Orange Book - Aoi Combo Maniacs

Text - Yanaga
Translation - Noodalls

dfdfP+K or fK counter hit
1. FPPfPP
2. FPPPK
3. FP fKK
4. KK (B2)
5. dP fKK
6. fKK
7. fP+KP
8. dP DdfP
9. FP dKP
10. dP dKP

dfdfP+K 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 weights.

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 9.

From dfdfP+K 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.

fK on counter hit lets you use go for 1 as the basic combo, and use 3 on Jeffrey when you start from closed stance.

bdfP+K counter hit
11. fKK
12. dKPP

bdfP+K 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.

bK+G counter hit
13. G dKPP
14. Evade (u or d) fKK

bK+G on counter hit grants a foot crumple, and you can turn around and connect a combo. 13 uses a standing G 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.

fK+GP or ddffP+K or bfP+K or bdfP counter hit.
15. PPfPP
16. fKK
17. dKPP
18. dP ffP+K
19. dP dKPP
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 fK+GP. It will connect on all characters. Also, after the ddffP+K 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 bfP+K or bdfP stomach crumples, you can connect a P, 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 dP to get a refloat and allow ffP+K to connect. It works on lights and middle weights up to Lau. 19 also uses dP as a refloat, and works on lights and middle weights.

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.

bbP+K
20. FP PPPK
21. KK (B2)
22. ffP+KP
23. fKK
24. dKPP

The highly evasive bbP+K 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, P+KP+KP+K will connect. Use it against Shun when you want to sober him up.

Just for reference, the combos were often written as standing P (FP). I assume this is just the writer's method of saying that you need to input those Ps while holding F, but it's a little inconsistent with the style used in the rest of the guide (what's new).


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