably dash forward
and then ground throw (d/f+P+G).

PPPd+K
Three punches and a sweep. If the opponent guards high the sweep knocks 
him off his feet and you can reliably follow with a ground chop (d/f+P). 
If the opponent tries an attack of any sort, the fast sweep is almost 
sure to major counter it, and major counter sweeps lead to reliable 
ground throws for Aoi. In this case the ground throw is almost always 
the more damaging one too. So you can see the good potential behind PPP, 
delay, d+K. It increases the chance of a major counter hit vs. just 
hitting someone who stands there and guards. But like any delay tactic, 
the chance is also increased that the opponent will recognize what 
you're doing and quickly throw out something to stop it. And if you're 
really predictable with PPP-delays, you will either eat a low kick-throw 
combo, or the oppponent will wait until the third punch then quickly 
throw you while you delay. Still PPP-sweep is great, the risk is great 
(particularly if blocked) but the potential payoff of MC sweep plus 
ground throw (plus possible ground chop after that) is quite nice.. for 
Aoi anyway. And the sweep will never get dodged, which I think the knee 
might under some circumstances.

PPK
Two  punches and a high kick. I never use this except vs. Taka-arashi. 
Supposedly it's a true combo vs. taka, although I never tested this 
extensively. More important, the kick will not knock taka down, and if 
it connects Aoi can then throw taka the instant he recovers from the 
hitstun. So if this all works out, PPK is a way you can easily do great 
damage  to taka, and would be the best way to minor counter taka's 
attacks if you can reliably throw him afterwards.  In that sense it's 
pretty darn useful. In every other sense (vs. anyone else) there's no 
reason to use it.

PK
A punch and then kick. It's a true combo if the punch hits, but the 
damage  is low and there's no knockdown..  so it's not the powerful tool 
it would be in VF2. In situations where you KNOW a punch will hit, 
you're better off doing PPP for miniscule damage and then forcing the 
PPPK or PPPsweep guessing game on your opponent, which leads to a much 
better payoff than PK would have.

d+P (low punch)
Never underestimate the low punch. They may be slower than they were in 
VF2 but they're still the fastest attack you've got other than a high 
punch, and a  low punch stuffs more attacks than a low punch will 
(namely, a low punch can stop a low-kick-throw attempt). It's also a 
good all purpose tool when you're having trouble with an opponent's up-
close, quick harassment games,  or when you have no idea what to do next 
and want to play it safe. That doesn't mean the low punch is entirely 
safe though, because any low attack has  trouble versus the opponent's 
elbow attacks, or similar  midlevels, and  it's even possible for a 
wrestler to E-side throw a low punch.. with anticipation. The speed and 
range of low punches though pretty much makes it impossible for an 
opponent to use an elbow to override it unless they're at the perfect 
distance. I've played really scrubby VF versus GOOD players  and still 
managed to frustrate them a LOT but just low punching over an over. It 
hit their elbow attempts,  it hit their low kicks, it hit them during 
PG's (obviously) and it even stuffed attempts to E because the opponent 
would still be  stunned by the last low  punch and apparently couldn't 
time a dodge quickly enough to avoid the next one. Also, low punch throw  
is  a classic VF2 "trick" that used  to be considered kind of cheap but 
now is just a smart strategy. Before if the low punch countered an 
attack the opponent was BARELY stunned long enough to allow for a throw 
before they could attack you back. Now the low punch does what it always 
has, psychologically, it compels many opponents to simply guard, 
expecting a mid attack, and thus leave themselves  open to throws. This 
is especially effective for characters with a good 'from  crouch  only' 
attack like akira's shoulder ram or lau's upknife. The opponent sees the 
low punch and expects the shoulder ram (or whatever) and guards. Aoi can 
use her little  elbow attack  to do much the same, although you have to 
get  the opponent used to seeing the attack, and that attack isn't 
'good' by any real stretch of the  imagination.  

d+K (Low kick): apparently there's still some doubt as to whether Aoi 
can use low kick-throw. Speaking only from my experience I can safely 
tell you: don't  bother. Even if it stuns the opponent long enough, the 
only POSSIBLE way it could work if you're Aoi is to have the opponent 
right up next to you and possibly against a wall too, that way Aoi could 
low kick, stun them,  then throw without dashing into her throw range. 
Otherwise, Aoi is never close enough and the low kick doesn't move her 
forward at all the way wolf's does.

