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    Aoi by Gohjin

    Version: 1.0 | Updated: 07/11/05 | Search Guide | Bookmark Guide

    Virtua Fighter 4 Evolution Aoi FAQ
    Author: Gohjin
    Created: May 23, 2005
    Finished July 6, 2005
    Version 1.0
    Background Information on Aoi (Instruction Manual Stuff)
    Aoi Umenokouji
    Country of Origin Japan
    Sex Female
    Blood Type A
    Job College Student
    Hobby Ikebana
    Height 5'4"
    Weight 104 lbs.
    Bust/Waist/Hips 33/21/24
    Fighting Style Aiki ju-jutsu
    Aoi has realized what a small world she was in after losing at the previous
    Tournament. Returning home, she tried hard not only to learn Aikido and
    Kobujutsu, but to also improve her knowledge of other martial arts. She is
    anxious to enter the Fourth World Fighting Tournament so that she can
    demonstrate her enhanced repertoire of moves.
    Aoi is different from the other characters in Virtua Fighter 4 Evolution. Power
    is not the thing that wins the matches for her, but putting her opponents in a
    tight spot so you can pummel them. Offensively she uses her speed and move
    canceling to her advantage. This style of offensive play confuses the opponent
    and keeps them guessing. On the defensive side she can reverse almost every
    move in the game. If that isn’t a good enough upside she has the Tenchi In’you
    stance that parries just about all mid and high attacks in the game. In my
    opinion she can be an intermediate or expert character. If you can master
    attacking and reading your opponents moves, you will be pretty hard person to
    Button Legend
    Up = U
    Down = D
    Forward = F
    Backward = B
    Up-Forward = U/F
    Up-Backward = U/B
    Down-Forward = D/F
    Down-Backward = D/B
    Half-Circle Forward = HCF
    Half-Circle Backward = HCB
    Punch = P
    Kick = K
    Guard = G
    Multibutton movements will have a + between them like P+K
    CH = counter hit
    Sabaki = reversal
    (Note damages totals based on normal hit unless specified)
    Normal Moves 
    *Puts you in Tenchi In’you Stance (AKA YY Stance)
    **Cancels last hit of move	
    Move Name                          Command               Hit level       Damage
    Datosu                             P                     H               10
    Nirentotsu                         P,P                   HH              20
    Nirentotsu Ouchu                   P,P,P                 HHH             32
    Rentotsu Kodachi                   P,P,P,K               HHHM            57
    *Rentotsu Kodachi~Tenchi In'you    P,P,P,K,P+K+G         HHHM            57
    Rentotsu Kusanagi                  P,P,P,D,K             HHHL            52
    **Rentotsu Kusanagi~Stopping       P,P,P,D,K,G	         HHH             32
    *Rentotsu Kusanagi~Tenchi In'you   P,P,P,D,K,P+K+G       HHHL            52
    Nirentotsu Ouda                    P,P,F,P               HHM             40
    Rentotsu Kinuguruma                P,P,F,P,P             HHMM            60
    **Nirentotsu Ouda~Stopping         P,P,F,P,G             HH              20
    **Rentotsu Kinuguruma~Stopping     P,P,F,P,P,G           HHM             40
    Nirentotsu Kugikyaku               P,P,K                 HHH             40
    Shougerigasane                     P,K                   HH              30
    Gedan Shouda                       D,P                   L               9
    Chudan Hiji’ate                    F,P                   M               15
    Tsumujisakura                      F,P,P                 MM              30
    **Tsumujisakura~Stopping           F,P,P,G               M               15
    Koromoguruma                       F,F,P                 M               25
    **Koromoguruma~Stopping            F,F,P,G               N/A             0
    Joudan no Ate                      F,B,P                 H               10
    (deflects some High attacks)           
    Kagetsurou                         B,P                   H               19
    *Kagetsurou~Tenchi In’you          B,P,P+K+G             H               19
    Kasaneate                          B,F,P                 MM              30
    Tenkai                             P+G                   MM + throw	 55
    (during Kasaneate)
    Ryoushi                            B,D/F,P               M               15
    Sodeshinken                        D/F,P                 M               24
    Sodeshinken~Stopping               D/F,P,G               N/A             0
    *Sodeshinken Tenchi In'you         D/F,P,P+K+G           M               24
    Musouha                            hold D,D/F,P          M               27
    Sodeguruma                         B,P+G                 M + throw       45
    (on musouha counter hit)
    Sunekudaki                         B/D,P                 L               20
    Uegeri                             K                     M               25
    Raijinha                           F,K                   M               20
    *Raijinha~Tenchi In’you            F,K, P+K+G            M               20
    Kumogeri                           F,K,K                 MM              40
