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Leonard McCoy's Aoi Diary - On Turning the Tide

Discussion in 'Aoi' started by Leonard_McCoy, Nov 11, 2007.

  1. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    [​IMG]

    <span style='font-size: 17pt'><span style='font-family: Arial Black'>INTRODUCTION</span></span>
    <span style='font-family: Book Antiqua'>In order to get things rolling, and hopefully motivate others to write about their gaming experience with their favorite VF5 char too, I decided to write a dairy about the things that come to my mind in a fight, about training techniques, fighting strategies, combos, and all that stuff that belongs to VF5. Rather than writing a guide which would take some weeks, this is the best way to publish information as fast as possible, as many new players are desperately seeking guides, and FAQs. I am by far no Virtua Fighter 5 expert considering that I was stuck with Virtua Fighter 3 for the last years skipping VF4; but I'm a good learner ...</span>


    <span style='font-size: 17pt'><span style='font-family: Book Antiqua'>November 11, 2007</span></span>
    <span style='font-size: 20pt'><span style='font-family: Arial Black'>ON TURNING THE TIDE</span></span>

    <span style='font-family: Book Antiqua'>While Aoi's combo arsenal is, by far, not bad at all, it is her fighting style, Aiki-Jujutsu, which is especially efficient at turning the tide of a fight. It can very much be compared with tennis: the harder and rushier the serve, the more merciless your return.

    I have found it especially efficient to disrupt the flow, or rhythm of a fight; to interrupt rushers (ala Taka-Arashi-like), or simply deflect their starter combo attack. By breaking the rhythm of your opponent you can start hammering your rhythm into his fighting. Make him block whenever you want him to block; make him hit you whenever you are ready for it awaiting his attack in anticipation. You have got several options here to just achieve that, turning the tide of the fight, Today I want to deal with two techniques which allows Aoi to turn the tide of a fight easily.


    <span style='font-family: Verdana'><span style='font-size: 11pt'>TENCHI IN'YOU - RAGING YOUR OPPONENT</span></span>

    /forums/images/%%GRAEMLIN_URL%%/b.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif TENCHI IN'YOU STANCE
    Your only stance, and you are lucky, it's a very efficient one reflecting all high-, and mid-incoming punches, kicks and elbows which are not circular. Hold /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif for staying in this stance. Train the moves that allow you to instantly enter the stance: /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif is a high-hitting punch attack with a very limited range making it not an optimal, universal choice as you have to be very close to your opponent. Consider using your fabulous knee /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif, or even your low sweep /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif for entering the Tenchi Stance - even in low sweep or mid-knee combos ( /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif, and so forth). For some moves, which are lethal for you when they do not hit, you can instantly enter the Tenchi stance, such as from: /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif (also greatly /forums/images/%%GRAEMLIN_URL%%/g.gif-cancelable) . Nonetheless, do not enter the stance if you don't need it. Assess the situation and evaluate your most likely opponent's follow-up or punishment behavior:

    <ul>[*]Did the attack successfully hit, was it blocked or did you completely miss hitting the opponent?[*]How aggressive is your opponent, is he likely to rush in now making it a perfect choice for your deflective stance?[/list]
    If you ever consider entering the Tenchi In'You stance manually, make sure that you do not do so seconds before the actual attack is launched by your opponent. For successfully trapping your opponent here enter the stance just way before the attack lands - then you will have a <u>guaranteed</u>, universal follow-up:


    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif
    <span style='font-family: Courier New'>DMG TOTAL: 41
    [MID][HIGH]</span>
    This follow-up does the most damage. Timing-wise it is a bit more difficult than the follow-ups below due to the shorter time frame.

    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif
    <span style='font-family: Courier New'>DMG TOTAL: 36
    [MID][MID]</span>
    For 95% of the time this follow-up is a guaranteed hit (in 5% of the cases your opponent might be too way off). Train this combination. Enter Dojo mode, set your AI to Guard and Counterattack 1 (he blocks the first attack, and counters with a high punch), start deflecting it, and try to land your follow up. Go on training deflecting mid-attacks, and so forth in order to get a feeling for the timing of your follow-up. There is an easier, less rewarding follow-up though, which is:

    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif [Can be /forums/images/%%GRAEMLIN_URL%%/g.gif-canceled]
    <span style='font-family: Courier New'>[25 DMG]
    [MID]</span>
    Damage-wise less rewarding, but G-cancelable making it a good choice for some alternatives, and some freaky throw games, or other combo starters. Aoi rushes forward bridging some good distance which is optimal if you feel that your opponent is too far off for the other guaranteed Tenchi follow-up to work.