You're much more likely to be thrown first as a result, and if your 
opponent has a low throw (and so many characters do) then they can throw 
you with that before you can high throw them. So if you want to poke and 
harass scrubby opponents, low kick works, and it even recovers (barely) 
in time to avoid a midlevel counter.. if the low kick connects. If not 
you're screwed, so low kicking is pretty unsafe with Aoi. 

d/f+P: (uppercut) Aoi swings one arm in an underhanded arc. Not unlike 
wolf and jeff's small uppercuts in appearance, but this one has somewhat 
crappy recovery and can be countered by a throw. However, it should be 
noted that the recovery isn't SO bad that the counter throw is a no-
brainer.. rather Aoi can throw first if she anticipates that the move 
would catch the opponent off guard and cause them to react slowly to it. 
If it hits without a counter, I almost always get away with spazzing on 
P+G. I don't recommend that as a sound, smart strategy, but I should say 
that I get away with it more than I ought to.

The real use of this move is as a crappy but long range float tool. If 
it major counters an attack more substantial than a jab, it floats the 
opponent, and Aoi can follow with her standard small-float combo 
followups, namely PPPK, f+K,K, or a simple high pounce. If the float is 
low (which it often will be) Aoi will get away with getting off a ground 
throw the instant the opponent lands from the knockdown.. if your timing 
is good. The only times I recommend using this is when the opponent is 
'far' (about two dashes) from you.. if they try to approach with a low 
kick, this knocks them right out of it if both moves were executed at 
about the same time. If they approact with a crouch dash and try 
something like c-shoulder ram, or another Aoi tries c-throw, you should 
at least hit with a major counter without a knockdown. I haven't 
researched this, but if that happens, either Aoi has a free throw, or 
more likely the opponent does. One last tidbit: if this move hits at all 
vs. taka Aoi can get in a free throw. Never pass up this easy chance to 
try for a multipart. It's also a good way to set up the CPU for multi 
practice.
 
d/f+K: (sidekick) Aoi does a fast frontal kick to the opponent's crotch. 
The move starts out reasonably fast and has fairly good range, but I 
can't think of any reason to use it in place of f,f+P+K. Sidekicks are 
more counterable than they were in VF2, whereas f,f+P+K is virtually 
uncounterable.

Sidekicks float on major counter, but not as much as VF2. f,f+P+K 
consistently floats high enough for simple followups, or a high pounce 
at least. Finally f,f+P+K has better range due to the built in dash. So 
the moral of the story is don't sidekick unless you're showing off. 
Probably a sidekick-throw combo is possible vs. taka for example. It's 
also more damaging than f,f+P+K so vs. heavyweights you'll leave them 
'grounded' longer increasing your success at following with a high 
pounce.. plus the overall damage will be better. Otherwise use f,f+P+K 
and follow with a combo vs. lights and middies.

f+K (knee) A reasonably fast, simple knee attack, except Aoi doesn't 
leave the ground like wolf or jeff. The damage is lower and the recovery 
is longer, so the knee isn't safe by any means, but the opponent does 
have to be reasonably on top of things to throw Aoi after blocking an
unexpected knee, and there's always the threat of high kick followup. 
It's not as safe as most people would like, and it pretty much sucks 
compared to wolf and jeff's knee as float tools go, but Aoi should work 
with what she's got, and the knee is good enough to make it worth 
gambling with occasionally. Like any knee, if there's a major counter, 
you can do one of Aoi's float combos. And as with comparable knockdown 
attacks, Aoi should try for a dash-in ground throw whenever possible if 
she's facing a heavyweight (or shun di, who takes a split second longer 
to get back up after a knockdown, if I recall). Your safest bet if the 
knee hits is to finish the canned f+K,K combo and ground punch, unless 
you can see they floated enough for a guaranteed high pounce, in which 
case you should do that since it will probably do more damage than 
almost any float combo followup Aoi has.

f+K,K (knee-high kick combo) Aoi does the knee and immediately does a 
high kick afterwards.  The damage for this two hitter is good by Aoi 
standards, and since the first hit comes out reasonably fast, that makes 
this a good combo to just throw out there once in a while in situations 
where you think you'll hit the opponent during an attack or throw 
attempt. Specifically, I've seen this used in situations where opponents 
predictably try a throw escape (like after a high rising attack is 
blocked) and when they try a predictable "long range" move such as a 
dashing elbow, super dashing elbow, pai's sidekick, lau's dnknPPPX 
combos, and another Aoi's f,f+P+K, or wolf's low kick-throw.