    (moves forward)  
    Kasumigeri                         D,K                   L               15
    Gedan Keri’ate                     hold D,K or B/D,K     L               12
    Maegeri                            D/F,K                 M               21
    Hirate                             P+K                   H               8
    Hirate 2                           P+K,P                 H               17
    Hirate 3                           P+K,P,P               H               26
    Tengu Otoshi                       P+K                   M               15
    (When rising from a crouch) 
    Ouda                               F,P+K                 M               20
    Oushu Hijiate                      F,P+K,P               MM              35
    **Oushu Hijiate~Stopping           F,P+K,P,G             M               20
    Sanseigan                          F,F,P+K               M               21
    Ouka                               F,F,P+K,P             MM              41
    Shinchuzuki                        QCF,P+K               M               21
    (sabaki mid and high punches)                           		   
    Jousei Ryosenshou                  B,B,P+K               H               14
    **Jousei Ryosenshou~Stopping       B,B,P+K,G             N/A             0
    Soushouda                          B,F,P+K               M               20
    Inshou                             B,D/F,P+K             M               18
    Hou'oushu                          D/F,P+K               M               15
    Shigure                            K+G                   H               22
    Kusanagi                           D,K+G                 L               20
    **Kusanagi~Stopping                D,K+G,G               N/A             0
    *Kusanagi Tenchi In'you            D,K+G,P+K+G           H               20
    Joudan Keri’ate                    F,K+G                 H               18
    Suigetsutotsu                      F,K+G,P               HM              33
    Ogamigeri                          B,K+G                 M               25
    (turns back and deflects some mid attacks, turns around)         
    Mikawashi Hiji'ate                 P+K+G                 M               22
    (while evading)
    *Tenchi In'you                     B,P+K+G 	         N/A             0
    (hold to maintain stance)  
    Ryusui                             D,P or U,P            M        	 22
    (from Tenchi In'you)		
    Shutoumawari                       P                     H               12
    (opponent behind) 	
    Sokutougeri                        K                     H               20
    (opponent behind) 	
    Mawari Shutou                      D,P                   L               20
    (opponent behind) 	
    Mawari Sunegeri                    D,K                   L               20
    (opponent behind) 	
    Mawari Shitageri                   hold D,K              L               12
    (opponent behind) 	
    Uzumaki Shutou                     B,B,P                 H               14
    (turns you around)	
    Jumping Attack
    While jumping
    Tobi Shutou                        P                     M               25
    (while rising)
    Tobi Shutou                        P                     M               25
    in midair)      
    Tobi Maegeri                       K                     M               20
    (while rising/in midair)     
    Tobi Kakatogeri                    K                     M               20
    (before landing)
    Down Attack
    While opponent is on ground
    Tateshutou                         D/F,P                                 10
    Kusei Komashotou                   U,P                                   25
    Kusei Gatotsugeri                  U,K+G                                 25
    Ko'ate                             P+G                                   40
    Hikichigai                         P+G,F or D or B or U                  0
    Morotebiki                         Hold D,B,P+G                          55
    Konoha Otoshi                      D/F,P+G                               50
    Oboroguruma                        D/F,D/F,P+G                           42
    Hangetsuha                         B/D,P+G                               45
    Aikinage                           hold D,F,P+G                          40
    Okurite Mawashi                    B,F,P+G                               50
    Kiri'e Otoshi                      U,F,D,B,P+G or D,F,U,B,P+G            57
    (Do either in a circular motion)                       
    Teiboku Taoshi                     U,B,D,F,P+G or D,B,U,F,P+G            40
    (Do either in a circular motion)                       
    Taiboku Kudaki                     HCF K+G                               60
    (During Taiboku Taoshi)
    Samidare/Ayatetori                 P+G                                   40
    (On opponents side)
    Sugi Taoshi                        P+G                                   50
    (Opponent facing away)
    Tekime Toushin                     D,P+K+G                               50
