See your doctor immediately if that is when you have an appointment
Felt good to rip the bandaid and just trashed my account on
#ThatOtherSite.
VF3tb Pai notes:
(launch e.g. 5K), 66P, 66PK (lights)
(launch), P, PP2K (mediumweight)
(launch), 6E, 3P (heavy)
Punishing highs:
-10 PPK, throw attempt (P+G_3P+G)
-12 5K
Punishing lows:
9KK
Pokes:
6P, 3K
Moves to harass with:
1P, 66K
General gameplay: Keep far and harass with movement, 1P, 66K and pokes. Once something punishable comes along, either go for cartwheel throw, launch with 5K or 9KK.
4EE, 4E2E is your friend.
Man, would love to play CvS2 on Fightcade but there's a pretty consistent crash within the first 2 matches these days. 😔
Far less internal server errors today. Was one of my pet peeves of this instance.
Got a hold of a guide to cross reference for Aoi tech, thanks to
@videograppler for asking and Kudoukun telling us what guide to read.
Okay, so VF3tb Aoi is an interesting character in the game's context. She has probably the worst framedata, is lightweight so she floats highs and she's kind of lacking in natural launches in general. Why should you play her then? While her framedata is bad (often hilariously so), she does have a set of parries to compensate so opponents are less likely to mash. On top of that, her step is better than average. Her framedata especially suggests that she's meant to be played more read heavy than most other characters in the game as a lot of her attacks are quite minus even on hit.
She's also one of the few characters to have a ground throw, which is one of the primary enders you will likely be using. So how do you play her?
Your primary pokes are your normal P, 3K, 2K, 1K. P is your offense starter along with throws, 3K is your mid check, which has quite a bit of range and 2K is your basic low poke, 1K is also a good low and somewhat hard to punish. You'll also be using a lot of 2K+G to catch steppers, which you'll follow up with a down attack 3P or 8P.
Your punishers are throws, KK (12 frame punisher for 44 damage, not bad) and 6KK for blocked lows. 66P for staggers is also good. If you block a low and your opponent is right next to you, you can go for a low throw.
So the general flow of a match goes something like this: Aoi does P or 3K and checks what the reaction of the opponent is. Stepping out of the afterwards is a good idea and if the opponent response with something very specific (like jabs), you can start introducing the parry as an option. If they're being particularly passive, 2K+G (sweep) and throws are a good way to open the opponent up. If you do get a launch, PPPK works, higher launches get you a 6KK into a ground throw (3P+G).
Once you get a feel that you want to be particularly sneaky, you cancel a sweep before it comes out. PPP2K~G and 2K+G~G can be fun for some sneaky ways to get ground throws, mids or even parries in. 6PP~G is also an option.
Speaking of, here's a bunch of combos you might get a kick out of.
ch 3P, PPPK (6KK into ground throw against lightweights)
ch 3K, 2K+G
66P, 6E~3P+G, down 3P
6KK, 6E~3P+G, down 3P
6KK, 8P
2K+G, 6E~3P
16P+G, 6E~3P+G, down 3P
2P+K+G, 3P+G, down 3P
If I get my hands on some JP guides for this game, I'll update this thread but here's what I've learned of the game.
One thing of note: the 240p combo video for Aoi on 3tb is for the DC version and is at least 50% useless. Most of the otgs work only on certain stages, if that.