Also keep in mind that on major counter, even though the recovery of 
f+K,K sucks, the damage is enough to allow for a pounce, especially vs. 
opponents who are airborne for a second after the second hit (i.e. 
lighties). At the very least Aoi can follow this combo with a ground 
punch. 

f+P (elbow): One of Aoi's best attacks and 'setups'. The elbow is weak 
in damage so the move is counterable (unlike most elbows). Still, Aoi's 
elbow is the fastest midlevel she's got, and it's worth using whether 
the opponent is just guarding, guarding low, or trying to attack. If the 
opponent is attacking and the elbow major counters, Aoi can immediately 
do the canned followup, and it will be a 'true' combo. If the elbow hits 
as a minor counter, that sets up the same guessing game as the elbow's 
whiffing/being blocked. If the elbow hits a crouching defender, the 
opponent is staggered, and if Aoi has good timing she can follow by 
dashing in and throwing them just as they come out of the stagger. She 
may even be able to connect a crouch dash-aiki throw if the opponent is 
lazy about struggling. Alternately, Aoi can do the canned f+P followup 
and hit the staggering opponent for easy damage. Beware though, if the 
opponent struggles and then guards the second f+P will be blocked and 
Aoi's dead then. Most opponents don't block though, because they 
anticipate Aoi trying for a throw. If you want to play it safe, Aoi can 
follow with a simple PPP combo which hits if they didn't struggle, hits 
if they did struggle but then tried to attack, and the worst case 
scenario is that it's blocked, but then Aoi is all set for her infamous 
guessing game (both of the other scenarios set that guessing game up too 
which is the only reason to try for PPP instead of the canned followup 
guessing game). To further harass the opponent, Aoi can G-cancel the 
second attack after getting a stagger which A: moves you into throw 
range) and B: helps you time a throw followup so that it won't be too 
early. Although it may be too late is the opponent is smart and 
immediately attacked after struggling out of the stagger. All of those 
are just stagger options though. Vs. a guarding opponent, look to do a 
delayed f+P followup, or just surpise the opponent with a quick one once 
they get used to seeing lots of elbows. (The first one is actually more 
risky than the second because the second is more likely to surprise 
them, while the first gives them time to think, and if it's abused they 
will easily dodge your followup and ream you).

f+P,f+P (two elbows attack, elbow-chop combo): Aoi follows her elbow 
with a small spinning chop. The chop itself is pretty weak, but if it 
hits as a major counter, the opponent is stunned longer than Aoi and 
since Aoi's so close, that means a guaranteed throw for Aoi. This is 
reasonably useful. It's not hard to surprise opponents with f+P, delay, 
f+P.  Depending on your opponent's reaction ability you might want to 
skip the delay altogether (I think it's really overused, esp. by MY Aoi) 
and see if you surprise them when they get trigger happy. A warning: the 
canned followup and elbow both are easy to dodge away from, so don't use 
them predictably.

d+K+G (sweep): The fastest low sweep in the game, virtually impossible 
to block on reflex. It always knocks down too and you can always follow 
with a ground chop. On major counter, the sweep guarantees a ground 
throw, but only if the opponent lands right next to Aoi (watch which 
direction they end up facing and listen for the boom sound to tell if 
you got a major counter). The sweep is also impossible to dodge. A good 
attack with high potential payoff, but very risky if blocked. Try not to 
abuse it on general principle.. the abuse of sweeps is so common that 
there's actually a name for it: Sweep wars AKA Scrub wars. Any decent 
opponent will expect Aoi to end the round with this, so try not to. 

K: A slow basic high kick. faster than many character's, but not as fast 
as pai's (I think), and this is the ONLY high kick in the game besides 
pai's that has poor recovery. It's also the ONLY one that doesn't knock 
down. Most characters have uncounterable high kicks, even ridiculous 
high kicks like wolf and jeff's. Aoi's is throw counterable. To make 
things a little easier on Aoi players, the designers gave her the canned 
followup. I never use just the high kick for that reason, I use K,K.. if 
the opponent reacts to the first kick in any way they get countered by 
the second hit. 