    (opponent crouching)      
    Shin no Kurai                      B/D,P+K+G                             53
    (opponent crouching)        
    Samidare/Ayatetori                 B/D P+K+G or D P+K+G                  40
    (on crouching opponent’s side)
    Sugi Taoshi                        B/D P+K+G or D P+K+G                  50
    (opponent facing away and crouching)      
    Chain Throw Combos
    Chougarami                         HCB,P+G                               30
    Wakigarami                         HCF,P+G                               20
    Yumigatame                         B,D,P+G or F,D,P+G                    50,40
    (During Chougarami or Wakigarami)	
    Itomaki                            F,U,P+G or B,U,P+G                    65,55
    (During Chougarami or Wakigarami)
    Ebi'ori                            D,U,P+G                               55,45
    (During Yumigatame)
    Kaibiki                            U,D,P+G                               81,71
    (During Yumigatame)
    Ground Throws
    Edakudaki                          D,P+G or D/F,P+G                      26
    (Opponent down, face up, feet toward Aoi)
    Fuyoujin                           D,P+G or D/F,P+G                      26
    (Opponent down, face up, head toward Aoi)
    Unsui                              D,P+G or D/F,P+G                      26
    (Opponent down, face down, feet toward Aoi)
    Fudoujin                           D,P+G or D/F,P+G                      26
    (Opponent down, face down, head toward Aoi)
    Tenshin Nyushin/Uzuneri            B,P+K                                 25
    (high P reversal) 
    Edaski/Kusabi Otoshi               B,P+K                                 25
    (high K reversal)
    Ryu no Agito                       B,P+K                                 30
    (high elbow reversal)
    Konami                             B,P+K                                 0
    (high spin kick reversal)
    Ryoukoromo                         B,P+K                                 20
    (high double hand reversal)
    Tsumuji                            B,P+K                                 0
    (high double foot reversal)
    Urakotegaeshi                      B,P+K                                 30
    (opponent behind high P reversal)
    Urasenryu                          B,P+K                                 30
    (opponent behind high K reversal)
    Tenshin Nyushin/Uzuneri            B/D,P+K                               25
    (mid P reversal)
    Edaski/Kusabi Otoshi               B/D,P+K                               25
    (mid K reversal)
    Ryu no Agito                       B/D,P+K                               30
    (mid elbow reversal)
    Tsutakazura/Ougisaki               B/D,P+K                               30
    (side kick reversal)
    Fusharin/Ochibamai                 B/D,P+K                               30
    (knee reversal)
    Ouzu                               B/D,P+K                               25
    (somersault reversal)
    Konami                             B/D,P+K                               0
    (mid spin kick reversal)
    Ryoukoromo                         B/D,P+K                               20
    (mid double hand reversal)
    Tsumuji                            B/D,P+K                               0
    (mid double foot reversal)
    Tasuki Shichijou                   B/D,P+K                               20
    (mid shoulder reversal)
    Chidori                            B/D,P+K                               25
    (mid head reversal)
    Oroshi Haori                       B/D,P+K                               30
    (mid back reversal)
    Urakotegaeshi                      B/D,P+K                               30
    (opponent behind, mid P reversal)
    Urasenryu                          B/D,P+K                               30
    (opponent behind, mid K reversal)
    Senryu                             D,P+K                                 25
    (low P reversal)
    Kaede Otoshi                       D,P+K                                 25
    (low K reversal)
    Konami                             D,P+K                                 0
    (low spin kick reversal)
    Mamorimino                         P+K                                   0
    (P down attack reversal, lying face up, head toward opponent)
    Mamorimino                         P+K                                   0
    (K down attack reversal, lying face up, head toward opponent)
    Hasami Okuri                       P+K                                   0
    (P down attack reversal, lying face up feet toward opponent)
    Hasami Okuri                       P+K                                   0
    (K down attack reversal, lying face up feet toward opponent)
    Ryuseishu High or mid, Punch and Elbow                                   0
    Ha'oboro High or mid Kick                                                0
    Hangetsuguruma Mid Kick and Elbow                                        0
    The Do’s and Don’ts for Aoi players
    These are just some of the things I would advise for any level of Aoi players.
