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H Aoko Notes

Dec 31st, 2014
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  1. H Aoko notes
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  3. -She don't have tripple jump, but still have a double airdash. The distance covered and the speed of her airdashes are different from the other moons, get used to it.
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  5. -When grounded, 623x first hit is a antiair, and the 2nd is a overhead (like terry bogard power dunk). Ver A have a very fast activation but is - on block. Ver B is + on block, leting you continue with a blockstring but...the activation is kinda slow, a experienced opponent will use shield and full punsih it.
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  7. -Air versions of 623 aren't overhead, but have some interesting trajectories for every version. ver A is very very fast, ver B thows aoko uppward before comming down, j623c is very long and don't costs meter. It's a good idea to train tks, they can be very fast and very difficult to distinguish from regular grounded 623 (the overheads).
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  9. -j214x pauses you in the air for a moment, then let you continue in the original trajetory. j214[x] competely stops the momentum and make you fall to the ground. Can be used in your movementation.
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  11. -2b have excellent reach, but at max range you won't be able to confirm anything.
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  13. -5c can be charged and the half charges make it very usefull for staggers. 2c> whiff 2a can be very annoying to fight against too.
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  15. -Instead of generating a grounded orb, 214x generate a "repuuken" style projectyle. They are slower than H warc version, and you can't mantain 2 non-ex versions at the screen at the same time. But they can be important to mantain pressure. Ex version causes circuit break on hit. On block, it mantain you opponent in blockstun for a long time, letting you reaproach but...it's very easy for the opponent to come out of this with bunker.
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  17. -Her 624x is very similar to Crescent moon. Ver A causes hard knockdown in a airborn opponent, Ver B have a slow activation but can hold the opponent in blockstun for a long time. Ex version have the B proprieties with A activation. Like 214c, it can feel prey of bunker. If timed correctly, every version can reflect projectyles.
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  19. -5a6aa4[c] will guarantee wall carry, but you will need to run to reaproach and continue the combo. The timing of this reaproach might be difficult depending on the character.
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  21. -The timing of 2bc5a6aa after the 4[c] is highly char specific. If you don't train it against different characters, it won't combo. 2ac might be better for some characters.
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  23. -4[c], 624a and 214c are the enders to go to guarantee time for oki.
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  25. -421[x] just detonates when you release the button. Detonating it at the opponent wakeup will prevent almost every wakeup reversal of the game. After stabilishing fear, instead of detonating it right away at the opponent wakeup you may hold it to detonate at a more convenient moment, to prolong the pressure or combos. You can change the button holding to not lose acess to normals.
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