K,K: (double kick) I throw this out randomly because I like to mix in 
random, scrubby things with genuinely useful things. So I won't say that 
KK is awesome of even flashy. It does have some useful aspects though, 
namely 1. The second kick nails trigger happy opponents if they blocked 
the first one, and this may even lead to a float depending on what they 
did. If it doesn't float, the second kick always forces them into a 
crouch, at which point they have to play the same guessing game as the 
d/f+P+K guessing game... namely will Aoi run up and low throw them, 
delay the run in and high throw them, or simply attack.

2. KK is about as much damage Aoi can expect for something ungodly easy 
to do.

Its reasonable speed makes it worth using in some of the situations 
where you'd want f+K,K.. namely, when you think they're expecting you to 
throw and you KK instead to hit them as they 'whiff'.. you end up with 
decent damage and the guessing game setup. (note: the odds of them 
blocking a sweep after a successful KK is really low unless you use that 
'trick' all the time, like me).

d/b+K (heel step, heel thrust, low thrust kick): Aoi does something that 
looks like a sidekick but aimed at the opponent's instep. The damage is 
average, so on major counter this move knocks down. The execution is 
slow, but that's made up for by the fact that the animation's so oblique 
that opponents aren't likely to ever block it on reflex, since Aoi 
remains standing and few attacks hit low while you're still standing.  
The payoff is also somewhat worth it if you get the major counter. I've 
been able to high pounce reliably in this situation and vs. low floaters 
it's likely you can dash in and ground throw before they can roll away. 
Watch out if this doesn't major counter though, the recovery is terrible 
and Aoi can be high thrown, even if it hits as a minor counter (or no 
counter). 

f,f+P ('super dashing elbow', rushing elbow): Aoi runs forward and 
somehow pivots on one foot at the same time. At the end of her spin she 
comes out with one elbow extended to nail the opponent in the chest. 
This move always knocks down and does decent damage, especially on major 
counter. On major counter, I always go for a ground throw followup and 
have plenty of success with that, so I reccomend it.  The range and 
relatively good speed of this attack make it good to throw out when 
you're unsure how to approach the opponent. The slow 'turning' execution 
also ensures that, unlike Aoi's quick dashing elbow, you will probably 
hit a dodging opponent with it. So it works as an approach to stop 
anything except an opponent who simply stands there and guards. If the 
move is blocked, Aoi is fairly dead.  But the payoff makes it worth 
using anyway. I especially like using this to interrupt opponent's 
predictable throw escapes. Even on minor counters, the odds of the 
ground throw working are good, because the opponent hits the ground 
fast. (read on later for my explanation of what that's good). Also.. the 
obvious animation and distinctive yell make this move a perfect one to 
G-cancel, which is possible any time before the end of Aoi's 'turn'. 
Opponents instinctively guard and keep guarding because they're puzzled 
why they haven't seen the block animation happen yet. By the time they 
get it, Aoi has thrown them. To break this habit they have to do 
something stupid which leaves them wide open to a major counter if Aoi 
DOESN'T g-cancel the attack. So it's a little guessing game unto itself.

d,d+P (double stop): Aoi crouches and thrusts both hands forward, palms 
outward.  It's a decent low attack, somewhat quick and more damaging 
than the low punch, but the recovery sucks, and worse, Aoi recovers high 
so she can by thrown with any normal throw. Still, on major counter, Aoi 
recovers at about the same time as the opponent, setting up the FC elbow 
attack or setting up a throw if you think they'll react by blocking or 
E-ing.  The usage is pretty limited because of the move's small range. 
It's worth using vs. taka though as it sets up a free throw.  That might 
work vs. other characters too, if they were backed up against a wall and 
major countered by it, but I'm only guessing, I've never been able to 
set it up.

b,b+P (turnaround punch): a quick, weak midlevel chop that leaves Aoi 
facing away from the opponent. Not much use unless you specifically want 
to turn Aoi backwards. This looks cute in combos too. It's also good 
bait, as I think the recovery is uncounterable or nearly so. I haven't 
messed with it a lot but I know that b,b+P, PPP works pretty well at 
forcing enemies into the PPP guessing game. You could probably, 
depending on how trigger happy the opponent is, get away with using 
b,b+P to set up a major counter with the turn towards heel step. If the 
opponent is smart though they'll just get behind you and crouch, or even 
crouch then low kick to MC your TT attack.  In this case, you can use 
Aoi's TT d+P, which is one of the only midlevel turn-towards attacks in 
the game, to surprise them and coerce them into guarding high next time.

