[MBAACC] C-Aoko comprehensive combo guide (Read description)

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  • เผยแพร่เมื่อ 6 ส.ค. 2021
  • BGM: Five - Mahoutsukai no Yoru OST
    MISTAKE: The j.623A combo stops working at more than 21 hits before j.[C], not 15.
    Edit: I rerecorded the clip at 3:36 without slide holding on the second orb but forgot to change the caption so now it just makes no sense. Ignore that part lol
    [4]A tech trap:
    I didn't notate it but slightly delaying the 2C is required on some characters.
    Ries: 1 hit required before the 6A
    Len: 2 hits
    Hime: 3 hits
    VAki/Sei: 4 hits
    Hisui: 5 hits
    Wara/Kouma: 2B won't connect. You can use a different button, but it will require very good timing to combo into the 2C. 5A(w) 2C also theoretically works, but that's a 1f window assuming you're doing the techtrap correctly.

ความคิดเห็น • 16

  • @MapOfTheLost
    @MapOfTheLost 18 วันที่ผ่านมา +1

    thank you for making this, its an excellent guide

  • @johan662
    @johan662 2 ปีที่แล้ว +3

    This game was perfect #SupportMBAACC

  • @DiscoWonderland
    @DiscoWonderland 3 ปีที่แล้ว +4

    This was extremely helpful and very well put together. Thanks so much for taking the time to make this combo guide for us new C-Aoko mains out there. God Bless🙏🙏

  • @inblooks
    @inblooks 2 ปีที่แล้ว

    SWAG BOMBO VIDEO OOMFIE!!

  • @KINOFRFX
    @KINOFRFX 3 ปีที่แล้ว

    i was looking for c-koha shit ion know how i got her but this is p good and well put together.

  • @Ouryuu-Zenokun
    @Ouryuu-Zenokun 2 ปีที่แล้ว +5

    Sorry if its in the video because I couldnt find it, but what is the max damage combo from 6ABC? I have been experimenting with 6ABC 22B 421C 664C 236B routes but I dont know what exactly to do after that or if thats even the optimal route. Or should I go for air combo or something if I want damage, instead of 6ABC?

    • @gaku8190
      @gaku8190  2 ปีที่แล้ว +1

      If you're in the corner, a 6ABC 236C 623A techtrap will do more damage than an air combo even on no tech. Otherwise, 6ABC is only really used for oki, and you should do an air combo instead if you want damage. 6ABC 236C 22B 421C scales the combo REALLY hard (OTG scaling+special ex cancel scaling) so I don't recommend using it for anything other than 4C oki.

    • @gaku8190
      @gaku8190  2 ปีที่แล้ว +1

      Some other things to add:
      You can still go for 623A midscreen, it'll just mean you have to guess instead of getting a guaranteed techtrap.
      In general, C-Aoko doesn't have a good way of going into a high damage route from a normal hit, regardless of meter. Your meter is best used to set up orb oki that allows for higher reward, rather than trying to amplify the damage of your base combo. The only times I burn meter for damage are j.236C to close out rounds and 5[C] 4C 421C 5[C] 4C to boost the damage of a 5[C] confirm (which I needed a setup to find in the first place, of course.)

  • @dababy6357
    @dababy6357 7 หลายเดือนก่อน

    Is there a differnet input for a gold air throw? I've been practicing that combo and can't get it down.

  • @nite9560
    @nite9560 2 ปีที่แล้ว

    Tips for executing the j.[C] j.AB (236A/623A) 3C consistently?
    Also what's the easiest combo string after 421A 6ABC 214C? It's hard to continue the combo after 214C because of the short hitstuns

    • @gaku8190
      @gaku8190  2 ปีที่แล้ว

      What part of the j.[C]AB are you having trouble with? There are a lot of factors to account for, but the primary one is delaying the j.[C] enough that both you and the opponent are as close to the ground as possible.
      The easiest string after 6ABC 214C is j.B land 2A, but it won't work at long range.

    • @nite9560
      @nite9560 2 ปีที่แล้ว

      @@gaku8190 Thanks. was wondering if there were any minor adjustments like, say, adding a delay between 623B and 236X, dj.8 vs dj.9 etc. Its very inconsistent for me in all setups

    • @gaku8190
      @gaku8190  2 ปีที่แล้ว +1

      @@nite9560 A delay between the 623B and 236X will usually result in them going a lot closer to the ground, and while that's necessary for some of the even more difficult routes you generally should avoid it. In most scenarios you should use dj.9, but make sure you hold it down until hitstop is over or you'll get sdj. The only time dj.8 is necessary is when the 3C would go past them in the corner, which doesnt happen often.
      It's generally a combo that you have to get an instinctive sense for the delays unfortunately, there are a lot of variables (especially when doing it off orb air ch) since you have to manage both the opponent's height and your own. It's definitely consistent with practice though, so keep at it.

  • @CacoPholey
    @CacoPholey 2 ปีที่แล้ว +1

    For combos that involve a 3C into a j.ABC, how do you make sure you consistently get the j.C to combo into the j.AB? For me I usually end up too low to get the j.C to land

    • @gaku8190
      @gaku8190  2 ปีที่แล้ว +1

      You mean getting the j.C to combo out of the j.AB? An alternative is shown at 1:12.
      For the basic air combo, you have to delay the 5C after the 2C to let them fall closer to the ground, but if you're using a raw 3C, you can't do that, so it's useful to know both options.

  • @palmerailanjian7402
    @palmerailanjian7402 2 ปีที่แล้ว

    This game is fucking absurd