    <span style='font-family: Verdana'><span style='font-size: 11pt'>TURNING THE TIDE WHILE PUNISHING YOUR OPPONENT</span></span>

    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif [Can be /forums/images/%%GRAEMLIN_URL%%/g.gif-canceled]
    <span style='font-family: Courier New'>[16 DMG]
    [HIGH]</span>
    Never underestimate this innocently (or almost ridiculously) looking move. This attack comes out unexpected, and is fast as hell. Aoi steps back launching this high punch-like attack. As well, you can /forums/images/%%GRAEMLIN_URL%%/g.gif-cancel it (and if you are quite fast you can mass-G-cancel this attack and integrate it into your stepping). You can land one of the most damaging follow-ups here if you successfully hit your opponent. Especially if you have foes being die-hard rushers. This move is often a good weapon if you can correctly predict your opponent. I myself tend to use it at the very beginning of a fight as major stop sign for my opponent to do not fool me with cheapish rush stuff. If you do not hit, do a hit-check, and G-cancel it. You have numerous of guaranteed follow ups (most damaging on top) for all opponents here now:

    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif
    <span style='font-family: Courier New'>DMG TOTAL (W/ STARTER): 55
    [HIGH][LOW][HIGH][MID]</span>
    Most damage. Timing can be a bit tricky as you start off with a turning attack. Doesn't work against Jeffry - he's simply too heavy.

    /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif
    <span style='font-family: Courier New'>DMG TOTAL (W/ STARTER): 53
    [HIGH][HIGH][MID][MID]</span>
    Decent damage, and easy to pull off, mate. Go for it! As well, fine for wall attacks and ring-out players as it covers quite some ground.

    /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif
    <span style='font-family: Courier New'>DMG TOTAL (W/ STARTER): 52
    [HIGH][HIGH][MID]</span>
    Easy to pull off, and good damage. Doesn't cover any ground, though.

    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif
    <span style='font-family: Courier New'>DMG TOTAL (W/ STARTER): 52
    [HIGH][HIGH][MID]</span>
    Excellent.

    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/k.gif
    <span style='font-family: Courier New'>DMG TOTAL (W/ STARTER): 51
    [MID][HIGH]</span>
    Standard move and good damage; often works in other combo setups too.

    /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif
    <span style='font-family: Courier New'>DMG TOTAL (W/ STARTER): 51
    [HIGH][HIGH][HIGH][HIGH][MID]</span>
    This combo covers a good area of ground making it a choice for ring-out players, or wall attackers.

    /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif
    <span style='font-family: Courier New'>DMG TOTAL (W/ STARTER): 49
    [LOW][HIGH][MID]</span>
    An often-used, and easy-to-pull-off follow-up combo which starts with a low kick making it ideal for easy following up float attacks.



    <span style='font-size: 17pt'><span style='font-family: Arial Black'>A FINAL NOTE</span></span>
    This only partly covers the whole Turning the Tide topic veiling Aoi's fighting style. Frankly said, it is only a basic attempt to approach this overly massive topic which could fill up a whole FAQ book. However, it is up to you, how you want Aoi to fight. If you make use of it, then you have good potential causing some good damage, distracting your opponent or even disrupt the flow of his fighting style for that round.


    <span style='font-family: Century Gothic'>~ Leonard McCoy</span>
    </span>
     
  2. Sp00n

    Sp00n Well-Known Member

    Re: Leonard McCoy's Aoi Diary

    Good going leonard
    The /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif should be /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif though. dKPK isn't a string.

    An other option after /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif is /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif for 52dmg as well as /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif for the same damage.
    But all things considered /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif is probably the better option simply for amount of ground it covers.