P+K (slap): Weak slap attack, only used to show off or humiliate.

P+K, P+K (two slaps): two weak slaps, the second one is guaranteed if 
the first one hit. If the second one major counters taka, you have a 
free throw. You can't delay them very much.

P+K,P+K,P+K (three slaps): Aoi does three quick slaps. The third one 
comes out a little too slowly and doesn't really combo with the first 
two. Again only use this to instill a deep sense of shame in the 
opponent. I like using the three slaps as a minor counter to kickflips.. 
catching the opponent airborne is one of the only times all three will 
hit anyway.

b,b+P+K (STOP! in the naaame of looove, Qwiki stop): Aoi steps back 
swiftly and crouches for a split second, then lunges forward with her 
palm open. The speed of the whole sequence from start to finish isn't 
bad, and most people don't recognize the opening animation for what it 
is. The recovery is better than it looks but still throwable by people 
on top of things. Still, this attack has a high success rate because the 
initial "back dodge" movement can make almost anything except certain 
long range midlevels whiff.. then the palm minor counters. In that sense,
it's just like a reversal and can be used as such. Try this in 
situations where you get flustered by constant PGPGPG,elbow,PGPG type 
games. The move neatly dodges elbows and the like for the minor counter. 
Unfortunately the damage doesn't make it worth the risk, and no 
followups are likely to connect. 

f+P+K (frontal chop, 'clearing out'): Aoi does a sideways, open palm 
swipe as she steps forward. A decent move actually, and a good set up 
for guessing games too. The move itself recovers only average but it has 
a canned followup that almost guarantees most opponents will not try to 
throw you after it.

On major counter it does moderate damage and floats, and Aoi can get a 
small combo out of this. If you're using it to set up guessing games vs. 
defensive opponents, your flowchart goes like this: opponent reacts 
slowly or with a slow attack, you use the canned followup (f+P) to major 
counter them. If the opponent doesn't react, but simply keeps guarding 
expecting the elbow, you do f+P!G to cancel the elbow followup and then 
you can have your pick of throws. If the opponent tries to dodge the 
elbow or always reacts by dodging, you can do the elbow cancel and 
throw.  The only way they can probably consistently get out of the 
guessing game is to punch or PPP or PK... that MAY stuff the elbow but 
they have to be close to you. Otherwise the elbow overrides them for 
some reason. 

f+P+K, f+P (canned rushing elbow followup to f+P+K): Aoi does her usual 
dashing elbow.

It has the same attendant benefits and risks as f,f+P so read that 
section for the usage.

f,f+P+K (small elbow, quick elbow, 'Qwiki elbow'): Aoi does a quick, 
weak version of her using dashing elbow.. minus the spin animation. This 
move comes out so quickly it seems to always override the opponent's 
punches. It has about a dash's worth of range, which isn't bad, and on 
major counter, it floats, so overall it's probably Aoi's 2nd best 'float 
tool'. KK is a decent followup if it does float BTW, but you're safer 
damage wise trying for a high pounce. I don't recommend a ground throw 
attempt after this, because of the low damage.

The recovery of this move is also sketchy. Throwing Aoi afterwards takes 
concentration, but dodging it and then throwing is braindead easy, so 
don't be predictable and don't let it get blocked all the time. Remember 
that despite the speed it doesn't track as well as the f,f+P so don't 
let it get dodged all the time either. 

d/f+P+K (crush elbow, heavy elbow): Aoi does a moderately powerful 
midlevel elbow attack that forces the opponent into a crouch every time 
it hits. If it hits as a major counter, the opponent is stunned so long 
Aoi has time to dash in and low throw them the instant they recover. 
Beware though, experienced players expect this and escape it easily. Try 
to use this as a setup for additional guessing games. For example, if 
the opponent is low throw-capable, dash in and pause, then do a high 
throw instead of a low throw. What'll happen is, the opponent will do 
d+P+K+G and end up with a whiff low throw animation, which you can in 
turn high throw. Alternately, if they don't have that whiff animation, 
do a reasonably strong mid attack like the f+K,K combo or f,f+P, and it 
will hit them while they enter their escape. You can even try another 
heavy elbow in this situation and set up the guessing game again. 
Finally, if the opponent gets experienced and starts guessing his way 
out of the d/f+P+K game more than once, you can simply sweep, which is 
rarely blocked afterwards and will earn you a ground throw if it major 
counters. (If they actually block the sweep they're either pretty good 
or lucky, in which case, mix it up by going back to the low throw). 
Remember that this move is slow, slow to recover, and easily dodged. 

u/f+P (or u+P, or u/b+P): an ugly hopping punch. Highly risky, and never 
used in serious battles. If it hits it may set up 'bounce' combos. 

u/f+K (or u+K, or u/b+K)(hopkick): A surprisingly decent attack. The 
execution is of course slow and on major counter I don't think it even 
knocks down.. but connecting it basically means a free throw for Aoi 
because she recovers pretty much the instant her feet hit the ground. 
The slow execution and inherent risk of being in midair when attacked 
makes this a bad idea versus aggressive opponents, but versus defensive
opponents, it might work.

u/f,K (or u or u/b or u/f,P or u, or u/b): A hop followed by a quick jab 
or sidekick upon landing. Even on major counter these don't knock down 
and are slow to to recover, so never use them unless you're messing 
around and using lots of hopkick anyway. That's the only way you'll 
possibly surprise anyone with these moves.

d,U+K (or d,U/F+K or d,U/B+K) (takeoff kick): Aoi leaps high into the 
air and kicks simultaneously. A scrubby looking and risky attack, it 
nonetheless has good speed, great priority, and always knocks down. It 
also hits mid and sets up something kinda stupid but effective.. namely, 
a landing kick. 

d,U+K, K (descending kick): I only use the descending kick after a 
forward or straight up takeoff kick. Aoi lands with a quick kick that 
floats on major counter. The kick is a surprise even to opponents who 
know it exists and who know it's the only worthwhile move Aoi can use 
after a takeoff kick. They just forget to guard, or try to hit you out
of the air, and get major countered. Aoi can then do a fairly powerful 
float combo. Once I was damn near dead and the opponent had much more 
energy. They got up from a knockdown and didn't attack, they simply 
guarded. I did a takeoff kick hoping to get lucky and they blocked it. I 
did the descending kick since there's no point once you're commited in 
not doing the descending kick. Not only did it major counter, but I got 
in K,K, high pounce just as the clock wound down to zero. The damage was 
enough to win that round.  You probably never should use this unless 
you're in a similar situation where time's almost over and you're way 
ahead or waaay behind.

[all other variations of high jump attacks]: Don't use them. Stick with 
the descending kick. If you must show off or pretend to be a scrub or 
try for a weird surprise, use b,b+P to turn away then do a backwards 
takeoff kick (i.e. towards the opponent) and see if you can surprise 
them on the way down with a landing kick that hits behind them. 

Reversals: These are Aoi's trademark. Some of the coolest animations in 
the game occur from reversals and Aoi's are a prime example. Use them as 
often as you dare to because they are psychologically quite damaging to 
the opponent and will force them into more cautious play. They're also 
damaging in the other sense of the word because many of Aoi's reversals 
can either be followed with a ground throw or combo.

b+P+K: Reverses almost any high attack. Also reverses several midlevel 
kicks and punches, and one low attack.. lion's d/b+P pecks. It also 
reverses circular crescent type kicks which nobody else's reversals can 
touch. Vs. high kicks Aoi will catch the leg, lean forward (pushing the 
opponent onto their back) and will continue to hold the opponent's leg 
with one hand. She then draws her other hand back and sharply slaps the 
opponent's ankle with a sickening crunch sound.  Vs. certain high kick 
(with the other leg maybe?) Aoi will do another animation where she 
leaps up and then lands with both knees across the opponent's hamstring 
after the takedown. This animation I think allows for a free ground chop 
afterwards. Vs. high punches with the opponent's left hand, Aoi grabs 
the incoming punch, pivots and uses their own momentum against them, and 
drags them in a semi-circle around to Aoi's other side. They end up 
facefirst on the ground and Aoi adds the humiliation by continuing to 
grip the opponent's arm as she stomps on their neck.

