Orange Book - Aoi Combo Maniacs
Text - Yanaga
Translation - Noodalls
+ or counter hit
+ even on normal hit lets you go for combos. In
closed stance, combo 4 works for all characters, against
lightweights 5 works so you should use that instead. When you don't
have B2, use 8 on Akira, Lau and Lion, and 7 on the other middle
In open stance, the biggest damage is 1 which works on light weights
and also Goh and Brad in most cases. For middle weights 2 or 3. 3
gives bigger damage and sets up for okizeme easier, however it
won't land on the heavy middle weights, so if you want to guarantee
your damage use it up until Kage. Against heavy weights use combo
From + on counter hit you get a high float, so even
in closed stance combo 1 will connect on light weights, and 6 will
work on middle weights and Wolf. Use 10 on Jeffrey.
on counter hit lets you use go for 1 as the basic combo, and
use 3 on Jeffrey when you start from closed stance.
+ counter hit
+ on counter hit gives vital point crumple, letting
you land combos. It's tougher to connect combos as compared to a
stomach crumple, so 11 and 12 will connect. The damage is about the
same, so choose the one you find easier to connect.
+ counter hit
14. Evade ( or )
+ on counter hit grants a foot crumple, and you can turn
around and connect a combo. 13 uses a standing to turn around
and then the combo will work on all characters, but but on all but
light weights they can techroll. 14 uses an evade to turn around,
which is a little bit different in a combo. Definitely evade
towards the opponents back. In either stance it will connect up to
Lau in the middle and light wegihts, and in clsoed stance it will
work on all characters except Wolf.
+ or + or + or
Aoi possesses many moves that give stomach crumple, so her chances
to do combos from these are many.
15 is the basic combo to use after getting a stomach crumple from
+. It will connect on all characters. Also, after the
+ stomach crumple, against Jeffrey in closed stance
or against Wolf in open stance, if you use 15, it connects from the
2nd hit, which is a strange method of hitting.
After the + or stomach crumples, you can
connect a , but it doesn't really lead into any combos.
16 and 17 are combos for crumples. Either makes it easy to go for
Okizeme, so use them freely.
For combo 18, delay the to get a refloat and allow
+ to connect. It works on lights and middle weights up
to Lau. 19 also uses as a refloat, and works on lights and
Also, the opponent is considered crouching during the crumple, so
you can go for a low throw. They can break the throw, but the
threat is quite high, so it's not a bad idea to go for it.
The highly evasive + gives head crumple on hit.
Compared to stomach crumple the opponent's can be hit in a high
position, so it's easier to connect combos. 20 is the biggest
damage and works for all characters, but it's bad because it
provides for poor okizeme. You should use different combos
depending on the situation. 21 is a slam combo, so if the opponent
fails to tech you can add a down attack. Use it when you want to
knock the opponent down. 22 also is a combo that will only work
from a head crumple. Use 23 in the same way. 23 and 24 are
guaranteed combos. Their ability to lead into ukemizeme is
excellent. Otherwise, the move with the sobering effect,
+++ will connect. Use it against Shun when you
want to sober him up.
Just for reference, the combos were often written as
standing (). I assume this is just the writer's method of
saying that you need to input those s while holding , but
it's a little inconsistent with the style used in the rest of the
guide (what's new).
Posted by noodalls on 02/02/2005
Edited by Myke on 03/04/2005