    An other thing i'd like to add is that Ten Chi In You will not reverse double handed attacks (thus rendering it almost useless against Akira) or full circulare attacks
     
  3. Griever

    Griever Well-Known Member

    PSN:
    Griever_PL
    Re: Leonard McCoy's Aoi Diary

    After succesful YY stance reversal, you can use other options for a better effect:

    1) When reversing punches and elbows, as well as a side kick, use /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif for a decent amount of damage (28), or go for /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif... strings, to make the opponent guess what's coming next.
    2) When reversing normal Kicks and knees, use /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (41 dmg), or with a proper distance /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif combos /forums/images/%%GRAEMLIN_URL%%/smile.gif
    In this option you can also go for /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif(hit)/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif for 50 dmg /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Great diary, keep up the great work /forums/images/%%GRAEMLIN_URL%%/wink.gif
     
  4. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    Re: Leonard McCoy's Aoi Diary

    Sorry a typo; fixed it. I also added your /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif proposals.

    The first punch will miss as you can't close the gap between your opponent when reversing punches, elbows or sidekicks - no matter what. Then, the opponent has time to already recover, and the kick can get blocked. Worst choice of a follow-up combo when Tenchi-ing.

    Putting up a guessing game is not bad. But your first two punches will miss leaving your foe enough time for recovery. Not a good choice, IMO.

    Added your /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif option. Quite nice for every kind of successful Tenchi reversal. Your /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif idea requires a very close distance though - which hasn't happened too often to me yet.

    TY for the feedback. It is great to work things out and see how others handle things.
     
  5. Griever

    Griever Well-Known Member

    PSN:
    Griever_PL
    Re: Leonard McCoy's Aoi Diary

    All the things I listed somehow worked in Evo if I remember well. Sorry for writing info before checking. Aoi is not my character, so I just wrote what I remembered from EVO /forums/images/%%GRAEMLIN_URL%%/laugh.gif And I'm not even sure that was correct. I checked the follow ups and here is what should be guaranteed:
    1) You can reach the opponent with /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, sorry forgot to add the forward that has to be held. This works for reversing punches, elbows and side kicks
    2) Don't use the /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif option though. It sucks :p
    3) The /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif(hit)/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif seem to work, though you need to be close after the reversal (stance dependant), works only after knees, and kicks, and the opponent has to land sideways to you (didn't manage to work it out otherwise).... not worth the hassle /forums/images/%%GRAEMLIN_URL%%/laugh.gif
    4) /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif works always after reversing kicks and knees, but will be blocked after reversing other moves

    5) After knees and kicks you CAN use /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif as long as you are close (again, stance dependant)

    All in all, I'd use option 4 and 1 only, so just forget about the rest. /forums/images/%%GRAEMLIN_URL%%/wink.gif
     
  6. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    Re: Leonard McCoy's Aoi Diary

    After punch or elbow parry: /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif
    Be careful, against Aoi, she can BT /forums/images/%%GRAEMLIN_URL%%/u.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to escape this follow up, and even reverse it from BT.
    You can do /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif or /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+ /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif too ( but less damage)

    After side kick parry: /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif and the options you can do after punch/elbow parry

    After kicks and knees: Use /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif for a combo, it's the best option because it works whatever the knee is right or left, thanks to its range
    Against kicks, you can do /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + combo too, or /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif hit-throw
     
  7. davidd

    davidd Active Member

    Re: Leonard McCoy's Aoi Diary

    Sorry to be a noob..

    "If you do not hit, do a hit-check, and G-cancel it."

    Whats a hit-check? you mean just look and see if it hit?
     
  8. solfizz

    solfizz Well-Known Member

    Re: Leonard McCoy's Aoi Diary

    This is very enjoyable read! Even though I've played Aoi for quite some time I still enjoy being reminded of her basics.
     
  9. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    Re: Leonard McCoy's Aoi Diary

    Exactly. Check whether you hit, and instantly decide what to do next leaving you two options: if it hit you continue your combo-age, if it didn't you break the combo, and so forth.
     
  10. empathY

    empathY Member

    Thanks for your awesome work so far Leo.
    Makes me wanna try out the good ol' lady (hope she doesn't hear that *pssst*).
     
  11. davidd

    davidd Active Member

    Re: Leonard McCoy's Aoi Diary

    Holy crap i don't know if i can think / react that fast.....
     

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