    USE YOUR FLOATERS! Don’t be afraid to use these. A benefit for Aoi over the
    other fighters is that her floater moves are perfectly safe to do. You don’t
    have to worry about being thrown, because you have enough time to pull of an
    evade or another move.
    LEARN HOW TO REVERSE MOVES: If will make your life a whole lot easier if you
    do. If you know your opponent likes to do a certain move make them think twice
    by reversing it. This will keep your opponent think twice about attacking you.
    If you get frustrated about the timing of reversals just remember to hit the
    appropriate reversal AS IT IS ABOUT TO HIT YOU.
    USE THEM THROWS: If you haven’t noticed Aoi has a whole lot of throws. Some of
    her throws can lead to big damage (60-70) points worth. It is vital to her
    offense that you learn how to throw, so learn how to mix the throws with the
    striking attacks.
    LEARN HOW TO SABAKI: I wouldn’t say that it is a vital thing to learn, but it
    sure would be helpful. They are helpful in freezing your opponent for a throw,
    or if they try and counterattack start up a combo.
    CANCEL MOVES WHEN NECESSARY: When you are using one of the G-canceling moves
    and you are about to be put in a difficult spot, just cancel the move. This
    will minimize the damage you take during the fight thus increasing your chances
    to win.
    KEEP THEM MOVES MIXED: I think that is self-explanatory.
    THE YY STANCE: Remember this deflects most high and mid attacks (except
    spinning attacks). Use this to your advantage by deflecting and then punishing
    the staggered opponent. 
    Please try to avoid the following:
    Avoid using B/D P, D K, hold D,K or B/D,K, and HCF P+K (too much). Even though
    they do damage when they connect, recovery time is horrendous. All these moves
    will get you a free beatdown when blocked (HCF P+K has pretty bad recovery time
    when it connects).
    DON’T ABUSE SWEEP: I read in the message board recently to abuse sweep. Look
    sweep is a privilege, but its abuse can lead to your downfall. For example a
    person with a low throw blocks it from close range guess what unless you escape
    you are going get THROWN. Even those without low throws can get a quick one-two
    punch on you that can lead to you being put in a tight spot.
    DON’T ABUSE REVERSALS: As much as a benefit as it is when used wrong can lead
    to major damage. If you mess up on the level of the reversal, the damage you
    take will be that of a counter hit. 
    DON’T ABUSE THE G-CANCELING: As nice as it is to cancel moves it is still
    risky. When you cancel and your opponent catches on, there is a slight window
    that they can beat you down. So use with caution.
    MOST IMPORTANT: DON’T BE ONE-DIMENSIONAL: It is just plain and simple, you
    can’t be one-dimensional and expect to win with Aoi. It may work on the CPU but
    it sure won’t work on humans. 
    I don’t have much more to offer you than what the game says, but I do have a
    few up my sleeve:
    F,F P (counter hit into wall) b,d/f P+K F,KK then a ground attack or ground
    throw (113 pts of damage)
    On counter hit D/F,P P,P,P,K (71 points of damage)   
    (Notes: works on lightweights on either foot position, everyone but
    heavyweights open foot position.)
    On counter hit D/F,P F,K,K (68 points of damage)
    (Notes: works on lightweights on either foot position, everyone else open foot
    On counter hit D/F,P P,P,F,P,P(74 points of damage)   
    (Notes: works on lightweights on either foot position, everyone but
    heavyweights open foot position.)
