Aoi ramblings...

Discussion in 'Junky's Jungle' started by Nutlog, Mar 21, 2002.

  1. Nutlog

    Nutlog Well-Known Member

    Just messing around last night, experimenting with trying to find decent followups for her YY stance inashi. Still haven't found anything more reliable that just the f+K,K.

    Of note, Aoi's f,f+P will back crumble. Also found a better float combo, though slightly tougher on the timing. Float move (d/f+P | f+k | f,f+P+K for mid to light weights), F+K,K, ground throw. The timing on the ground throw is the tough part, since you have to dash forward about a half step before you cancel the ground throw in, but the slam from the second kick gives you just enough time to make it guaranteed. Damage is 84 when starting with the d/f+P, 79 with the other two.
  2. 3of19

    3of19 Well-Known Member

    The slam from the second kick?
    Do you mean the normal standing K, K?
    Cause the combo you wrote ends with the knee->jump kick move, and you can QR/TR after that move.
  3. Nutlog

    Nutlog Well-Known Member

    no, the combo I wrote was F+K,K. The knee, jumpkick thing is f+K,K.

    F+K,K denotes hold forward before and during the execution of the K,K.

    Also forgot to note that this combo is stance independent and work on everyone. You can add a punch before the K,K portion (as in float, F+P, F+K,K) and still get the ground throw, but the scaling starts to hit hard and the combo will only do 1 more point of damage.
  4. Ryo Yamazaki

    Ryo Yamazaki Active Member

    Hmm maybe I should use the f+K,K after the YY.

    Usually when I inashi with the stance I use her d+K+G sweep.

    I'm gonna go to the arcade tomorrow so I'll try out that float combo you posted.
  5. 3of19

    3of19 Well-Known Member

    ah ok, I wasn't aware of the difference between f+K,K and F+K,K. Thanks for clearing that up.
  6. Will_Gotti

    Will_Gotti Member

    Well I like to start combos of with her f+k+g~p and end off with either the ground throw, u+k+g or the kusangi sweep. I usually do:
    f+k+g~p, f+p,p, d/f+p+g(ground throw)
    f+k+g~p, p,p,f+p,p, d/f+p+g(ground throw)
    f+k+g~p, p,p,p,k, d/f+p+g(ground throw)
  7. Nutlog

    Nutlog Well-Known Member

    Hmm, I generally stay away from using the f+K+G,P. Granted you still have the advantage if it's blocked, but it takes so long to come out that it usually isn't blocked. It's dodged and countered. And since it's not g-cancelable, it ends up being one of those fatal very long commitment moves that Aoi cannot afford to make.

    Also, for specifics sake, you can always TR/QR those combos before the ground throw, and no, the immediate sweep will not catch the TR for some reason.
  8. void

    void Member

    Why would you follow up f+k+p~p with anything but a low throw?
  9. Nutlog

    Nutlog Well-Known Member

    Because the low throws can be escaped, while the combos can't.
  10. Will_Gotti

    Will_Gotti Member

    I forgot to say that f+k+g~p is on counterhit. The initial kick is a lil slow but is not that bad and you get a stagger and after the knifehand (~p) they crumple over and you can combo into groundthrow.
  11. Tetra

    Tetra Well-Known Member

    why would u want to use f+k+g~p....

    imo, it's easier, better to use b,b+p+k, b,d/f+p, etc if u really want a crumble so badly... And doing a ground throw after crumble is not advisible. Cos even f+k,k do more damage than a ground throw....
  12. nin

    nin Well-Known Member

    hi everyone i am an aoi player from sydney.
    IMO f+k+g~p is a move that need some kind of study before u can apply it in ur game.

    First the f+k+g part, aoi had frame advantage if opponent blocks it. Then at the begining of the knife stab it had a mid kick sabaki ability which can be used against opponent's linear getting up mid kick. But pls bear in mind that it's interruptable by a low punch between the f+k+g and the ~p part of this string.