Vs. right handed punches, Aoi neatly sidesteps the punch and does a 
vicious sideways openhanded chop across their face as they lunge past 
her. This knocks them off their feet and is an utterly guaranteed setup 
for a ground throw.

Vs. crescent kicks Aoi pushes up and out with both hands, palm outward, 
and the opponent's kick is stopped in midair. No damage is done. From 
here a K,K followup is your most damaging 'free' attack. I don't think 
throw followups will work because A: the opponent isn't in stop 
animation from having the attack blocked, though it looks similar, and 
B: they aren't staggering, so I don't think they can be thrown right 
after they recover since they probably can immediately throw you too.

As a general rule high reversals can't stop two-handed attacks.

d/b+P+K: (elbow/sidekick reversal) This works only on very specific 
midlevel moves but it's a good one. Vs. elbows Aoi brings up one forearm 
to guard the attack and bring up her other hand with the palm cupped. 
She then does an overhead swat with that hand across the top of the 
opponent's head which knocks them onto their back. Aoi can always follow 
with a ground throw.

Vs. sidekicks, Aoi does an animation almost identical to pai's.. namely, 
she grabs the opponent's foot, steps to the side and pulls on the leg 
simultaneously, dragging them down onto their face. Afterwards Aoi has 
at least a ground chop and possibly a ground throw opportunity.

d+P+K: Low reversal.. reverses any low attack including the two handed 
'double stop'. Vs. low punches Aoi sidesteps and grabs the incoming 
punch at the same time, then stomps on the small of the opponent's back 
while she holds their arm. I can't remember the low kick animation but I 
know it's different and painful looking. Possibly she spins them around 
and (hits them in the top of the skull?) or something like that. This 
also reverses low crescent kicks i.e. sweeps. Again this is for no 
damage but they possibly are stunned long enough for a free attack, 
though I haven't experimented enough to say for sure.

b+P (inashi reversal): This one does no damage, but grabs all the same 
attacks as Aoi's b+P+K reversal.. except crescent kicks. Vs. kicks, Aoi 
turns the kick aside with the flat of her hand and the opponent is 
stunned long enough for a free K,K. Vs. high punches, Aoi grabs the 
opponent's wrist, pivots, and lets their momentum pull them past her. 
She ends up facing their back as they step forward and from her she can 
do a quick dash-in throw (which almost always results in a side throw 
instead of a back throw, darn) or a combo. One cool combo which I should 
give credit to joji suzuki for right here is this:

Immediately follow with f+K,K.. both hits should hit, if the opponent is 
in open stance, but if they're in closed stand it whiffs. Then follow 
with d+K+G which hits on the bounce and sucks the opponent towards you. 
Now that they're in close, a d/f+P chop is then guaranteed. A stylish 
way to reverse, if you have the opportunity. Also, once the opponent is 
turned around, you can try mindgames for extra damage. For example, you 
can get a major counter f,f+P from behind if you think they'll try to 
turn around with an attack, or just turn towards you. If you think 
they'll dodge (most people do) dash in and try a FRONTAL throw, since at 
any point during the dodge animation a P+G throw will always be 
interpreted as a normal P+G and never a side throw or back throw. I 
recommend doing HCB+P+G to set up Aoi's multi. It's doubly humiliating 
for the opponent because they clearly see with your reversal and then 
the multi that you knew exactly what they were going to do twice in a 
row.

d/b+P (insashi mid reversal): Reverses elbows and sidekicks with much 
the same results as an inashi punch reversal. I don't recall the actual 
animation (I've only seen it maybe two or three times) but the opponent
ends up with their back to you and closer to Aoi than they would have 
after b+P. The 'closer' part is important because I THINK Aoi might be 
able to dash in for a guaranteed back throw instead of the side throw, 
and I think the f+K,K combo hits more consistently as well.

...
okay, I've covered her throws in the throw thing, so I think this is
mostly it. I may have omitted stuff here and there, point it out if
you think so. I also owe thanks for pretty much any cool strategy I
see in here.. most of them I didn't come up with myself, so give
credit to guys like yupasawa, joji suzuki, rich williams, brian mak,
etc. If you have any questions on terminology, commands, or any weird
reference I make, don't hesitate to ask.

I'm assuming you've been keeping up with RGVA and the VF3 stuff
that's mostly well known, but you may not recognize some stuff, or
maybe you're new to VF.. in any case just ask.


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