    Training mode combos:	                                    Damage
    Combo 1 -  On counter hit(F,K) -> (hold F,P,P,F,P,P)	      68
    Combo 2 -  On counter hit(F,K) -> (F,P) -> (hold F,P,P,P,K)   67
    Combo 3 - (B,B,P+K) -> (hold F,P,P,P,K)			      51
    Combo 4 - (B,D/F,P+K) -> (F,K,K)                              59
    Combo 5 - (B,F,P+K) -> (F,K,K)                                52
    Combo 6 - (B,F,P+K) -> (D,P) -> (F,F,P+K,P)                   55
    Combo 8 –  On counter hit(K+G) -> (F,P,P,P,K)                 66
    (don’t work on lion)
    Combo 7 - (F,K+G,P) -> (F,P) -> (F,P) -> (F,P,P,P,K)          56
    Character Strategies:
    Akira: The supreme pain in the butt. Those fast attacks, those powerful combos,
    quite the reversal arsenal. So you would think you are in a heap of trouble
    right? HECK NO! One of Akira’s downfalls is that he has no circular attacks not
    to mention a poor low and high attack game. So in this case mid reversals are
    your friends. The YY stance is pretty useless against him though due to the
    fact he has little to parry. So your best options here are to keep up the
    pressure, and reverse those moves, at the same time avoiding those insane
    damage combos and of course SPOD.
    Aoi: Ah the wonderful mirror match. Hopefully if you read the rest of this FAQ
    you should know by now what Aoi’s strengths and weaknesses are. Just focus on
    parrying and your mix up game. Reversals are very dangerous considering Aoi’s
    G-Canceling moves. I am not saying don’t use them, I am saying use them with
    Brad: A fast and powerful offensive game he has, but a pathetic defensive game
    he also has. You should have no trouble producing offense here. When he does
    one of those sways, just D,P him out of it and decide what you want to do with
    him. Parrying and reversals are viable options here, but make sure you know
    when to use them. If you don’t Brad will Muhammad Ali you in no time flat.
    Remember he has very few low attacks.
    Goh: The other new addition to the lineup. He has an insane throw game, with
    some nice striking attacks, and useful sabaki’s. You have to be on your toes in
    this fight. Try to keep some distance from him, because he is pretty good at
    interrupting people’s attacks. When you do cut in make sure you punish him
    quickly before he can sabaki you and pummel you for insane damage. 
    Jacky: Watch out of that P parry of his. It’s quick and he gets a free cheap P
    while he is at it. He is pretty fast with a bunch of combos that can drop your
    life in a hurry. For the trained Aoi player you can neutralize his offense with
    mid reversals. The YY stance is great here. It covers all his mid attacks
    except that spin kick. Also watch those lows of his they are might fast.
    Overall he shouldn’t be a problem for you. 
    Jeffry: Slow but powerful he is. Your reversals can easily turn the tide of
    battle in your favor since his moves are easy to track. Also most of his moves
    when blocked guarantee him some pain. So don’t be nice to him, beat him down.
    But predictability can be a problem. If you don’t keep your moves mixed, his
    defensive game can eat you for breakfast, lunch, and dinner so beware.
    Kage: Ah probably Aoi’s hardest matchup. He is quick, powerful, and has a
    variety of moves that leave him safe. There are many things to watch out for.
    Don’t evade too much because if you do, Kage will punish you with those darn
    throw combos of his. Whenever you get a chance punish him quickly because if
    you don’t, he sure will. Jumanji stance another pain in the side. It sabaki’s
    punches, unleashes fast attacks, and some of the deflect. Use extreme caution
    when he is in this stance. Don’t act too quickly where he can punish you with a
    quick combo, or he can get that throw off. Personally I wouldn’t advice
    attacking since he can most likely break your attack. The YY stance is probably
    your best option, because if he doesn’t attack you, he will sometimes go for a
    throw. So you can move out of the way with the YY stance evade. Personally I
    have had low success rate reversing so use the YY stance and your elbow attacks
    (since they go off quick) as your best options for success. 
    Lau: The most annoying character with those PPP combinations. Unfortunately for
    him you have the YY stance that can neutralize that offense of his as fast of
    it is. Remember to reversal the last hit of those PPP combinations of his. He
    has no reversals but he is pretty good at counterattacking. Just remember to
    keep the pressure up on him. If you can disrupt his offensive flow, you will
    beat him easily. 
    Lei: The butt kicking monk. He has all those darn stances that keep you
    guessing. He start up combos and juggles at the drop of a hat. The downfall of
    those stances is the recovery time is immense. Punish this weakness with throws
    and striking attacks. The main key to this battle is to keep this guy out of
    his stances. Keep him out of these stances at all costs. It just makes you life
    that much easier. 
    Lion: This guy is the definition of annoying. All those annoying but quick
    lows, low attacks that appear to be mid attacks, vice versa, a pretty good
    throw game, and he is insanely fast. A key downfall for him though is combo
    starters are easy to stop. The key to beating this guy is stopping those combo
    starters. Also beware of those darn lows. They may be weak, but if he gets
    enough hits on you, the damage will pile up. The YY stance is not a good option
    because of all those spinning attacks of his. Reversals are good here, just
    remember to know exactly what level his attack is or he can overwhelm you. You
    have to be patient here. You can’t overwhelm this guy so you will just have to
    pick your spots. Do this and you will be fine.
    Pai: Ah the first character I ever used in the Virtua Fighter series. She is
    fast, combos, well, has a good throw game, and has an arsenal of reversals.
    Although this is well and good, she has a bad recovery time on her combo
    starters. When you block her large recovery attacks, punish her with throws,
    striking attacks, etc. Don’t over pursue her or she will quickly turn the
    tables on you with a big combo. Reversals and YY stance will work here, but I
    wouldn’t advise using them unless you know what coming. 
    Sarah: She can be very frustrating because of her speed, but that is all you
    have to fear from her. She doesn’t have a lot of power, but she has that
    annoying flamingo stance. It is so fast that it is pretty hard to cut in.
    Fortunately for you though, your YY stance will disrupt that easily. I
    recommend the YY stance against her because it does a good job at disrupting
    her strings and combos. Offensively STAY ON HER! Keep them legs away from you.
    This will help neutralize her offense and since her defense isn’t that great
    will have her on her heals in no time. 
    Shun: He is tricky with those stances of his, but he shouldn’t be much of a
    problem. He doesn’t have many reversals and parries, not that many combos, and
    he relies heavily on drink points. The best strategy is to keep him from
    drinking. By doing this you will keep him from gaining combos and power. So
    just stay on Shun and defend with the necessary moves and he shouldn’t be a
    Vanessa: A perfectly balanced character. She has quality offense and defense
    and catches P's when not blocking in the defensive stance. So use punch
    with caution. If she happens use to change stances in front of you 
    (an experienced Vanessa will always B,B,K+G to switch stances), you can punish
    her with a variety of attacks. I guess I should give you 2 strategies here.
    While in her defensive stance avoid P unless you get a float or know you will
    get a counter hit.  Just stay on her because in this stance her offense is
    limited. When she goes offensive this is actually to your benefit. Reverse and
    parry moves in order to gain an advantage. Her defense is poor in this stance
    so be sure to keep the pressure up. 
    Wolf: He is one powerful piece of work. One error here can lead to major damage
    (Especially that darn giant swing). He has few striking attacks and they are
    very slow executing (except for that elbow) parrys and reversals will punish
    him. Be sure to brush on your throw escapes you he will cause some serious
    damage on you. Either that or interrupt the throw itself. Unload your offense
    on him and be sure to watch out for his kick and D,P reversals. One last thing,
    for the benefit of your moral and your competence, DON’T GET HIT WITH THAT P+K
    fully charged B,P U,B,D,F,P+G. Not only is it demoralizing, embarrassing, and
    proves you need some practice, it takes around 65 to 75 percent of your life. 
    Legal Items:
    This FAQ is 100% free. If you want to use it other than this site you will need
    to IM me at: AIM: JWooV1 or Yahoo: dakingsoftheworld or an email to either will
    Everyone who reads this guide
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    If you feel I need to add something or if you want to tell me what you think of
    the FAQ just give me a holler via the message board or IM addresses.
    Copyright 2005 Gohjin

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