    I like to share more aoi's tactics with u guys since i am new to this place : )
  13. Will_Gotti

    Will_Gotti Member

    Well in all fairness I will say b,b+p+k is a better option but I was just looking for more options to mixup some things because I am all about not doing the "norm" reason why? People expect you to play a certain way and don't think you'll do something and then you do. I'm not saying use the shit out of f+k+g~p but it isn't useless. For reference I should have posted b,b+p+k but if connected on counter f+k+g~p works too, but for feasibiility purposes b,b+p+k is the better option. When I posted f+k+g~p if it's a counterhit it does have it's uses. Now b,d/f+p sucks, Aoi is a sitting duck if that thing whiffs and it usually does. Even if you do get it out in a timely fashion you have to be up close and the move comes out slow and she extents too much of her body for a slow move, f+k+g is faster than that. I agree with you though that b,b+p+k is a better option.
  14. Nutlog

    Nutlog Well-Known Member

    *sigh* Ok, corrections...

    f+K+G,P does not require a counter hit to crumple.
    The f+K+G part does not leave Aoi with advantage on block, the punch does, which is dodge bait anyway.
    f+K+G and b,b+P+K lack one important thing over b,df+P. Both are high strikes, where b,d/f+P is mid.
    Also, b,d/f+P is faster than f+K+G by miles. Aoi's only attacks that are faster are her low punch and her standing punch. The range on the thing needs to be that short for all of it's plusses. I mean, christ, it's faster than an elbow and causes crumple on the MC? It's only throw counterable when blocked and easy to use from a crouch. What else do you want?

    Of the three mentioned attacks, the b,d/f+P is easily the best of the three, with the b,b+P+K coming up second.
  15. Will_Gotti

    Will_Gotti Member

    well i didn't mean the punch had to be counterhit I was talking about the kick, I knew the punch crumpled no matter what, but to make the entire f+k+g~p easier to fully achieve the kick would have to be on counter. I didn't mean to make this an issue but I was just trying to post some useful stuff.
  16. void

    void Member

    d,df+p sucks? That is one of Aois' best moves...if your wiffing with it, your doing it at the wrong times.
  17. karphead

    karphead Member

    Not connected to anything said previously, but it is an Aoi rambling...

    I just came across the (b,f+P+K | f+K+GP | KK ) crumble with the low throw option and was wondering if the low throw is escapable? The CPU falls for it everytime...
  18. Bronzefist

    Bronzefist Member

    Hi all,

    I've decided to learn Aoi and I'm having an extremely difficult time figuring out the correct way to play her effectively.

    Is she primarily a throw-based character? She has a plethora of throws to choosee from and the few match vids I saw of her had a copious amount of throwing going on. However, I've also noticed her large amount of G-cancels and I know they can potentially lead to throw setups.

    The main problem I have now is actually doing some damage with her. Is she more of an offensive pressure character or a cautious defender (or anywhere in between?)?

    I've read/glanced over some of the other Aoi threads but most of them simply give "good moves" and what not--very little mention of her style of play.

    Also, is it just me, or is her evade move extremely crappy? I've had it miss maybe 25% or more after a successful evade. I usually end up with my back turned to the opponent which isnt the best of places. I really hate her evade move...:(

    Sorry if my questions seem a little vague. Any answer would be appreciated.

  19. karphead

    karphead Member

    I like to open with a crumble attack/throw with Aoi, then pull back for some more long distance attacks like u+K+G, or f+P+KP and then go back for another throw. If needed I'll finish off with quick punches. So it's like a back and forth thing. Throw in some evades and reversals for flavor. I still get my ass handed to me more than I like though /versus/images/icons/smile.gif

    You can probably get your evade more to your liking if you know in which direction you should be evading certain attacks...
  20. MADrox

    MADrox Well-Known Member

    It usually depends on who you play of course. On in your face players,I notice they do a lot of mid attacks to attack her low profile when crouching /dodging and g-cancel moves. So with them i tend to sweep / sweep canel / b-d/f+p. aggressive players are prone to low attacks from my experience. I'd start with that.
    With defensive players i like to play chicken, going forward on them with an attack to anticipate their mid attack and counter. f,f-p or b,b+p work with a dodge or sweep follow up. they will try to throw/mid attack you because of recovery/turnaround time.
    Mainly the mind game is what works for me. 2 sweep-cancels to mid reversal or 2 sweeps in a row to sweep cancel to low throw or to d/f+p ~g cancel to sweep. I find staying still with anycharacter spells your doom. Keep em guessing and on their toes.


Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice