Melty Blood/MBAACC/Aoko Aozaki/Half Moon: Difference between revisions

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(Updated startup, along with other framedata fixes and some more polishing.)
Line 5: Line 5:
==Additional Resources==
==Additional Resources==


<br>[http://melty.games/ Match Video Database]</br>
[http://melty.games/?p1m=h&p1c=aoko&netplay=1&page=1 H-Aoko Match Video Database]<br/>


==Players to watch/ask==
==Players to watch/ask==
Line 106: Line 106:
===OTG Pick ups===
===OTG Pick ups===


::<u>'''Airthrow followups:'''</u>
Aoko can 2A2C or 2B2C into her ground loops from an airthrow, however it is not possible to pickup like this post-airthrow against these characters: (see character specific section too)
*Akiha/VAKiha/Sei
*Warachia
*Ries
*Hisui
*Warc
*Len
The jp video here shows ways to use the pickup and other options :
http://www.nicovideo.jp/watch/sm20622328


{{CollapsingComboTable-MB
|data=
{{CollapsingComboData-MB
|condition=Airthrow starter
|damage=3167
|metergen=12.6
|metero=
|input= *(land) 2C 5C 3C jBC jBC Airthrow
|simput=
|note= BnB, lands anywhere.
}}
{{CollapsingComboData-MB
|condition=Airthrow starter
|damage=
|metergen=
|metero=
|input= *(land) 2C 5C 3C jBC sj jC j214C (land) 5[C] 4[C]
|simput=
|note= *BnB 2. Lands anywhere. You can superjump for ages to get up, dont jC early.
}}
{{CollapsingComboData-MB
|condition=Airthrow starter
|damage=
|metergen=
|metero=
|input= *(land) 2C 5C 643214A 412[B]<br/> Or (land) 2C 4C 421[A]
|simput=
|note= AT into orb for no meter.
}}
}}




Line 162: Line 121:
|metergen=33.6
|metergen=33.6
|metero=
|metero=
|input= *2AB 5B 5A6AA 4[C] 421[A/B]
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 421[A/B]
|simput=
|simput=
|note= 4[C] gives a longer knockdown for more options.
|note= 4[C] gives a longer knockdown for more options.
Line 171: Line 130:
|metergen=49.0
|metergen=49.0
|metero=
|metero=
|input= *2AB 5B 5A6AA 2C 5C 4C 421[A/B]
|input= *2A > 2B > 5B > 5A6AA 2C > 5C > 4C > 421[A/B]
|simput=
|simput=
|note= Orb okizeme BnB.
|note= Orb okizeme BnB.
Line 180: Line 139:
|metergen=65.8
|metergen=65.8
|metero=
|metero=
|input= *2AB 5B 5A6AA 4[C] 214A 66 j.ABC dj.ABC Airthrow
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 214A > dash j.ABC > dj.ABC > Airthrow
|simput=
|simput=
|note= Basic corner carry combo.
|note= Basic corner carry combo.
Line 189: Line 148:
|metergen=69.3
|metergen=69.3
|metero=
|metero=
|input= *2AB 5B 5A6AA 2C 5C 3C j.BC dj.BC Airthrow
|input= *2A > 2B > 5B > 5A6AA > 2C > 5C > 3C > j.BC > dj.BC > Airthrow
|simput=
|simput=
|note= Airthrow damage bnb.
|note= Airthrow damage bnb.
Line 198: Line 157:
|metergen=78.4
|metergen=78.4
|metero=
|metero=
|input= *2AB 5B 5A6AA 4[C] 66 2A 2C 5C 3C j.BC j.BC Airthrow
|input= *2A > 2B > 5B > 5A6AA > 4[C] > dash 2A > 2C > 5C > 3C > j.BC > j.BC > Airthrow
|simput=
|simput=
|note= Slightly more damaging version. Delay 2C 5C 3C a lot or 3C will whiff.
|note= Slightly more damaging version. Delay 2C > 5C > 3C a lot or 3C will whiff.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
Line 207: Line 166:
|metergen=64.4
|metergen=64.4
|metero=
|metero=
|input= *2AB 5B 5A6AA 4[C] 66 2A 2C 5C 3C 63214A 421[A/B]
|input= *2A > 2B > 5B > 5A6AA > 4[C] > dash 2A > 2C > 5C > 3C > 63214A > 421[A/B]
|simput=
|simput=
|note= Oki orb variant of the above.
|note= Oki orb variant of the above.
Line 216: Line 175:
|metergen=57.4
|metergen=57.4
|metero=
|metero=
|input= *dash 2AB 5BC 2C 3C j.BC dj.ABC Airthrow
|input= *dash 2A > 2B > 5B > 5C > 2C > 3C > j.BC > dj.ABC > Airthrow
|simput=
|simput=
|note= Dash momentum is necessary for 2C to connect. Can't use 2AA either.
|note= Dash momentum is necessary for 2C to connect. Can't use 2AA either.
Line 225: Line 184:
|metergen=55.3
|metergen=55.3
|metero=
|metero=
|input= *2B 5BC 2C 3C j.BC dj.ABC Airthrow
|input= *2B > 5B > 5B > 2C > 3C > j.BC > dj.ABC > Airthrow
|simput=
|simput=
|note= The H-Aoko special.
|note= The H-Aoko special.
Line 232: Line 191:


::<u>'''Midscreen/Fullscreen Whiff Cancel Combos'''</u>
::<u>'''Midscreen/Fullscreen Whiff Cancel Combos'''</u>
''These combos are examples of meterless, fullscreen carry with different knockdown options. Combining the dash link (4[C] 66 2A/2B/2C) with other BNBs gives aoko great opportunity to land high damage oki setups from any good starter.<br/>
''These combos are examples of meterless, fullscreen carry with different knockdown options. Combining the dash link (4[C] (dash) 2A/2B/2C) with other BNBs gives aoko great opportunity to land high damage oki setups from any good starter.<br/>
There are many variations in whiffcancelling, the ones listed here (in my opintion) seem the most stable.''<br/>
There are many variations in whiffcancelling, the ones listed here (in my opintion) seem the most stable.''<br/>
''Note the combos don't use 5[c] before 4[C] midscreen. (Usually there is not enough gravity, but it will work in some combos with added gravity or in the corner)''
''Note the combos don't use 5[C] before 4[C] midscreen. (Usually there is not enough gravity, but it will work in some combos with added gravity or in the corner)''


{{CollapsingComboTable-MB
{{CollapsingComboTable-MB
Line 243: Line 202:
|metergen=variable
|metergen=variable
|metero=variable
|metero=variable
|input= *dash 2AA 2B5B (5A6AA iAD jB) or (5A6AA 4[C] 9JB) 2C 6A(whiff) 6AA etc
|input= *dash 2AA > 2B > 5B (> 5A6AA > IAD j.B) or (5A6AA > 4[C] > j9.B) > 2C > 5A(whiff)6AA etc
|simput=
|simput=
|note= This works but is difficult to time jB and 2C against your iAD input.
|note= This works but is difficult to time j.B and 2C against your IAD input.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
Line 252: Line 211:
|metergen=91.0
|metergen=91.0
|metero=
|metero=
|input= *2AB 5B 6AAA 4[C] 66 2A2C 6A(whiff) 6AA 4[C] 66 2C 5C 3C jBC jBC Airthrow
|input= *2A > 2B > 5B > 5A6AA > 4[C] > dash 2A > 2C > 5A(whiff)6AA > 4[C] > dash 2C > 5C > 3C > j.BC > j.BC > Airthrow
|simput=
|simput=
|note= Use this from any where "mid"screen to move all the way to the corner. 66 2C, 2A2C or 2B2C works in all these combos, see the Character Specifics section.
|note= Use this from any where "mid"screen to move all the way to the corner. dash 2C, 2A > 2C or 2B > 2C works in all these combos, see the Character Specifics section.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
Line 261: Line 220:
|metergen=
|metergen=
|metero=
|metero=
|input= *2AB 5B 6AAA 4[C] 66 2A2C 6A(whiff) 6AA 4[C] 66 2C 5C 3C 63214A
|input= *2A > 2B > 5B > 5A6AA > 4[C] > dash 2A > 2C > 5A(whiff)6AA > 4[C] > dash 2C > 5C > 3C > 63214A
|simput=
|simput=
|note= Meterless damage version you probably won't use.
|note= Meterless damage version you probably won't use.
Line 270: Line 229:
|metergen=84.0
|metergen=84.0
|metero=
|metero=
|input= *dash 2AB 5B 6AAA 2A2C 6A(whiff)6AA 4[C] 66 2A2c 6A(whiff)6AA 4[C]
|input= *dash 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(whiff)6AA > 4[C] > dash 2A > 2C > 5A(whiff)6AA > 4[C]
|simput=
|simput=
|note= Keeps the opponent juggled (high) so the dash link is easier. Requires almost point blank opener.
|note= Keeps the opponent juggled (high) so the dash link is easier. Requires almost point blank opener.
Line 279: Line 238:
|metergen=113.0
|metergen=113.0
|metero=
|metero=
|input= *dash 2AB 5B 6AAA 2A2C 6A(whiff)6AA 4[C] 66 2A2C 6A(whiff)6AA 4[C] 2C 5C 3C 63214A 421A
|input= *dash 2A > 2B > 5B > 5A6AA > 2A 2C > 5A(whiff)6AA > 4[C] > dash 2A > 2C > 5A(whiff)6AA > 4[C] > 2C > 5C > 3C > 63214A > 421A
|simput=
|simput=
|note= Shield knockdown is a little more damage, but less frame advantage.  
|note= Shield knockdown is a little more damage, but less frame advantage.  
Line 288: Line 247:
|metergen=113.0
|metergen=113.0
|metero=
|metero=
|input= *dash 2AB 5B 6AAA 2A2C 6A(whiff)6AA 4[C] 66 2A2c 6A(whiff)6AA 4[C] 2C 5C 3C jBC jABC Airthrow
|input= *dash 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(whiff)6AA > 4[C] > dash 2A > 2C > 5A(whiff)6AA > 4[C] > 2C > 5C > 3C > j.BC > j.ABC > Airthrow
|simput=
|simput=
|note= Meterless damage version.
|note= Meterless damage version.
Line 297: Line 256:
|metergen=98.0
|metergen=98.0
|metero=
|metero=
|input= *2AB 5B 6AAA 4[C] 66 2B2C 6A(whiff) 6AA 4[C] 66 2B2C 6A(whiff) 6AA (5[C]) 4[C]
|input= *2A > 2B > 5B > 5A6AA > 4[C] > dash 2B > 2C > 5A(whiff)6AA > 4[C] > dash 2B > 2C > 5A(whiff)6AA > (5[C] >) 4[C]
|simput=
|simput=
|note= Use this from one edge of the stage to the other. Only 5[C] if you reach the very corner.
|note= Use this from one edge of the stage to the other. Only 5[C] if you reach the very corner.
}}
}}
::<u>'''Airthrow followups:'''</u>
Aoko can 2A > 2C or 2B > 2C into her ground loops from an airthrow, however it is not possible to pickup like this post-airthrow against these characters: (see character specific section too)
*Akiha/VAKiha/Sei
*Warachia
*Ries
*Hisui
*Warc
*Len
The jp video here shows ways to use the pickup and other options :
http://www.nicovideo.jp/watch/sm20622328
{{CollapsingComboTable-MB
|data=
{{CollapsingComboData-MB
|condition=Airthrow starter
|damage=3167
|metergen=12.6
|metero=
|input= *land 2C > 5C > 3C > j.BC > j.BC > Airthrow
|simput=
|note= BnB 1, lands anywhere.
}}
{{CollapsingComboData-MB
|condition=Airthrow starter
|damage=
|metergen=
|metero=
|input= *land 2C > 5C 63214A > 412[B]<br/> Or land 2C > 4C > 421[A]
|simput=
|note= AT into orb for no meter.
}}
{{CollapsingComboData-MB
|condition=Airthrow starter, 100% meter
|damage=
|metergen=
|metero=
|input= *land 2C > 5C > 3C > j.BC > sj9.C > j.214C > land 5[C] > 4[C]
|simput=
|note= *BnB 2. Lands anywhere. You can superjump for ages to get up, dont j.C early.
}}
}}
}}
}}
Line 312: Line 314:
|data=
|data=
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air Counterhit with a jumping normal followed by a landing
|condition=Counterhit normal starter, airborne opponent
|damage=Starter+???
|damage=
|metergen=Starter+???
|metergen=
|metero=Starter+???
|metero=
|input= *5B 3C jCB jBC Airthrow
|input= *(land) 5B > 3C > j.CB > j.BC > Airthrow
|simput=
|simput=
|note=  
|note=  
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air Counterhit with a jumping normal followed by a landing
|condition=Counterhit normal starter, airborne opponent
|damage=Starter+???
|damage=
|metergen=Starter+???
|metergen=
|metero=Starter+???
|metero=
|input= *2C 5C 3C jBC jBC Airthrow
|input= *(land) 2C > 5C > 3C > j.BC > j.BC > Airthrow
|simput=
|simput=
|note=
|note=
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air Counterhit with a jumping normal followed by a landing
|condition=Counterhit normal starter, airborne opponent
|damage=Starter+???
|damage=
|metergen=Starter+???
|metergen=
|metero=Starter+???
|metero=
|input= *2C 5C 3C 63214A
|input= *(land) 2C > 5C > 3C > 63214A
|simput=
|simput=
|note=
|note=
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air Counterhit with a jumping normal followed by a landing
|condition=Counterhit normal starter, airborne opponent
|damage=Starter+???
|damage=
|metergen=Starter+???
|metergen=
|metero=Starter+???
|metero=
|input= *2C 5C 4C 412[A/B]
|input= *(land) 2C > 5C > 4C > 412[A/B]
|simput=
|simput=
|note=
|note=
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air Counterhit with a jumping normal followed by a landing
|condition=Counterhit normal starter, airborne opponent
|damage=Starter+???
|damage=
|metergen=Starter+???
|metergen=
|metero=Starter+???
|metero=
|input= *2C 22A jAC jBC Airthrow
|input= *(land) 2C > 22A > j.AC > j.BC > Airthrow
|simput=
|simput=
|note=
|note=
Line 363: Line 365:
|data=
|data=
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air Counterhit with an orb while on ground<br/>(Very close range)
|condition=Counterhit orb starter, airborne opponent
|damage=Starter+???
|damage=
|metergen=Starter+???
|metergen=
|metero=Starter+???
|metero=
|input= *2B 2C (5A)6AA 4[C]
|input= *2B > 2C > (5A)6AA > 4[C]
|simput=
|simput=
|note= Goes into the loop only from point blank with 2B2C.
|note= Close range. Goes into the loop only from point blank with 2B2C.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air Counterhit with an orb while on ground<br/>(Very close range)
|condition=Counterhit orb starter, airborne opponent
|damage=Starter+???
|damage=
|metergen=Starter+???
|metergen=
|metero=Starter+???
|metero=
|input= *2B 2C (5A) 2A2C (5A)6AA 4[C]
|input= *2B > 2C > (5A >) 2A > 2C > (5A)6AA > 4[C]
|simput=
|simput=
|note= More gravity and swagger. (Note: I have no idea if that was an unintentionnal typo)
|note= Close range. More gravity and swagger.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air Counterhit with an orb while on ground<br/>(Very close range)
|condition=Counterhit orb starter, airborne opponent
|damage=Starter+???
|damage=
|metergen=Starter+???
|metergen=
|metero=Starter+???
|metero=
|input= *late 5[C] 4[C] ....(can end in anything: 412[B] / 214B 214C / Arc Drive / dash 2C jumpcancel)
|input= *late 5[C] > 4[C] ...(can end in anything: 412[B] / 214B > 214C / Arc Drive / dash 2C jumpcancel)
|simput=
|simput=
|note=  
|note= Close range.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air Counterhit with an orb while on ground<br/>(Very close range)
|condition=Counterhit orb starter, airborne opponent
|damage=Starter+???
|damage=
|metergen=Starter+???
|metergen=
|metero=Starter+???
|metero=
|input= *late 5[C] 2C (5A)6AA 4[C] 66 2B 2C (5A)6AA 5[C]4[C] 66 2B2C 5C3C jBC jBC Airthrow
|input= *late 5[C] > 2C > (5A)6AA > 4[C] > dash 2B > 2C > (5A)6AA > 5[C] > 4[C] > dash 2B > 2C > 5C > 3C > j.BC > j.BC > Airthrow
|simput=
|simput=
|note= Past data noted as 5560dmg and +131.3% meter (damage from a released held orb and versus Aoko)
|note= Close range. Past data noted as 5560dmg and +131.3% meter (damage from a released held orb and versus Aoko)
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air Counterhit with an orb while on ground<br/>(Mid/Far range)
|condition=Counterhit orb starter, airborne opponent
|damage=Starter+???
|damage=
|metergen=Starter+???
|metergen=
|metero=Starter+???
|metero=
|input=  *2C (5A)6AA 4[c] 66 2C (5A)6AA 4[C]
|input=  *2C > (5A)6AA > 4[C] > dash 2C > (5A)6AA > 4[C]
|simput=
|simput=
|note= Goes into the loop only from mid/max range 2C.
|note= Goes into the loop only from mid/max range 2C.
Line 417: Line 419:




<u>Exemples of j214C combos:</u>
<u>Examples of j.214C combos:</u>
{{CollapsingComboTable-MB
{{CollapsingComboTable-MB
|data=
|data=
Line 425: Line 427:
|metergen=
|metergen=
|metero=
|metero=
|input= *dash 2C 5C 3C jBC 8jC j214C (land) 5[C] 4[C]
|input= *dash 2C > 5C > 3C > j.BC > dj8.C > j.214C > land 5[C] > 4[C]
|simput=
|simput=
|note= This allows you to drop like F-Moon and stay on the same side. Continue the combo or set up oki. delay 2C 5C 3C to keep them really low or you wont make the jC > j214C link.
|note= This allows you to drop like F-Moon and stay on the same side. Continue the combo or set up oki. delay 2C > 5C > 3C to keep them really low or you wont make the j.C > j.214C link.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
Line 434: Line 436:
|metergen=-2.8
|metergen=-2.8
|metero=
|metero=
|input= *dash momentum 2A 2B 5B 5C 2C 3C jBC jBC j214C (delay) 5[C] 4[C] 2A 2C 6A(whiff)6AA 4[C] 2A 2C 5C 3C 63214A 412[A]
|input= *dash momentum 2A > 2B > 5B > 5C > 2C > 3C > j.BC > j.BC > j.214C > delay 5[C] > 4[C] > 2A > 2C > 5A(whiff)6AA > 4[C] > 2A > 2C > 5C > 3C 63214A 412[A]
|simput=
|simput=
|note= Orb momentum will throw you forwards after j214C. Does work if you are not in the corner but you will land and combo back towards the centre. Learn to hit 5[C] late after j214C, get them low.
|note= Orb momentum will throw you forwards after j.214C. Does work if you are not in the corner but you will land and combo back towards the centre. Learn to hit 5[C] late after j.214C, get them low.
}}
}}
}}<br/>
}}<br/>
Line 455: Line 457:
|metergen=67.2
|metergen=67.2
|metero=
|metero=
|input= *2AAB 5B 5A6AA 4[C] walk back 5A 2C 5C 3C 63214A 421[A/B]
|input= *2AA > 2B > 5B > 5A6AA > 4[C] > walkback 5A > 2C > 5C > 3C > 63214A > 421[A/B]
|simput=
|simput=
|note= Oki orb combo.
|note= Oki orb combo.
Line 464: Line 466:
|metergen=71.4
|metergen=71.4
|metero=
|metero=
|input= *2AAB 5B 5A6AA 4[c] 2A 2C 5C 4C 623A
|input= *2AA > 2B > 5B > 5A6AA > 4[C] > 2A > 2C > 5C > 4C > 623A
|simput=
|simput=
|note= Leads to H-Aoko's [https://www.youtube.com/watch?v=5NPNPBcEKzw "Kicking Ass"] tech punishes.
|note= Leads to H-Aoko's tech punish options.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
Line 473: Line 475:
|metergen=variable
|metergen=variable
|metero=variable
|metero=variable
|input= *2A 5B 5C 2C (5A)6AA 4[C] etc
|input= *2A > 5B > 5C > 2C > (5A)6AA > 4[C] etc
|simput=
|simput=
|note= ...Another way to setup 4[C] stuff.
|note= ...Another way to setup 4[C] stuff.
Line 490: Line 492:
|metergen=variable
|metergen=variable
|metero=variable
|metero=variable
|input= 2AB 5B 6AAA 4[C] 2A2C 6A(whiff)6AA 5[C] 4[C]...
|input= 2A > 2B > 5B > 5A6AA > 4[C] > 2A 2C > 5A(whiff)6AA > 5[C] > 4[C]...
|simput=
|simput=
|note= Loop starter.
|note= Loop starter.
Line 499: Line 501:
|metergen=101.5
|metergen=101.5
|metero=
|metero=
|input=*...j8~4(driftback) late jB 2C 6A(whiff)6AA 4[C] 421A
|input=*...j8~4(driftback) late j.B > 2C > 5A(whiff)6AA > 4[C] > 421A
|simput=
|simput=
|note=  
|note=  
Line 508: Line 510:
|metergen=101.0
|metergen=101.0
|metero=
|metero=
|input= *...2A 2C 5C 3C 63214A 421A
|input= *...2A > 2C > 5C > 3C > 63214A > 421A
|simput=
|simput=
|note=
|note=
Line 517: Line 519:
|metergen=1
|metergen=1
|metero=110.6
|metero=110.6
|input= *...walkback 5A2C 2A(whiff) fully recover 2A2C 6A(whiff)6AA 4[C]
|input= *...walkback 5A > 2C > 2A(whiff, fully recover) 2A > 2C > 5A(whiff)6AA > 4[C]
|simput=
|simput=
|note=Must walk backwards or ensure spacing so that '2A' after '5A2C' whiffs.
|note=Must walk backwards or ensure spacing so that '2A' after '5A > 2C' whiffs.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
Line 526: Line 528:
|metergen=117.0
|metergen=117.0
|metero=
|metero=
|input= *...2A 2C 5C 3C jBC jABC Airthrow
|input= *...2A > 2C > 5C > 3C > j.BC > j.ABC > Airthrow
|simput=
|simput=
|note=  
|note=  
Line 535: Line 537:
|metergen=129.5
|metergen=129.5
|metero=
|metero=
|input=*...walkback 5A2C 2A(whiff) fully recover 2A2C 5C 3C jBC jBC Airthrow
|input=*...walkback 5A > 2C > 2A(whiff, fully recover) > 2A > 2C > 5C > 3C > j.BC > j.BC > Airthrow
|simput=
|simput=
|note=  
|note=  
Line 549: Line 551:
|metergen=variable
|metergen=variable
|metero=variable
|metero=variable
|input= *2AB 5B 6AAA 2A2C 6A(whiff)6AA 5[C] 4[C]...
|input= *2A > 2B > 5B > 5A6AA > 2A 2C > 5A(whiff)6AA > 5[C] > 4[C]...
|simput=
|simput=
|note= Loop starter.
|note= Loop starter.
Line 558: Line 560:
|metergen=
|metergen=
|metero=
|metero=
|input= *...2A2C 6A(whiff)6AA 4[C] 2A2C 5C 3C jBC jABC Airthrow
|input= *...2A > 2C > 5A(whiff)6AA > 4[C] > 2A > 2C > 5C > 3C > j.BC > j.ABC > Airthrow
|simput=
|simput=
|note=
|note=
Line 567: Line 569:
|metergen=
|metergen=
|metero=
|metero=
|input= *...2A2C 6A(whiff)6AA 4[C] 2A2C 5C 3C 63214A 421A
|input= *...2A > 2C > 5A(whiff)6AA > 4[C] > 2A > 2C > 5C > 3C > 63214A > 421A
|simput=
|simput=
|note=
|note=
Line 576: Line 578:
|metergen=101.0
|metergen=101.0
|metero=
|metero=
|input= *...j8~4(driftback) late jB 2C 6A(whiff)6AA 4[C] 421A
|input= *...j8~4(driftback) late j.B > 2C > 5A(whiff)6AA > 4[C] > 421A
|simput=
|simput=
|note=
|note=
Line 585: Line 587:
|metergen=104.0
|metergen=104.0
|metero=
|metero=
|input= *...j8~4(driftback) late jB 2C 6A(whiff)6AA 4[C] 2A2C 5C 3C 63214A
|input= *...j8~4(driftback) late j.B > 2C > 5A(whiff)6AA > 4[C] > 2A > 2C > 5C > 3C > 63214A
|simput=
|simput=
|note=
|note=
Line 599: Line 601:
|metergen=138.0
|metergen=138.0
|metero=
|metero=
|input= *2AA 2B5B 6AAA 4[C] walkback 5A2C 2A(whiff+fullyrecover) 2A2C 6A(whiff)6AA 5[C] 4[C] walkback 5A2C 2A(whiff+fullyrecover) 2A2C 5C3C jABC jABC Airthrow
|input= *2AA > 2B > 5B > 5A6AA > 4[C] > walkback 5A > 2C > 2A(whiff, fully recover) 2A > 2C > 5A(whiff)6AA > 5[C] > 4[C] > walkback 5A > 2C > 2A(whiff+fullyrecover) 2A > 2C > 5C > 3C > j.ABC > j.ABC > Airthrow
|simput=
|simput=
|note= Always walk backwards to near-max 5A range after each 4[C] to keep the loop working. timings are very char dependant, good luck
|note= Always walk backwards to near-max 5A range after each 4[C] to keep the loop working. Timings are very char dependant, good luck.
}}
}}
}}
}}
Line 607: Line 609:
===Character Specifics===
===Character Specifics===
   
   
For more damage, ''' '4[C] 2B2C' '''works '''instead of '4[C] 2A2C' '''or''' '4[C] 2C' '''in all combos''' but 2B will only connect on half the cast.'''
For more damage, ''' '4[C] > 2B > 2C' '''works '''instead of '4[C] > 2A > 2C' '''or''' '4[C] > 2C' '''in all combos''' but 2B will only connect on half the cast.'''
2b's active frames and hitbox make for much more lenient timing especially on dash combos.  
2b's active frames and hitbox make for much more lenient timing especially on dash combos.  
'2B2C (5A)6AA' also ensures that 5A will always whiff, if you're too close after dash 2c, 5A will hit and ruin the 4[C] setup. '''
'2B > 2C > (5A)6AA' also ensures that 5A will always whiff, if you're too close after dash 2C, 5A will hit and ruin the 4[C] setup. '''
   
   
The '''list below''' shows the character divides for '''pickups in ground combos''',(usually after a ground bounce from 4[c]) while the '''image below and right''' shows which characters can be picked up after an airthrow. The only difference is that the purple characters can not be picked up atall with either 2a or 2b '''after an airthrow'''. For example, in midscreen ground combos, Nero can be pickedup with either 2a or 2b. However after an airthrow, neither will work.
The '''list below''' shows the character divides for '''pickups in ground combos''',(usually after a ground bounce from 4[C]) while the '''image below and right''' shows which characters can be picked up after an airthrow. The only difference is that the purple characters can not be picked up atall with either 2A or 2B '''after an airthrow'''. For example, in midscreen ground combos, Nero can be pickedup with either 2A or 2B. However after an airthrow, neither will work.


[[File:haoko_pickup.png|thumb|right|upright=2.0|alt=H-Aoko airborne opponent pickup|H-Aoko pickup/juggle|H-Aoko airbourne opponent pickup|H-Aoko pickup/juggle POST AIRTHROW. Purple chars work with a 2a pickup in ground combos.]]
[[File:haoko_pickup.png|thumb|right|upright=2.0|alt=H-Aoko airborne opponent pickup|H-Aoko pickup/juggle|H-Aoko airbourne opponent pickup|H-Aoko pickup/juggle POST AIRTHROW. Purple chars work with a 2a pickup in ground combos.]]
Line 643: Line 645:


notes:
notes:
* 2B2C pickup actually works against ALL the cast after you pop a held orb for an air CH!
* 2B > 2C pickup actually works against ALL the cast after you pop a held orb for an air CH!


* Whiff cancel combos midscreen all work VS Nero, but once you reach the very corner most strings will not whiff but hit instead, amking invalids. Use the difficult 'Meter building loop' for max damage potencial VS the farm.
* Whiff cancel combos midscreen all work VS Nero, but once you reach the very corner most strings will not whiff but hit instead, amking invalids. Use the difficult 'Meter building loop' for max damage potential VS the farm.


* Have some (pretty much) Nero specific combos : [http://www.youtube.com/watch?v=XyOckSzn1R8 H-Aoko - Nero Corner Specific Loops]
* Have some (pretty much) Nero specific combos : [http://www.youtube.com/watch?v=XyOckSzn1R8 H-Aoko - Nero Corner Specific Loops]
Line 658: Line 660:
|image3=MBHAoko5A6AA.png
|image3=MBHAoko5A6AA.png
|name=5A
|name=5A
|input=5A~6A<br/>5A~6A~6A
|input=5A~6A~6A
|caption=
|caption=
|caption2=
|data=
|caption3=
{{AttackData-MB  
|data={{AttackData-MB  
|version=5A
|version=5A
|damage=350  
|damage=350  
Line 670: Line 671:
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)  
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)  
|guard=LH  
|guard=LH  
|startup=5
|startup=4
|active=4  
|active=4  
|recovery=9  
|recovery=9  
Line 678: Line 679:
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=5A~6A
|version=5A~6A
|damage=600  
|damage=600  
Line 685: Line 687:
|cancel=N, SP, -CH-, EX, (J)
|cancel=N, SP, -CH-, EX, (J)
|guard=LH
|guard=LH
|startup=8
|startup=7
|active=4  
|active=4  
|recovery=16  
|recovery=16  
Line 693: Line 695:
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=5A~6A~6A
|version=5A~6A~6A
|damage=1000  
|damage=1000  
Line 700: Line 703:
|cancel=(N), SP, EX, (J)
|cancel=(N), SP, EX, (J)
|guard=LH
|guard=LH
|startup=10
|startup=9
|active=4  
|active=4  
|recovery=17  
|recovery=17  
|frameAdv=-3  
|frameAdv=-3  
|invuln=  
|invuln=  
|description=A third one that knocks the opponent down.
|description=A third one that launches the opponent.
}}
}}
}}<br/>
}}<br/>


{{MoveData
{{MoveData
Line 714: Line 716:
|name=5B
|name=5B
|caption=
|caption=
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|damage=700  
|damage=700  
|reddamage=480
|reddamage=480
Line 721: Line 724:
|cancel=N, SP, EX, (J)
|cancel=N, SP, EX, (J)
|guard=LH  
|guard=LH  
|startup=8
|startup=7
|active=5  
|active=5  
|recovery=15  
|recovery=15  
Line 740: Line 743:
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=C
|version=5C
|damage=850  
|damage=850  
|reddamage=528
|reddamage=528
Line 747: Line 750:
|cancel=N, SP, EX, (J)
|cancel=N, SP, EX, (J)
|guard=LH  
|guard=LH  
|startup=11
|startup=10
|active=7  
|active=7  
|recovery=14  
|recovery=14  
Line 755: Line 758:
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|version=[C]
|header=no
|version=5[C]
|damage=1200  
|damage=1200  
|reddamage=960
|reddamage=960
Line 762: Line 766:
|cancel=N, SP, EX, (J)  
|cancel=N, SP, EX, (J)  
|guard=LH  
|guard=LH  
|startup=29
|startup=28
|active=2  
|active=2  
|recovery=16  
|recovery=16  
Line 770: Line 774:
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=(Laser)
|version=(Laser)
|damage=350x3  
|damage=350x3  
Line 777: Line 782:
|cancel=
|cancel=
|guard=LHA  
|guard=LHA  
|startup=37
|startup=36
|active=3  
|active={{Tooltip | text=3| hovertext=1, 1, 1}}
|recovery=7  
|recovery=7  
|frameAdv=8~10 (1 hit = 8, 3 hits = 10
|frameAdv={{Tooltip | text=8 ~ 10| hovertext=1 hit = 8, 3 hits = 10.}}
|invuln=   
|invuln=   
|description=A charged version of her 5C. Aoko shoots a large beam from her foot, and while it has a very large hitbox its long charge time means that it rarely sees use.
|description=A charged version of her 5C. Aoko shoots a large beam from her foot, and while it has a very large hitbox its long charge time means that it rarely sees use.
Line 791: Line 796:
|name=2A
|name=2A
|caption=
|caption=
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|damage=300  
|damage=300  
|reddamage=192
|reddamage=192
Line 798: Line 804:
|cancel=-SE-, -N-, -SP-, -EX-, (J)
|cancel=-SE-, -N-, -SP-, -EX-, (J)
|guard=LH  
|guard=LH  
|startup=4
|startup=3
|active=3  
|active=3  
|recovery=9  
|recovery=9  
Line 811: Line 817:
|name=2B
|name=2B
|caption=
|caption=
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|damage=600  
|damage=600  
|reddamage=336
|reddamage=336
Line 818: Line 825:
|cancel=N, SP, EX, (J)
|cancel=N, SP, EX, (J)
|guard=L  
|guard=L  
|startup=7
|startup=6
|active=7  
|active=7  
|recovery=15  
|recovery=15  
Line 831: Line 838:
|name=2C
|name=2C
|caption=
|caption=
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|damage=800  
|damage=800  
|reddamage=490  
|reddamage=490  
Line 838: Line 846:
|cancel=N, SP, EX, (J)
|cancel=N, SP, EX, (J)
|guard=L  
|guard=L  
|startup=9
|startup=8
|active=5  
|active=5  
|recovery=18  
|recovery=18  
Line 847: Line 855:
}}<br/>
}}<br/>


===Aerial Normals===
====Aerial Normals====
{{MoveData
{{MoveData
|image=MBCAokojA.png
|image=MBCAokojA.png
|name=j.A
|name=j.A
|caption=
|caption=
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|damage=300  
|damage=300  
|reddamage=144  
|reddamage=144  
Line 859: Line 868:
|cancel=N, SP, EX, J  
|cancel=N, SP, EX, J  
|guard=LHA  
|guard=LHA  
|startup=5
|startup=4
|active=4  
|active=4  
|recovery=10
|recovery=11
|frameAdv=  
|frameAdv=  
|invuln=  
|invuln=  
Line 872: Line 881:
|name=j.B
|name=j.B
|caption=
|caption=
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|damage=600  
|damage=600  
|reddamage=384
|reddamage=384
|proration=90% (O)
|proration=90% (O)
|circuit=4.2%  
|circuit=4.2%  
|cancel= N, SP, EX, J
|cancel=N, SP, EX, J
|guard=HA  
|guard=HA  
|startup=7
|startup=6
|active=5  
|active=5  
|recovery=-  
|recovery=-  
Line 892: Line 902:
|name=j.C
|name=j.C
|caption=
|caption=
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|damage=900  
|damage=900  
|reddamage=672
|reddamage=672
Line 899: Line 910:
|cancel=N, SP, EX, J
|cancel=N, SP, EX, J
|guard=HA  
|guard=HA  
|startup=10
|startup=9
|active=5
|active=5
|recovery=-  
|recovery=-  
Line 913: Line 924:
|name=3C
|name=3C
|caption=
|caption=
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|damage=800  
|damage=800  
|reddamage=480  
|reddamage=480  
Line 920: Line 932:
|cancel=N, SP, EX, (J)
|cancel=N, SP, EX, (J)
|guard=LH  
|guard=LH  
|startup=10
|startup=9
|active=3  
|active=3  
|recovery=21  
|recovery=21  
|frameAdv=-6  
|frameAdv=-6  
|invuln=  
|invuln=Clash 6-12
|description=Aoko's standard launcher. Has a clash hitbox.
|description=Aoko's standard launcher. Has a clash hitbox.
}}
}}
Line 934: Line 946:
|name=4C
|name=4C
|caption=
|caption=
|data= {{AttackData-MB  
|data=  
  |version=C
{{AttackData-MB  
  |version=4C
  |damage=1000  
  |damage=1000  
  |reddamage=720
  |reddamage=720
Line 942: Line 955:
  |cancel=SP, EX
  |cancel=SP, EX
  |guard=LH  
  |guard=LH  
  |startup=15
  |startup=14
  |active=1  
  |active=1  
  |recovery=19  
  |recovery=19  
  |frameAdv=-5 (standing), -2 (crouching)  
  |frameAdv=-5 (vs Stand.), -2 (vs. Crouch)
  |invuln=  
  |invuln=  
  |description= Aoko swings her leg downward for an axe kick.
  |description= Aoko swings her leg downward for an axe kick.
  }}
  }}
  {{AttackData-MB  
  {{AttackData-MB  
  |version=[C]
|header=no
  |version=4[C]
  |damage=1000  
  |damage=1000  
|reddamage=720  
|reddamage=720  
Line 964: Line 978:
  |description= A charged version of 4C that becomes an overhead.
  |description= A charged version of 4C that becomes an overhead.
   }}
   }}
}}
}}<br/>


===Universal Mechanics===
===Universal Mechanics===
{{MoveData
{{MoveData
|image=MBCAokoThrow.png
|image=MBCAokoThrow.png
Line 973: Line 986:
|caption=
|caption=
|input=4/6A+D
|input=4/6A+D
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|damage=1000  
|damage=1000  
|reddamage=384  
|reddamage=384  
Line 980: Line 994:
|cancel=  
|cancel=  
|guard=U  
|guard=U  
|startup=4
|startup=2
|active=1  
|active=1  
|recovery=20  
|recovery=20  
Line 993: Line 1,007:
|name=Air Throw
|name=Air Throw
|caption=
|caption=
|input=4/6A+D (In Air)
|input=j.4/6A+D
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|damage=1600  
|damage=1600  
|reddamage=576
|reddamage=576
Line 1,001: Line 1,016:
|cancel=
|cancel=
|guard=U  
|guard=U  
|startup=3
|startup=1
|active=1  
|active=1  
|recovery=13 (landing)
|recovery={{Tooltip | text=13| hovertext=Landing recovery.}}
|frameAdv=N/A   
|frameAdv=N/A   
|invuln=  
|invuln=  
Line 1,017: Line 1,032:
|input=Auto after a successful Shield
|input=Auto after a successful Shield
|caption=
|caption=
|data= {{AttackData-MB  
|data=  
{{AttackData-MB  
|version=Standing
|version=Standing
|damage=500 (345)
|damage=500 (345)
Line 1,025: Line 1,041:
|cancel=SP, EX, (J)
|cancel=SP, EX, (J)
|guard=LHA  
|guard=LHA  
|startup=9
|startup=8
|active=2  
|active=2  
|recovery=20  
|recovery=20  
|frameAdv=-4   
|frameAdv=-4   
|invuln= Strike 1-10
|invuln=
|description=Similar to 3C.
|description=Same animation as 3C.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=Crouching
|version=Crouching
|damage=1500 (1117)
|damage=1500 (1117)
Line 1,040: Line 1,057:
|cancel=SP, EX, (J)
|cancel=SP, EX, (J)
|guard=LA  
|guard=LA  
|startup=9
|startup=8
|active=4
|active=4
|recovery=18
|recovery=18
|frameAdv=-4   
|frameAdv=-4   
|invuln=  
|invuln=  
|description=Similar to 2C.
|description=Same hitboxes as 2C.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=Air
|version=Air
|damage=500 (303)
|damage=500 (303)
Line 1,055: Line 1,073:
|cancel=
|cancel=
|guard=HA  
|guard=HA  
|startup=7
|startup=6
|active=4  
|active=4  
|recovery=  
|recovery=  
|frameAdv=14 
|frameAdv=
|invuln= Strike 1-10
|invuln=
|description=Similar to C Moon's j.B
|description=Same animation as C-Moon's j.B.
}}
}}
}}<br/>
}}<br/>
Line 1,066: Line 1,084:
{{MoveData
{{MoveData
|image=MBCAokoShieldBunker.png
|image=MBCAokoShieldBunker.png
|image2=MBHAoko214D.png
|caption=
|name=Shield Bunker
|name=Shield Bunker
|caption=
|input=214D in neutral or blockstun
|input=214D in neutral or blockstun
|data= {{AttackData-MB  
|data=  
|version=Neutral<br/>Blockstun
{{AttackData-MB  
|damage=500<br/>0
  |version=Neutral
|reddamage=196<br/>0
  |damage=500
|proration=50%<br/>100%
  |reddamage=196
|circuit=0.0%<br/>-100.0%  
  |proration=50%
|cancel=
  |circuit=0.0%
|guard=LHA  
  |cancel=
|startup=26<br/>19
  |guard=LHA
|active=4<br/>3
  |startup=25
|recovery=19<br/>2
  |active=4
|frameAdv=-5<br/>-7
  |recovery=19
|invuln=  
  |frameAdv=-5
|description=A standard shield bunker punch.
  |invuln=Clash 1-10
  |description=Disjointed shield bunker punch.
}}
{{AttackData-MB
  |header=no
  |version=Blockstun
  |damage=0
  |reddamage=0
  |proration=100%
  |circuit=-100.0%  
  |cancel=
  |guard=LHA
  |startup=18
  |active=3
  |recovery=22
  |frameAdv=-7
  |invuln=  
  |description=H-Moon specific reversal bunker. Loses the extended hurtbox.
}}
}}
}}<br/>
}}<br/>
Line 1,091: Line 1,127:
|name=Circuit Spark
|name=Circuit Spark
|caption=
|caption=
|input=Auto during hitstun/blockstun in Heat
|input=In Heat:<br/>Auto during hitstun<br/>A+B+C during blockstun
|data= {{AttackData-MB  
|data=  
|version=Ground
{{AttackData-MB  
|damage=100  
  |version=Ground
|reddamage=0  
  |damage=100
|proration=100%  
  |reddamage=0
|circuit=removes all
  |proration=100%
|cancel=
  |circuit=removes all
|guard=N/A
  |cancel=  
|startup=11
  |guard=U
|active=10  
  |startup=10
|recovery=20  
  |active=10
|frameAdv=N/A
  |recovery=20
|invuln= Full
  |frameAdv=N/A
|description=
  |invuln=Full 1-39
  |description=
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|version=Air
  |header=no
|damage=100  
  |version=Air
|reddamage=0  
  |damage=100
|proration=100%  
  |reddamage=0
|circuit=removes all
  |proration=100%
|cancel=
  |circuit=removes all
|guard=N/A
  |cancel=  
|startup=12
  |guard=U
|active=10  
  |startup=11
|recovery=  
  |active=10
|frameAdv=N/A
  |recovery={{Tooltip | text=15| hovertext=Landing recovery.}}
|invuln= Strike
  |frameAdv=N/A
|description=
  |invuln=Strike 1-30
  |description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
}}
}}
}}<br/>
}}<br/>
Line 1,135: Line 1,173:
|caption3=
|caption3=
|input=22A/B/C
|input=22A/B/C
|data={{AttackData-MB  
|data=
{{AttackData-MB  
|version=A
|version=A
|damage= 800x3 (1470)
|damage=800x3 (1470)
|reddamage= (882)
|reddamage=(882)
|proration= 50% (O)
|proration=50% (O)
|circuit= 2.8%x3 (8.4%)
|circuit=2.8%x3 (8.4%)
|cancel= EX
|cancel=-EX-
|guard= LHA
|guard=LHA
|startup= 16
|startup=15
|active=6
|active={{Tooltip | text=6| hovertext=2, 2, 2}}
|recovery= 36
|recovery=36
|frameAdv= -2
|frameAdv=-2
|invuln=
|invuln=
|description=The laser comes out of the ground directly in front of Aoko. This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it. If your opponent blocks it, it's rock/paper/scissors after it unless you cancel into a super. 3C beats jump, 2A 2C beats certain backdashes, 623B beats other backdashes, 623A beats mashing, 1 beats heat or a reversal.
|description=Summons a pillar directly in front of Aoko. This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it. If your opponent blocks it, it's rock/paper/scissors after it unless you cancel into a super. 3C beats jump, 2A > 2C beats certain backdashes, 623B beats other backdashes, 623A beats mashing, crouching block beats heat or a reversal.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=B
|version=B
|damage= 800x3 (1470)
|damage=800x3 (1470)
|reddamage= (882)
|reddamage=(882)
|proration= 50% (O)
|proration=50% (O)
|circuit= 2.8%x3 (8.4%)
|circuit=2.8%x3 (8.4%)
|cancel= -EX-
|cancel=-EX-
|guard= LHA
|guard=LHA
|startup= 24
|startup=23
|active=6
|active={{Tooltip | text=6| hovertext=2, 2, 2}}
|recovery= 33
|recovery=33
|frameAdv= 1
|frameAdv=1
|invuln=  
|invuln=  
|description==The laser comes out further in front of Aoko. This is also a nice away to end pressure if you're a bit further away. It's also RPS after it unless you cancel into a super with your opponent having the same option.
|description=The pillar comes out further in front of Aoko. This is also a nice away to end pressure if you're a bit further away. It's also RPS after it unless you cancel into a super with your opponent having the same options.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=EX
|version=EX
|damage= 250x20 (3083)
|damage=250x20 (3083)
|reddamage= (2362)
|reddamage=(2362)
|proration= 100%
|proration=100%
|circuit= -100%
|circuit=-100.0%
|cancel=  
|cancel=N/A
|guard= LHA
|guard=LHA
|startup= 3+16
|startup=3+15
|active= 29
|active={{Tooltip | text=28| hovertext=Shoots at irregular periods 8 overlapping pillars that last 10 frames each.}}
|recovery= 21
|recovery=22
|frameAdv= -14
|frameAdv=-13
|invuln=  
|invuln=  
|description=Aoko shoots 5 beams. This move has only very limited uses. It's main use is for beating superarmor(use on Kouma 22C for example.) You can also use it after a 5[C] used as an antiair if your opponent gets hit by that. The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech. The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.
|description=Aoko shoots multiple pillars. This move has only very limited uses. Its main use is for beating super armor (such as Kouma 22C) You can also use it after a 5[C] used as an anti air if your opponent gets hit by that. The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech. The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.
}}
}}
}}<br/>
}}<br/>
Line 1,188: Line 1,229:
|image4=MBCAoko236C.png
|image4=MBCAoko236C.png
|name= Browning Starmine
|name= Browning Starmine
|input=236A/B/[B]/C <br/>(Chain 236[B]~236A~236A)
|input=236A/B/[B]/C<br/>(236[B]~236A~236A)
|data={{AttackData-MB  
|data=
{{AttackData-MB  
|version=A
|version=A
|damage= 1000
|damage=1000
|reddamage= 576
|reddamage=588
|proration= 100%
|proration=100%
|circuit= 5.6%
|circuit=5.6%
|cancel= -EX-
|cancel=-EX-
|guard= LHA
|guard=LHA
|startup= 17
|startup=16
|active=4
|active=4
|recovery= 15
|recovery=15
|frameAdv= -1
|frameAdv=-1
|invuln=
|invuln=
|description=Aoko shoots a beam out of her hand. You can't hit the beam only Aoko with an extended hitbox. This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.
|description=Aoko shoots a beam out of her hand. This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=B
|version=B
|damage= 500x6 (2673)  
|damage=500x6 (2763)  
|reddamage= 300x6 (1593)
|reddamage=(1593)
|proration= 100%
|proration=100%
|circuit= 3.5%x6 (21.0%)
|circuit=3.5%x6 (21.0%)
|cancel= -EX-
|cancel=-EX-
|guard= LHA
|guard=LHA
|startup= 34
|startup=33
|active=12
|active={{Tooltip | text=12| hovertext=2, 2, 2, 2, 2, 2}}
|recovery= 19
|recovery=19
|frameAdv= -10
|frameAdv=-10
|invuln=
|invuln=
|description=Aoko chills for a bit before shooting a large laser that is fullscreen.
|description=Aoko chills for a bit before shooting a large laser that is fullscreen. Has a first short-ranged vertical hitbox for 2 frames, followed by the fullscreen one that will generally whiff on crouching opponents.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=[B]
|version=[B]
|damage= 500x5 (2342)
|damage=500x5 (2342)
|reddamage= 300x5 (1376)
|reddamage=(1350)
|proration= 100%
|proration=100%
|circuit= 3.5%x5 (25.0%)
|circuit=3.5%x5 (17.5%)
|cancel=  
|cancel=N/A
|guard= U
|guard=U
|startup= 93
|startup=92
|active=10
|active={{Tooltip | text=10| hovertext=2, 2, 2, 2, 2}}
|recovery= 46
|recovery=46
|frameAdv= -30
|frameAdv=
|invuln=
|invuln=
|description=
|description=
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|version=[B]~236A
|header=no
|damage= 500x2 (984)
|version=~236A
|reddamage= (567)
|damage=500x2 (984)
|proration= 100%
|reddamage=(567)
|circuit=3.5%x2 (7.0%)
|proration=100%
|circuit=5.0%x2 (10.0%)
|cancel=  
|cancel=  
|guard=  
|guard=  
Line 1,247: Line 1,292:
|frameAdv=  
|frameAdv=  
|invuln=
|invuln=
|description=Aoko spends some quality time(93 frames-data from AA) charging before she fires a full screen laser that is unblockable. This isn't that great since it can be dodged on reaction as it takes so damn long to come out. It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen but it's not going to hit very often. Inputting 236A > 236A after the charge flash makes a few more lasers come out. Always do this if you do 236[B] as it adds on some damage and looks cool (that's the important part).
|description=Aoko spends some quality time charging before she fires a full screen laser that is unblockable. This isn't that great, since it can be dodged on reaction as it takes so damn long to come out. It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen, but it's not going to hit very often. This version doesn't hit opponents right next to you, but has a wider hitbox.
 
Inputting 236A > 236A after the charge flash makes a few more lasers come out. Always do this if you do 236[B] as it adds on some damage and looks cool (that's the important part).
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=EX
|version=EX
|damage= 100, 350x14 (~2800)
|damage=100, 350x14 (~2800)
|reddamage= 0, 300x14
|reddamage=(~2360)
|proration= 100%
|proration=100%
|circuit= -100%
|circuit=-100.0%
|cancel=  
|cancel=N/A
|guard= LHA
|guard=LHA
|startup= 2+14
|startup=2+13
|active= 75
|active=2 (16)<br/>2 (2) x14
|recovery= 24
|recovery=23
|frameAdv= -3
|frameAdv={{Tooltip | text=-3| hovertext=Advantage on last hit connecting.}}
|invuln= Full 1-33
|invuln=Full 1-8
|description=EX lasers. Aoko opens a portal and a lot of small lasers fire out of it.  
|description=EX lasers. Aoko opens a portal and a lot of small lasers fire out of it.  
}}
}}
}}<br/>
}}<br/>
{{MoveData
{{MoveData
|image=MBCAoko623A.png
|image=MBCAoko623A.png
|image2=MBCAoko623B.png
|image2=MBCAoko623B.png
|image3=MBCAoko623C.png
|image3=MBCAoko623C.png
|name= I'll kick you over!
|name=I'll kick you over!
|input=623A/B/C
|input=623A/B/C
|caption=
|caption=
|caption2=
|caption3=
|caption4=
|data=
|data=
  {{AttackData-MB  
  {{AttackData-MB  
  |version=A
  |version=A
  |damage= 1000, 800 (1682)
  |damage=1000, 800 (1682)
  |reddamage= (1059)
  |reddamage=(1059)
  |proration= 100%, 60% (O)
  |proration=100%, 60% (O)
  |circuit= 5.6%x2 (11.2%)
  |circuit=5.6%x2 (11.2%)
  |cancel=  
  |cancel={{Tooltip | text=(N), (SP), (EX), (J)| hovertext=Cancel window starts when touching the ground.}}
  |guard= LHA, HA
  |guard=LHA, HA
  |startup= 5
  |startup=4
  |active=10(8), 3
  |active=10 (8) 3
  |recovery= 24
  |recovery=23
  |frameAdv= -8
  |frameAdv=-8
  |invuln= High 1-4
  |invuln=High 1-6
|description=A version of the wheelkick hits twice and the second hit is an overhead. This move is good as an antiair and its good to beat mashing. It's not invincible at startup but it's ok for antiairing if you use it cleanly. Caution: -8 on block. This move is used in combos to set up Kicking Ass!, leaving you a very strong tech punish setup.
|description=A version of the wheelkick hits twice and the second hit is an overhead. This move is good as an antiair or to beat mashing. It's not fully invincible on startup but it's ok for antiairing if you use it cleanly. Caution: -8 on block. This move is used in combos to set up Kicking Ass!, leaving you a very strong tech punish setup.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=B
|version=B
|damage= 800
|damage=800
|reddamage= 637
|reddamage=624
|proration= 100%
|proration=100%
|circuit= 5.6%
|circuit=8.0%
|cancel=  
|cancel=N/A
|guard= HA
|guard=HA
|startup= 30
|startup=30
|active=3
|active=3
|recovery= 10
|recovery=9
|frameAdv= 6
|frameAdv=6
|invuln=
|invuln=
|description=This has some startup time(you can easdily get mashed ot of it) and hits overhead. It's +6 on block, comboes to 5A/2A on hit and goes across ~1/2 the stage. This move is great if you can get your opponent to respect it because it puts you at point blank range, gives you all your normals back, and is safe on block. It also punishes backdashes.
|description=This has some startup time (you can easily get mashed out of it) and hits overhead. +6 on block.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=EX
|version=EX
|damage= 1000, 800x2 (2342)
|damage=1000, 800x2 (2342)
|reddamage= (1573)
|reddamage=(1573)
|proration= 100%
|proration=100%
|circuit= -100%
|circuit=-100.0%
|cancel=  
|cancel=N/A
|guard= LH, LHA
|guard=LH, LHA
|startup= 1+5
|startup=1+4
|active= 8(4), 3, 3
|active={{Tooltip | text=8 (4) 6| hovertext=8 (4) 3, 3}}
|recovery= 25
|recovery=25
|frameAdv= -13
|frameAdv=-13
|invuln= Full 1-7
|invuln=Full 1-7
|description= EX wheelkick. You can use this move as a reversal. It's generally better to do it on wakeup since bunker is a lot safer to go for in the middle of a blockstring. This does decent damage and takes Aoko across half the screen(unless your opponent blocks it standing) very fast. It's -13 on block so you better be prepared for some pain if your opponent baited you.
|description= EX wheelkick. You can use this move as a reversal. It's generally better to do it on wakeup since bunker is a lot safer to go for in the middle of a blockstring. This does decent damage and takes Aoko across half the screen (unless your opponent blocks it standing) very fast. It's -13 on block so you better be prepared for some pain if your opponent baited you.
}}
}}
}}<br/>
}}<br/>
Line 1,329: Line 1,375:
|name= Magic Draw
|name= Magic Draw
|input=214A/B/C
|input=214A/B/C
|caption=
|caption=A/B
|caption2=
|caption2=C
|data={{AttackData-MB  
|data=
|damage= 1000
{{AttackData-MB  
|reddamage= 768
|damage=1000
|proration= 100%
|reddamage=768
|circuit= 7.0%
|proration=100%
|cancel= EX
|circuit=7.0%
|guard= LHA
|cancel=-EX-
|startup= 13
|guard=LHA
|active=
|startup=12
|active=X
|recovery=29
|recovery=29
|frameAdv= -4
|frameAdv={{Tooltip | text=-4| hovertext=Point-blank advantage.}}
|invuln=
|invuln=
|description=Aoko puts her hand on the ground and shoots a shockwave of energy. You can have up to two out on the screen at a time. This version of the move travels the slowest. This move's main use is to keep your opponent from sitting on the other side of the screen when you have some held orbs up. It's -3 on block if you do it at point blank range so don't use it in a blockstring unless you pushed yourself a decent distance away. After, 3c from its max effective range with a jumpcancel/rebeat or special cancel to 214C
|description=Aoko puts her hand on the ground and shoots a shockwave of energy. You can have up to two out on the screen at a time. This version of the move travels the slowest. This move's main use is to keep your opponent from sitting on the other side of the screen when you have some held orbs up. It's -4 on block if you do it at point blank range so don't use it in a blockstring unless you pushed yourself a decent distance away. After, 3C from its max effective range with a jumpcancel/rebeat or special cancel to 214C
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|damage= 1000
|damage=1000
|reddamage= 768
|reddamage=768
|proration= 100%
|proration=100%
|circuit= 7.0%
|circuit=7.0%
|cancel= EX
|cancel=-EX-
|guard= LHA
|guard=LHA
|startup= 11
|startup=10
|active=
|active=X
|recovery=36
|recovery=36
|frameAdv=-8
|frameAdv={{Tooltip | text=-8| hovertext=Point-blank advantage.}}
|invuln=
|invuln=
|description=This version of the move travels faster than the A version. This is mainly used to peg opponents who want to sit full screen away from you and in the 4[C] combo in midscreen. Always, always cancel into 214C if you're using it after 4[C] because its -8 on block.(AA data)
|description=This travels faster than the A version. This is mainly used to peg opponents who want to sit away from you in fullscreen, and in the 4[C] combo in midscreen. Always, always cancel into 214C if you're using it after 4[C] because its -8 on block at point-blank range.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|damage= 400x3, 1000 (2028)
|damage=400x3, 1000 (2028)
|reddamage= 300x3, 700 (1446)
|reddamage=(1446)
|proration= 100%, 50% (O)
|proration= 100%x3, 50% (O)
|circuit= -100%
|circuit=-100.0%
|cancel=  
|cancel=N/A
|guard= LHA
|guard=LHA
|startup= 5+6
|startup=5+5
|active=
|active=X
|recovery= 32
|recovery=32
|frameAdv= -11~14
|frameAdv={{Tooltip | text=14| hovertext=Point-blank advantage, all hits.}}
|invuln=  
|invuln=  
|description= EX version. This causes circuit break on hit and it can be + on block. This move is great because if you combo into it you take away all wakeup options your opponent has that require meter and it's great on block too since it's so safe.
|description= EX version. This causes circuit break on hit and you are very plus if all 4 hits are blocked. This move is great if you combo into it since it takes away all metered wakeup options your opponent has.
}}
}}
}}<br/>
}}<br/>
{{MoveData
{{MoveData
|image=MBCAoko421A.png
|image=MBCAoko421A.png
|image2=MBCAoko421B.png
|image2=MBCAoko421B.png
|image3=MBHAoko421C.png
|image3=MBHAoko421C.png
|name= Floating Starmine
|name=Floating Starmine
|input=421A/B/C (Hold OK)
|input=421A/[A]/B/[B]/C/[C]<br/>(No EX)<br/>(421X~8)
<br/>(Chain 1 421A/B/C~8)
|caption=
|caption=
|caption2=
|caption3=
|data=
|data=
{{AttackData-MB  
{{AttackData-MB  
  |version=A
  |version=A (Min)
  |damage= 800
  |damage=800
  |reddamage= 624
  |reddamage=624
  |proration= 70%
  |proration=70% (M)
  |circuit= 5.6%
  |circuit=5.6%
  |cancel=
  |cancel=N/A
  |guard= LHA
  |guard=LHA
  |startup= 34
  |startup={{Tooltip | text=32/40| hovertext=32 by default, 40 when holding 8.}}
  |active=16 (Orb Explosion)
  |active={{Tooltip | text=X| hovertext=16.&#010;Aoko recovers during active frames.}}
  |recovery= 3
  |recovery={{Tooltip | text=17/9| hovertext=17 by default, 9 when holding 8.}}
  |frameAdv= 6
  |frameAdv=8
  |invuln=  
  |invuln=  
|description=Generates an orb in front of Aoko, its explosion can be delayed indefinitely by holding A, B or C. Up to two orbs can be there at a time. Inputting 8 while holding sends the orb ~double jump height from the ground. This is extremely useful in certain matchups, like vs that whore Warc who likes to be in the air a lot.
|description=Generates an orb in front of Aoko. Its explosion can be delayed indefinitely by holding A, B or C. Up to two orbs can be there at a time. Inputting 8 while holding sends the orb ~double jump height from the ground. This is extremely useful in certain matchups, like vs that whore Warc who likes to be in the air a lot.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|version=B
|header=no
|damage= 800
|version=B (Min)
|reddamage= 624
|damage=800
|proration= 70%
|reddamage=624
|circuit= 5.6%
|proration=70% (M)
|cancel=
|circuit=5.6%
|guard= LHA
|cancel=N/A
|startup= 44
|guard=LHA
|active=16 (Orb Explosion)
|startup={{Tooltip | text=42/51| hovertext=42 by default, 51 when holding 8.}}
|recovery= -9
|active={{Tooltip | text=X| hovertext=16.&#010;Aoko recovers during active frames.}}
|frameAdv= 16
|recovery={{Tooltip | text=7/None| hovertext=6 by default.&#010;Recovery finishes 2 frames before the explosion when holding 8.}}
|frameAdv=18
|invuln=  
|invuln=  
|description=B Version has a longer animation but goes at a distance and is very plus on block.
|description=B Version has a longer animation but goes at a distance and is very plus on block.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|version=EX
|header=no
|damage= 800
|version=C (Min)
|reddamage= 624
|damage=800
|proration= 70%
|reddamage=624
|circuit= 5.6%
|proration=70% (M)
|cancel=  
|circuit=5.6%
|guard= LHA
|cancel=N/A
|startup= 47
|guard=LHA
|active= 16 (Orb Explosion)
|startup={{Tooltip | text=46/55| hovertext=46 by default, 55 when holding 8.}}
|recovery= -13
|active={{Tooltip | text=X| hovertext=16.&#010;Aoko recovers during active frames.}}
|frameAdv= 21
|recovery={{Tooltip | text=3/None| hovertext=6 by default.&#010;Recovery finishes 6 frames before the explosion when holding 8.}}
|frameAdv=22
|invuln=  
|invuln=  
|description=C version sends an orb ~full screen distance from her. You can use the C version to punish wakeup heat/backdash after you do an aircombo in midscreen.<br/><br/><br/>
|description=C version sends an orb ~full screen distance from her. You can use the C version to punish wakeup heat/backdash after you do an aircombo in midscreen.


A few warnings about this move:<br/>
A few warnings about this move:
--If you're holding A you can't throw or airthrow.<br/>
--If you're holding A you can't throw or airthrow.
--If you're holding B you can't dodge.<br/>
--If you're holding B you can't dodge.
--If you're holding C if you input 236B you're forced to do 236[B].<br/>
--If you're holding C if you input 236B you're forced to do 236[B].
}}
}}
}}<br/>
}}<br/>
Line 1,440: Line 1,487:
|image=MBCAoko63214A.png
|image=MBCAoko63214A.png
|image2=MBCAoko63214BC.png
|image2=MBCAoko63214BC.png
|name= Browning Starbow
|name=Browning Starbow
|input=63214A/B/C
|input=63214A/B/C
|caption=
|caption=A
|caption2=B/C
|caption2=B/C
|data={{AttackData-MB  
|data=
{{AttackData-MB  
|version=A
|version=A
|damage= 1000
|damage=1000
|reddamage= 686
|reddamage=672
|proration= 100%
|proration=100%
|circuit= 10.0%
|circuit=7.0%
|cancel=
|cancel=-EX-
|guard= LHA
|guard=LHA
|startup= 12
|startup=11
|active=2(2), 2(2), 2(2)
|active={{Tooltip | text=2 (2) 2 (2) 2| hovertext=One hit only.}}
|recovery= 21
|recovery=20
|frameAdv= -9
|frameAdv=-9
|invuln=  
|invuln=Reflect 12-21
|description= The circle forms very quickly and only hits once. Reflect projectiles.
|description=Quickly forms a circle that hits once. Reflect projectiles.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=B
|version=B
|damage= 150x8 (1065)
|damage=150x8 (1065)
|reddamage= (345)
|reddamage=(340)
|proration= 100%
|proration=100%
|circuit= 1.5%x8 (12.0%)
|circuit=1.05%x8 (8.4%)
|cancel=
|cancel=N/A
|guard= LHA
|guard=LHA
|startup= 29
|startup=28
|active=2(2)x8
|active=2 (2) x8
|recovery= 18
|recovery=17
|frameAdv=-26 ~ 23
|frameAdv=23
|invuln=  
|invuln=Reflect 29-58
|description=The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23. If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.) This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.
|description=The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23. If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.) This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=EX
|version=EX
|damage= 200x8 (1422)
|damage=200x8 (1422)
|reddamage= 150x8 (1044)
|reddamage=(1044)
|proration= 100%
|proration=100%
|circuit= -100%
|circuit=-100.0%
|cancel=  
|cancel=N/A
|guard= LHA
|guard=LHA
|startup= 3+11
|startup=3+10
|active= 2(2)x8
|active=2 (2) x8
|recovery= 20
|recovery=20
|frameAdv=-29 ~ 20  
|frameAdv=20  
|invuln= Full 1-32
|invuln=Full 1-3, Reflect 14-43
|description=This is a safer version of B mirror but at the cost of 100 meter. This isn't really that great since Aoko has many better ways to use the meter and it's even 3 less +frames than B version. The only time to use it is after a blocked 22A, preferably if you're in heat.
|description=This is a quicker version of B mirror but at the cost of 100 meter. This isn't really that great since Aoko has many better ways to use the meter and it's even 3 less +frames than B version. The only time to use it is after a blocked 22A, preferably if you're in heat.
}}
}}
}}<br/>
}}<br/>


 
====Air Specials====
====Aerial Specials====
{{MoveData
{{MoveData
|image=MBCAokoj236A.png
|image=MBCAokoj236A.png
Line 1,501: Line 1,550:
|caption2=  
|caption2=  
|caption3=  
|caption3=  
|input=j236A/B/C<br/>j22A/B/C  
|input=j.236A/B/C<br/>j.22A/B/C
|data={{AttackData-MB  
|data=
{{AttackData-MB  
|version=A
|version=A
|damage= 1000
|damage=1000
|reddamage= 672
|reddamage=672
|proration= 100%
|proration=100%
|circuit= 7.0%
|circuit=7.0%
|cancel=  
|cancel=N/A
|guard=LHA
|guard=LHA
|startup= 17
|startup=16
|active=12
|active=12
|recovery=
|recovery=
|frameAdv=-15
|frameAdv=-16 (TK)
|invuln=  
|invuln=  
|description=A single hit laser that keeps the momentum in the air that Aoko has. This move is great in conjunction with the rest of her keepaway(IABD J236A) to stop opponents from rushing at you recklessly.
|description=A single hit laser that keeps the momentum in the air that Aoko has. This move is great in conjunction with the rest of her keepaway(IABD j.236A) to stop opponents from rushing at you recklessly.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=B
|version=B
|damage= 500x3 (1452)
|damage=500x3 (1452)
|reddamage=(837)
|reddamage=(837)
|proration= 100%
|proration=100%
|circuit= 3.5%x3 (10.5%)
|circuit=3.5%x3 (10.5%)
|cancel= -EX-
|cancel=-EX-
|guard= LHA
|guard=LHA
|startup= 24
|startup=23
|active=12
|active=12
|recovery=
|recovery=
|frameAdv=2
|frameAdv=2 (TK)
|invuln=  
|invuln=  
|description=This is much better if your opponent manages to get closer to you than J236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.
|description=This is much better if your opponent manages to get closer to you than j.236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=EX
|version=EX
|damage= 500x5 (2342)
|damage=500x5 (2342)
|reddamage= (1350)
|reddamage=(1350)
|proration= 100%
|proration=100%
|circuit= -100.0%
|circuit=-100.0%
|cancel=  
|cancel=N/A
|guard= LHA
|guard=LHA
|startup= 2+10
|startup=2+9
|active=12
|active=12
|recovery=  
|recovery=  
|frameAdv=2
|frameAdv=2 (TK)
|invuln=  
|invuln=  
|description=EX version. You can use this at the end of a standard air combo or you can cancel into this after a J236B if that hits to get some more damage. Can be used in fuzzyguard strings to kill an opponent with low health.
|description=EX version. You can use this at the end of a standard air combo or you can cancel into this after a J236B if that hits to get some more damage. Can be used in fuzzyguard strings to kill an opponent with low health. Holding a button delays the beam for a little bit.
}}
}}
}}<br/>
}}<br/>


{{MoveData
{{MoveData
Line 1,554: Line 1,605:
|image2=MBCAokoj623C.png
|image2=MBCAokoj623C.png
|name= I'll kick you over! (Air)
|name= I'll kick you over! (Air)
|input=j623A/B/C (No EX)
|input=j.623A/B/C (No EX)
|caption=A/B
|caption=A/B
|caption2=
|caption2=
|data={{AttackData-MB  
|data=
{{AttackData-MB  
|version=A
|version=A
|damage=800  
|damage=800  
|reddamage=480
|reddamage=480
|proration= 100%
|proration=70% (O)
|circuit= 5.6%
|circuit=5.6%
|cancel=  
|cancel=N/A
|guard= LHA
|guard=LHA
|startup= 14
|startup=14
|active= 12
|active=11
|recovery=  
|recovery=  
|frameAdv=12 (Lowest Height TK)
|frameAdv=12 (TK)
|invuln=
|invuln=
|description= is NOT an overhead AND it hits only on the way down. works best as an extra movement tool for unpredictability. Comboes from JC in jumpins etc.
|description=Is NOT an overhead AND it hits only on the way down. works best as an extra movement tool for unpredictability. Combos from j.C in jumpins etc.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=B
|version=B
|damage=800  
|damage=800  
|reddamage=480  
|reddamage=480
|proration= 70% (O)
|proration=70% (O)
|circuit= 5.6%
|circuit=5.6%
|cancel=  
|cancel=N/A
|guard= HA
|guard=HA
|startup= 19
|startup=19
|active= 9
|active=8
|recovery=  
|recovery=  
|frameAdv= -2 (Lowest Height TK)
|frameAdv=-2 (TK)
|invuln=
|invuln=
|description= IS an overhead. Slow, but could be used to get in an unexpected overhead. Must be initiated low to be useful.
|description=IS an overhead. Slow, but could be used to get in an unexpected overhead. Must be initiated low to be useful.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=C
|version=C
|damage=800x2 (1276)  
|damage=800x2 (1276)  
|reddamage= 500x2 (766)
|reddamage=(766)
|proration= 70%
|proration=70% (O)
|circuit= 8.4%
|circuit=2.8%, 5.6% (8.4%)
|cancel=  
|cancel=N/A
|guard= LHA, LHA
|guard=LHA
|startup= 8
|startup=7
|active= 4(8), 13
|active=4 (8) 13
|recovery=
|recovery=
|frameAdv= -2 (Lowest Height TK)
|frameAdv=-2 (TK)
|invuln=
|invuln=
|description= Not EX. Is NOT an overhead. Flies lower than 623b but similar distance, good for movement.
|description=Not EX. Is NOT an overhead. Flies lower than j.623B but similar distance. Good for movement.
}}
}}
}}<br/>
}}<br/>
Line 1,606: Line 1,660:
{{MoveData
{{MoveData
|image=MBCAokoj214AB.png
|image=MBCAokoj214AB.png
|image2=MBCAokoj214C.png
|image2=MBCAokoj214XAB.png
|name= Floating Starmine (Air)
|image3=MBCAokoj214C.png
|input=j214A/B/C (Hold OK)
|name=Floating Starmine (Air)
|input=j.214A/[A]/B/[B]/C
|caption=
|caption=
|caption2=
|caption2=
|data={{AttackData-MB  
|data=
|version=A/[A]/B/[B]
{{AttackData-MB  
|damage= 800
|version=A/B/[A]/[B]<br/>(Default Maximum<br/>Orb Duration)
|reddamage= 624
|damage=800
|reddamage=624
|proration= 70% (O)
|proration= 70% (O)
|circuit= 5.6%
|circuit=5.6%
|cancel=  
|cancel=N/A
|guard= LHA
|guard=LHA
|startup= 24/28 (held)
|startup={{Tooltip | text=351/355| hovertext=Explosion trigger box active on frames 24-343 when uncharged, 28-347 when charged.}}
|active=320 (Orb)
|active={{Tooltip | text=16| hovertext=Orb explosion.}}
|recovery=  
|recovery=  
|frameAdv= 0 (Lowest Height TK)/24 (held)
|frameAdv={{Tooltip | text=0/24| hovertext=Uncharged/Charged TK advantage.}}
|invuln=
|invuln=
|description='''(A or B)''' Aoko sets up an orb then falls to the ground with the momentum she had before setting up the orb. There is no difference between an A orb and a B orb besides the fact that you can't have 2 A orbs or 2 B orbs but you can have one of each. This move is great in pressure if your opponent will respect you as it grants lots of +frames. It's also good in conjunction with held orbs in neutral to keep your opponent from reaching you.<br/>
|description='''(A or B)''' Aoko sets up an orb then falls to the ground with the momentum she had before setting up the orb. You can have one orb up for each A, B and EX version at the same time. This move is great in pressure if your opponent will respect you as it grants lots of +frames. It's also good in conjunction with held orbs in neutral to keep your opponent from reaching you.
'''([A] or [B])''' Aoko sets up an orb then falls to the ground eithout gathered momentum. There are no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.
 
'''([A] or [B])''' Aoko sets up an orb then falls to the ground without gathered momentum. There are no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|version=EX
|header=no
|damage= 800
|version=EX<br/>(Default Maximum<br/>Orb Duration)
|reddamage= 637
|damage=800
|proration= 50% (O)
|reddamage=624
|circuit= -100%
|proration=50% (O)
|cancel=  
|circuit=-100.0%
|guard= LHA
|cancel=N/A
|startup= 3+13
|guard=LHA
|active= 160(Orb)
|startup={{Tooltip | text=3+175| hovertext=Explosion trigger box active on frames 16-175.}}
|active={{Tooltip | text=3| hovertext=Orb explosion.}}
|recovery=  
|recovery=  
|frameAdv= -7 (Lowest Height TK)
|frameAdv=-7 (TK)
|invuln=  
|invuln=  
|description= Big EX orb. This move has a couple of uses. If you're about to run out of heat you can burn the remaining meter with EX orb to stay relatively safe behind it. You can also qqse it after J236B to keep your pressure safe or to keep your opponent from hitting you after they dashed in if you don't have anything to protect you. The other great use for it is at the end of an air combo so that you can set up a held orb for oki.
|description= Big EX orb. This move has a couple of uses. If you're about to run out of heat you can burn the remaining meter with EX orb to stay relatively safe behind it.<!-- --> The other great use for it is at the end of an air combo so that you can set up a held orb for oki.
 
<!--You can also QQSE it after j.236B to keep your pressure safe or to keep your opponent from hitting you after they dashed in if you don't have anything to protect you.
 
I couldn't find anything regarding what a QQSE is. Super secret advanced tech I guess?-->
}}
}}
}}<br/>
}}<br/>


===Arc Drive===
===Arc Drive===
 
{{MoveData
{{MoveData|image=MBCAokoAD.png|caption=|name= Severe Break|input=41236C during MAX/Heat  
|image=MBCAokoAD.png
|data={{AttackData-MB  
|caption=
|damage= 500, 600x6, 500, 600x6
|name=Severe Break
(3344)
|input=41236C during Heat
|data=
{{AttackData-MB  
|damage= 500, 600x6, 500, 600x6 (3344)
|reddamage=(2214)
|reddamage=(2214)
|proration= 50% (O)
|proration=50% (O)
|circuit= removes all
|circuit=removes all
|cancel=  
|cancel=N/A
|guard= LHA
|guard=LHA
|startup= 9+5
|startup=9+4
|active= 28 (39) 28
|active=28 (39) 28
|recovery= 58
|recovery=58
|frameAdv=-27
|frameAdv=-27
|invuln= Full 1-117
|invuln=Full 1-73
|description=Assumes a similar stance to her 236X but instead of pointing forwards with her finger, she pulls her left arm back before she thrust forward like she would punch someone. A giant laser beam then extends out of her fist. After the first beams disappears she then repeats the same move with her right arm.
|description=Assumes a similar stance to her 236X but instead of pointing forwards with her finger, she pulls her left arm back before she thrust forward like she would punch someone. A giant laser beam then extends out of her fist. After the first beams disappears she then repeats the same move with her right arm.
}}
}}
}}
}}<br/>
<br/>
 


{{Navbox-MBAACC}}
{{Navbox-MBAACC}}

Revision as of 03:21, 21 June 2020

Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Move Descriptions:
    • (Fix any inacurracies and missing details in the frame data.)
    • Expand upon to the shorter descriptions, cite their uses, add captions where helpful, etc.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Write the neutral and defense sections, feel free to add any other sections/subsections depending on the advice you want to give.
  • (Combos:)
    • (Add sections for starter/ender options if needed.)


Additional Resources

H-Aoko Match Video Database

Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk


NA:

  • Text goes here after asterisk
  • Text goes here after asterisk

Overview

Strengths Weaknesses
*Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

Neutral

Pressure

Blockstrings:

Forward moving normals are 5B, 2C, 6AA. For inspiration see here: 1/2 (Niconico) or 1/2 (Youtube)

With held orbs:

I put these strings under strategy/pressure as it is not advisable to use these as canned strings, but to give an idea to orb uses.

Ground strings, assuming an already held orb:
  • Hold [A]: 2B 5B 5C 214B ]A[ 66 etc
If you hold [A] orb, you can use 2AB/5AB 5E 214AB ]A[, for easier execution. Mixup between high and low with 2B or 5B first here.
  • Hold [A]: 2B 5B 5C 236B ]A[ Arc Drive/Any EX that will reach.
If the orb hits before 236B does, cancel 5C into 236B then release the orb after.
You can cancel all the hits from 236B except the last one with an EX or an Arc Drive.
  • Hold [C]: 66 5A6A (delay) 6A (dl) 2B (dl) 2A ]C[
Holding [C] leaves some nice stagger and reversebeat options.


Jump-in strings assuming a held orb:

(these are best in the corner, but you can space stuff like this midscreen too and put teh FEARINTHEM

  • Hold [A]: IAD jB/C (land) 2B 5B 5C 214B ]A[ etc
Can condition the opponent into blocking low after jump-ins for fuzzy fun.
  • Hold [A]: j.C j.236A (land) 2B 5B 5C ]A[
  • Or: (High) j.C 66 j.C 623A (land) 2B 5B 5C ]A[
Leads to pretty much the maximum damage H-Aoko can deliver. Followed by a low-proration combo (66 2B 5B 5C 2C 3C etc) making it damaging.
  • Hold [B]: j.[C] ]B[ 66 j.AB (land) ...(Any combo)
"j.C, 66 j.AB" combos for a high damage 3-hit starter, and can condition the opponent into blocking high for a few hits then low with 2B... see fuzzy combos.


Fuzzy:

The options haven't changed from PS2, see the PS2 wiki and read the meltybread.com threads on ActressAgain and Current Code .
Also check videos such as:


  • j.C 66 j.AB 9j.B j.C
Orbless, 9j.B is fuzzy.
  • j.C 66 j.AB 9j.B j.C 623A
Orbless, same fuzzy but 623 combos off of j.C.
  • Hold [A]: IAD deep j.B instant 9j.B ]A[ 66 j.B (land) ...(Any combo)
The "double j.B then orb pop" hits fuzzy on the second j.B and the orb provides hitstun till you land even without the airdash j.B.
  • Hold [B]: j.[C] ]B[ 66 j.AB instant 9j.B ]B[ (land) ...(Any combo)
The fourth hit, the second j.B is fuzzy here again. Extended approach from the third jump-in string above.


With an orb out, cover the charge or combo out of 4[c] overhead.

Example In the corner:

  • Hold [A]: IAD j.B 214[B]~]A[ (land) 4[C] ]B[ 66 ...(Continue combo)
Falling j.B, j.214[B] pops an air orb on them, but keeps the first orb held to use after 4[C].


Carefully placed j.214A/B air orbs will fling the opponent upwards if you throw them into it. If you get a maximum range ground throw onto an air orb you will have enough time to superjump up and confirm them, even connect j.214C and continue on the ground. Just around or above Aoko's head height is ideal placement to work. Doesn't matter about charged orbs or not. Pretty sure all Aokos can do this.


Okizeme

Defense

Combos

Starters

Enders

OTG Pick ups

Normal Combos

The suggested way to do the "4[C] 66 XX" link is 4[C] 66~[3]~A/B 2C. For example, dash then shift to hold 3 and do a late 3A 2C instead of 2AC.
For corner carry and meterless damage/okizeme, it's important to learn the "4[C] 66 (2A/2B/2C)" combos. They also leave you with a jump cancel for whatever shenanigans. This is stressed even more so against characters who can be hit by 4[C] 66 2B.

Midscreen BnBs
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > 2B > 5B > 5A6AA > 4[C] > 421[A/B]
2566


Meter Gained: 33.6 Meter Given (vs C-Moon): ???
4[C] gives a longer knockdown for more options.
Normal starter, grounded opponent,
  • 2A > 2B > 5B > 5A6AA 2C > 5C > 4C > 421[A/B]
3149


Meter Gained: 49.0 Meter Given (vs C-Moon): ???
Orb okizeme BnB.
Normal starter, grounded opponent,
  • 2A > 2B > 5B > 5A6AA > 4[C] > 214A > dash j.ABC > dj.ABC > Airthrow
4137


Meter Gained: 65.8 Meter Given (vs C-Moon): ???
Basic corner carry combo.
Normal starter, grounded opponent,
  • 2A > 2B > 5B > 5A6AA > 2C > 5C > 3C > j.BC > dj.BC > Airthrow
4328


Meter Gained: 69.3 Meter Given (vs C-Moon): ???
Airthrow damage bnb.
Normal starter, grounded opponent,
  • 2A > 2B > 5B > 5A6AA > 4[C] > dash 2A > 2C > 5C > 3C > j.BC > j.BC > Airthrow
4377


Meter Gained: 78.4 Meter Given (vs C-Moon): ???
Slightly more damaging version. Delay 2C > 5C > 3C a lot or 3C will whiff.
Normal starter, grounded opponent,
  • 2A > 2B > 5B > 5A6AA > 4[C] > dash 2A > 2C > 5C > 3C > 63214A > 421[A/B]
3635


Meter Gained: 64.4 Meter Given (vs C-Moon): ???
Oki orb variant of the above.
Normal starter, grounded opponent,
  • dash 2A > 2B > 5B > 5C > 2C > 3C > j.BC > dj.ABC > Airthrow
4344


Meter Gained: 57.4 Meter Given (vs C-Moon): ???
Dash momentum is necessary for 2C to connect. Can't use 2AA either.
Normal starter, grounded opponent,
  • 2B > 5B > 5B > 2C > 3C > j.BC > dj.ABC > Airthrow
4553


Meter Gained: 55.3 Meter Given (vs C-Moon): ???
The H-Aoko special.
Midscreen/Fullscreen Whiff Cancel Combos

These combos are examples of meterless, fullscreen carry with different knockdown options. Combining the dash link (4[C] (dash) 2A/2B/2C) with other BNBs gives aoko great opportunity to land high damage oki setups from any good starter.
There are many variations in whiffcancelling, the ones listed here (in my opintion) seem the most stable.
Note the combos don't use 5[C] before 4[C] midscreen. (Usually there is not enough gravity, but it will work in some combos with added gravity or in the corner)

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • dash 2AA > 2B > 5B (> 5A6AA > IAD j.B) or (5A6AA > 4[C] > j9.B) > 2C > 5A(whiff)6AA etc
variable


Meter Gained: variable Meter Given (vs C-Moon): variable
This works but is difficult to time j.B and 2C against your IAD input.
Normal starter, grounded opponent, midscreen,
  • 2A > 2B > 5B > 5A6AA > 4[C] > dash 2A > 2C > 5A(whiff)6AA > 4[C] > dash 2C > 5C > 3C > j.BC > j.BC > Airthrow
4134


Meter Gained: 91.0 Meter Given (vs C-Moon): ???
Use this from any where "mid"screen to move all the way to the corner. dash 2C, 2A > 2C or 2B > 2C works in all these combos, see the Character Specifics section.
Normal starter, grounded opponent, midscreen,
  • 2A > 2B > 5B > 5A6AA > 4[C] > dash 2A > 2C > 5A(whiff)6AA > 4[C] > dash 2C > 5C > 3C > 63214A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Meterless damage version you probably won't use.
Normal starter, grounded opponent, midscreen,
  • dash 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(whiff)6AA > 4[C] > dash 2A > 2C > 5A(whiff)6AA > 4[C]
3972


Meter Gained: 84.0 Meter Given (vs C-Moon): ???
Keeps the opponent juggled (high) so the dash link is easier. Requires almost point blank opener.
Normal starter, grounded opponent, midscreen,
  • dash 2A > 2B > 5B > 5A6AA > 2A 2C > 5A(whiff)6AA > 4[C] > dash 2A > 2C > 5A(whiff)6AA > 4[C] > 2C > 5C > 3C > 63214A > 421A
4392


Meter Gained: 113.0 Meter Given (vs C-Moon): ???
Shield knockdown is a little more damage, but less frame advantage.
Normal starter, grounded opponent, midscreen,
  • dash 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(whiff)6AA > 4[C] > dash 2A > 2C > 5A(whiff)6AA > 4[C] > 2C > 5C > 3C > j.BC > j.ABC > Airthrow
4665


Meter Gained: 113.0 Meter Given (vs C-Moon): ???
Meterless damage version.
Normal starter, grounded opponent, fullscreen,
  • 2A > 2B > 5B > 5A6AA > 4[C] > dash 2B > 2C > 5A(whiff)6AA > 4[C] > dash 2B > 2C > 5A(whiff)6AA > (5[C] >) 4[C]
4238


Meter Gained: 98.0 Meter Given (vs C-Moon): ???
Use this from one edge of the stage to the other. Only 5[C] if you reach the very corner.
Airthrow followups:

Aoko can 2A > 2C or 2B > 2C into her ground loops from an airthrow, however it is not possible to pickup like this post-airthrow against these characters: (see character specific section too)

  • Akiha/VAKiha/Sei
  • Warachia
  • Ries
  • Hisui
  • Warc
  • Len

The jp video here shows ways to use the pickup and other options : http://www.nicovideo.jp/watch/sm20622328

Condition Notation Damage
vs V.Sion
Notes
Airthrow starter
  • land 2C > 5C > 3C > j.BC > j.BC > Airthrow
3167


Meter Gained: 12.6 Meter Given (vs C-Moon): ???
BnB 1, lands anywhere.
Airthrow starter
  • land 2C > 5C 63214A > 412[B]
    Or land 2C > 4C > 421[A]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
AT into orb for no meter.
Airthrow starter, 100% meter
  • land 2C > 5C > 3C > j.BC > sj9.C > j.214C > land 5[C] > 4[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
*BnB 2. Lands anywhere. You can superjump for ages to get up, dont j.C early.
Air Counterhit Confirms:

See a jp video here (player name, anyone?): MBAACC H青子【コンボ集】 simple to very advanced/situational options


The following basic confirms assume you already have air counterhit with a jumping normal and landed.(these work whatever happens)
note: Air CH from a normal (j.A etc) will not allow the falling opponent to be picked up with 2AC or 2BC.

Condition Notation Damage
vs V.Sion
Notes
Counterhit normal starter, airborne opponent
  • (land) 5B > 3C > j.CB > j.BC > Airthrow
??? ???
Counterhit normal starter, airborne opponent
  • (land) 2C > 5C > 3C > j.BC > j.BC > Airthrow
??? ???
Counterhit normal starter, airborne opponent
  • (land) 2C > 5C > 3C > 63214A
??? ???
Counterhit normal starter, airborne opponent
  • (land) 2C > 5C > 4C > 412[A/B]
??? ???
Counterhit normal starter, airborne opponent
  • (land) 2C > 22A > j.AC > j.BC > Airthrow
??? ???


The next advanced confirms assume you already have air counterhit with an orb and are grounded.
note: Air CH from an orb (popped or placed earlier) allows all your loop/pickup options, with good spacing of course. \(^.^)|

Condition Notation Damage
vs V.Sion
Notes
Counterhit orb starter, airborne opponent
  • 2B > 2C > (5A)6AA > 4[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Close range. Goes into the loop only from point blank with 2B2C.
Counterhit orb starter, airborne opponent
  • 2B > 2C > (5A >) 2A > 2C > (5A)6AA > 4[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Close range. More gravity and swagger.
Counterhit orb starter, airborne opponent
  • late 5[C] > 4[C] ...(can end in anything: 412[B] / 214B > 214C / Arc Drive / dash 2C jumpcancel)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Close range.
Counterhit orb starter, airborne opponent
  • late 5[C] > 2C > (5A)6AA > 4[C] > dash 2B > 2C > (5A)6AA > 5[C] > 4[C] > dash 2B > 2C > 5C > 3C > j.BC > j.BC > Airthrow
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Close range. Past data noted as 5560dmg and +131.3% meter (damage from a released held orb and versus Aoko)
Counterhit orb starter, airborne opponent
  • 2C > (5A)6AA > 4[C] > dash 2C > (5A)6AA > 4[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Goes into the loop only from mid/max range 2C.


Metered Combos:

H-Aoko can pretty much play without needing to use meter in combos. However, metered combos are good for setups from airthrows, awkwards long distance confirm 2B/2C's into 214C or j214C and easier air counter-hit conversion than the loop. 214C Circuit Break kills your opponents meter on hit but doesn't nearly last long enough; you'll probably be spending the elsewhere.

Any airstring ending on superjC will allow you to combo to j214C, land and continue. Commonly with 5[C]4[C].
The cancel/link between 'jC and j214C' is tight, learning the heights that it will whiff at just takes time. jBC jBC j214C will work with decent delays between 2C 5C 3C and gravity taken into consideration.
Remember: only 3 groundbounces (4[C]'s) per combo, and only one '6AAA 5[C]' will connect.


Examples of j.214C combos:

Condition Notation Damage
vs V.Sion
Notes
Air Counterhit, 100% meter
  • dash 2C > 5C > 3C > j.BC > dj8.C > j.214C > land 5[C] > 4[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This allows you to drop like F-Moon and stay on the same side. Continue the combo or set up oki. delay 2C > 5C > 3C to keep them really low or you wont make the j.C > j.214C link.
Normal starter, grounded opponent, 100% meter
  • dash momentum 2A > 2B > 5B > 5C > 2C > 3C > j.BC > j.BC > j.214C > delay 5[C] > 4[C] > 2A > 2C > 5A(whiff)6AA > 4[C] > 2A > 2C > 5C > 3C 63214A > 412[A]
5154


Meter Gained: -2.8 Meter Given (vs C-Moon): ???
Orb momentum will throw you forwards after j.214C. Does work if you are not in the corner but you will land and combo back towards the centre. Learn to hit 5[C] late after j.214C, get them low.


Circuit break combos
note: 214C OTGs and launches with circuit break, so you can empty dash after 4[C] for example, and get closer than '214B xx 214C' will allow.

http://www.youtube.com/watch?v=Fjr5g1MuGng (work in progress still, will notate later)

Corner Combos

All of the midscreeen BnBs still work. Also:

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2AA > 2B > 5B > 5A6AA > 4[C] > walkback 5A > 2C > 5C > 3C > 63214A > 421[A/B]
3729


Meter Gained: 67.2 Meter Given (vs C-Moon): ???
Oki orb combo.
Normal starter, grounded opponent,
  • 2AA > 2B > 5B > 5A6AA > 4[C] > 2A > 2C > 5C > 4C > 623A
3952


Meter Gained: 71.4 Meter Given (vs C-Moon): ???
Leads to H-Aoko's tech punish options.
Normal starter, grounded opponent,
  • 2A > 5B > 5C > 2C > (5A)6AA > 4[C] etc
variable


Meter Gained: variable Meter Given (vs C-Moon): variable
...Another way to setup 4[C] stuff.


Corner/Near Corner Whiff Cancel Combos

In the corner, '4[C] empty 6A(whiff) 6AA' 5/4[C]' also works. This section is divided between two corner loops and one optimal meter-building loop.

Corrner loop 1 with some possible followups, you've used two ground bounces already, 4[C] again will end the combo with untechable down:
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 2A > 2B > 5B > 5A6AA > 4[C] > 2A 2C > 5A(whiff)6AA > 5[C] > 4[C]... variable


Meter Gained: variable Meter Given (vs C-Moon): variable
Loop starter.
(Followup from first combo)
  • ...j8~4(driftback) late j.B > 2C > 5A(whiff)6AA > 4[C] > 421A
4343


Meter Gained: 101.5 Meter Given (vs C-Moon): ???
(Followup from first combo)
  • ...2A > 2C > 5C > 3C > 63214A > 421A
4358


Meter Gained: 101.0 Meter Given (vs C-Moon): ???
(Followup from first combo)
  • ...walkback 5A > 2C > 2A(whiff, fully recover) 2A > 2C > 5A(whiff)6AA > 4[C]
4423


Meter Gained: 1 Meter Given (vs C-Moon): 110.6
Must walk backwards or ensure spacing so that '2A' after '5A > 2C' whiffs.
(Followup from first combo)
  • ...2A > 2C > 5C > 3C > j.BC > j.ABC > Airthrow
4745


Meter Gained: 117.0 Meter Given (vs C-Moon): ???
(Followup from first combo)
  • ...walkback 5A > 2C > 2A(whiff, fully recover) > 2A > 2C > 5C > 3C > j.BC > j.BC > Airthrow
4796


Meter Gained: 129.5 Meter Given (vs C-Moon): ???


Corrner loop 2 with similar followups although only one ground bounce is used by this point:
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > 2B > 5B > 5A6AA > 2A 2C > 5A(whiff)6AA > 5[C] > 4[C]...
variable


Meter Gained: variable Meter Given (vs C-Moon): variable
Loop starter.
(Followup from first combo)
  • ...2A > 2C > 5A(whiff)6AA > 4[C] > 2A > 2C > 5C > 3C > j.BC > j.ABC > Airthrow
??? ???
(Followup from first combo)
  • ...2A > 2C > 5A(whiff)6AA > 4[C] > 2A > 2C > 5C > 3C > 63214A > 421A
??? ???
(Followup from first combo)
  • ...j8~4(driftback) late j.B > 2C > 5A(whiff)6AA > 4[C] > 421A
4275


Meter Gained: 101.0 Meter Given (vs C-Moon): ???
(Followup from first combo)
  • ...j8~4(driftback) late j.B > 2C > 5A(whiff)6AA > 4[C] > 2A > 2C > 5C > 3C > 63214A
4668


Meter Gained: 104.0 Meter Given (vs C-Moon): ???


Optimal meter-building loop (corner only):
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2AA > 2B > 5B > 5A6AA > 4[C] > walkback 5A > 2C > 2A(whiff, fully recover) 2A > 2C > 5A(whiff)6AA > 5[C] > 4[C] > walkback 5A > 2C > 2A(whiff+fullyrecover) 2A > 2C > 5C > 3C > j.ABC > j.ABC > Airthrow
5210


Meter Gained: 138.0 Meter Given (vs C-Moon): ???
Always walk backwards to near-max 5A range after each 4[C] to keep the loop working. Timings are very char dependant, good luck.

Character Specifics

For more damage, '4[C] > 2B > 2C' works instead of '4[C] > 2A > 2C' or '4[C] > 2C' in all combos but 2B will only connect on half the cast. 2b's active frames and hitbox make for much more lenient timing especially on dash combos. '2B > 2C > (5A)6AA' also ensures that 5A will always whiff, if you're too close after dash 2C, 5A will hit and ruin the 4[C] setup.

The list below shows the character divides for pickups in ground combos,(usually after a ground bounce from 4[C]) while the image below and right shows which characters can be picked up after an airthrow. The only difference is that the purple characters can not be picked up atall with either 2A or 2B after an airthrow. For example, in midscreen ground combos, Nero can be pickedup with either 2A or 2B. However after an airthrow, neither will work.

H-Aoko airborne opponent pickup
H-Aoko pickup/juggle POST AIRTHROW. Purple chars work with a 2a pickup in ground combos.

2B pickup works on :

  • Kouma
  • Arcueid
  • Aoko
  • Sion
  • HVSion
  • Miyako
  • All the maids, all the teams.
  • Satsuki
  • Ryougi
  • Nero
  • White Len
  • Neko's

2A or just 2C instead picks up :

  • Roa.
  • Red Arc
  • Nanaya
  • Tohno
  • Hime
  • Ciel/PCiel
  • Ries
  • Wara
  • Akiha/VAkiha/Sei
  • Ciel
  • Len

notes:

  • 2B > 2C pickup actually works against ALL the cast after you pop a held orb for an air CH!
  • Whiff cancel combos midscreen all work VS Nero, but once you reach the very corner most strings will not whiff but hit instead, amking invalids. Use the difficult 'Meter building loop' for max damage potential VS the farm.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A~6A~6A
MBCAoko5A.png
MBHAoko5A6A.png
MBHAoko5A6AA.png
5A Damage Red Damage Proration Cancel Guard
350 192 70% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 9 -1 2.8% -

A short downward kick towards the legs.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 16 -5 4.2% -

A follow-up forward kick.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 17 -3 7.0% -

A third one that launches the opponent.


5B
MBHAoko5B.png
Damage Red Damage Proration Cancel Guard
700 480 85% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 5 15 -5 4.9% -

A punch that moves Aoko forward.


5C
5[C]
MBCAoko5C.png
MBCAoko5XC.png
MBCAoko5XCLaser.png
5C Damage Red Damage Proration Cancel Guard
850 528 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 7 14 -3 7.0% -

An upwards kick. Decent range, and can be used as a situational anti-air with proper spacing.

5[C] Damage Red Damage Proration Cancel Guard
1200 960 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
28 2 16 0 8.4% -
(Laser) Damage Red Damage Proration Cancel Guard
350x3 200x3 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
36 3 7 8 ~ 10 3.5%x3 (10.5%) -

A charged version of her 5C. Aoko shoots a large beam from her foot, and while it has a very large hitbox its long charge time means that it rarely sees use.


Crouching Normals

2A
MBCAoko2A.png
Damage Red Damage Proration Cancel Guard
300 192 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
3 3 9 0 2.1% -

A very short elbow poke.


2B
MBCAoko2B.png
Damage Red Damage Proration Cancel Guard
600 336 85% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 7 15 -7 5.6% -

A deceptively long range low kick.


2C
MBCAoko2C.png
Damage Red Damage Proration Cancel Guard
800 490 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 5 18 -8 8.4% -

A long range low sweep. Moves Aoko forward, and is safe if spaced properly.


Aerial Normals

j.A
MBCAokojA.png
Damage Red Damage Proration Cancel Guard
300 144 75% (O) N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 11 - 2.1% -

A quick and slightly downward angled punch. Best used for air-to-airs.


j.B
MBHAokojB.png
Damage Red Damage Proration Cancel Guard
600 384 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 5 - - 4.2% -

A downward aerial kick.


j.C
MBHAokojC.png
Damage Red Damage Proration Cancel Guard
900 672 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 5 - - 6.3% -

Another kick similar to the above.


Command Normals

3C
MBCAoko3C.png
Damage Red Damage Proration Cancel Guard
800 480 65% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 3 21 -6 6.3% Clash 6-12

Aoko's standard launcher. Has a clash hitbox.


4C
4[C]
MBCAoko4C.png
4C Damage Red Damage Proration Cancel Guard
1000 720 70% (O) SP, EX LH
First Active Active Recovery Frame Adv Circuit Invuln
14 1 19 -5 (vs Stand.), -2 (vs. Crouch) 7.0% -

Aoko swings her leg downward for an axe kick.

4[C] Damage Red Damage Proration Cancel Guard
1000 720 50% (O) SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
25 1 16 -2 7.0% -

A charged version of 4C that becomes an overhead.


Universal Mechanics

Ground Throw
4/6A+D
MBCAokoThrow.png
Damage Red Damage Proration Cancel Guard
1000 384 35% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 N/A 0.0% -

Aoko launches the opponent in the air toward the desired direction.


Air Throw
j.4/6A+D
MBCAokoAirThrow.png
Damage Red Damage Proration Cancel Guard
1600 576 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 13 N/A 0.0% -

Aoko smacks her opponent to the ground.


Shield Counter
Auto after a successful Shield
MBFAokoShieldCounter.png
MBCAoko2C.png
MBFAokoAirShieldCounter.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 40% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 2 20 -4 3.5% -

Same animation as 3C.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% SP, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 10.5% -

Same hitboxes as 2C.

Air Damage Red Damage Proration Cancel Guard
500 (303) 174 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 - - 3.5% -

Same animation as C-Moon's j.B.


Shield Bunker
214D in neutral or blockstun
MBCAokoShieldBunker.png
MBHAoko214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0% Clash 1-10

Disjointed shield bunker punch.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 3 22 -7 -100.0% -

H-Moon specific reversal bunker. Loses the extended hurtbox.


Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCAokoCircuitSpark.png
MBCAokoAirCircuitSpark.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 N/A removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 N/A removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Grounded Specials

Blazing Starmine
22A/B/C
MBCAoko22A.png
MBCAoko22B.png
MBCAoko22C.png
A Damage Red Damage Proration Cancel Guard
800x3 (1470) (882) 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 6 36 -2 2.8%x3 (8.4%) -

Summons a pillar directly in front of Aoko. This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it. If your opponent blocks it, it's rock/paper/scissors after it unless you cancel into a super. 3C beats jump, 2A > 2C beats certain backdashes, 623B beats other backdashes, 623A beats mashing, crouching block beats heat or a reversal.

B Damage Red Damage Proration Cancel Guard
800x3 (1470) (882) 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
23 6 33 1 2.8%x3 (8.4%) -

The pillar comes out further in front of Aoko. This is also a nice away to end pressure if you're a bit further away. It's also RPS after it unless you cancel into a super with your opponent having the same options.

EX Damage Red Damage Proration Cancel Guard
250x20 (3083) (2362) 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+15 28 22 -13 -100.0% -

Aoko shoots multiple pillars. This move has only very limited uses. Its main use is for beating super armor (such as Kouma 22C) You can also use it after a 5[C] used as an anti air if your opponent gets hit by that. The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech. The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.


Browning Starmine
236A/B/[B]/C
(236[B]~236A~236A)
MBCAoko236A.png
MBCAoko236B.png
MBCAoko236XB.png
MBCAoko236C.png
A Damage Red Damage Proration Cancel Guard
1000 588 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 4 15 -1 5.6% -

Aoko shoots a beam out of her hand. This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.

B Damage Red Damage Proration Cancel Guard
500x6 (2763) (1593) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
33 12 19 -10 3.5%x6 (21.0%) -

Aoko chills for a bit before shooting a large laser that is fullscreen. Has a first short-ranged vertical hitbox for 2 frames, followed by the fullscreen one that will generally whiff on crouching opponents.

[B] Damage Red Damage Proration Cancel Guard
500x5 (2342) (1350) 100% N/A U
First Active Active Recovery Frame Adv Circuit Invuln
92 10 46 - 3.5%x5 (17.5%) -
~236A Damage Red Damage Proration Cancel Guard
500x2 (984) (567) 100% - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - 5.0%x2 (10.0%) -

Aoko spends some quality time charging before she fires a full screen laser that is unblockable. This isn't that great, since it can be dodged on reaction as it takes so damn long to come out. It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen, but it's not going to hit very often. This version doesn't hit opponents right next to you, but has a wider hitbox.

Inputting 236A > 236A after the charge flash makes a few more lasers come out. Always do this if you do 236[B] as it adds on some damage and looks cool (that's the important part).

EX Damage Red Damage Proration Cancel Guard
100, 350x14 (~2800) (~2360) 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+13 2 (16)
2 (2) x14
23 -3 -100.0% Full 1-8

EX lasers. Aoko opens a portal and a lot of small lasers fire out of it.


I'll kick you over!
623A/B/C
MBCAoko623A.png
MBCAoko623B.png
MBCAoko623C.png
A Damage Red Damage Proration Cancel Guard
1000, 800 (1682) (1059) 100%, 60% (O) (N), (SP), (EX), (J) LHA, HA
First Active Active Recovery Frame Adv Circuit Invuln
4 10 (8) 3 23 -8 5.6%x2 (11.2%) High 1-6

A version of the wheelkick hits twice and the second hit is an overhead. This move is good as an antiair or to beat mashing. It's not fully invincible on startup but it's ok for antiairing if you use it cleanly. Caution: -8 on block. This move is used in combos to set up Kicking Ass!, leaving you a very strong tech punish setup.

B Damage Red Damage Proration Cancel Guard
800 624 100% N/A HA
First Active Active Recovery Frame Adv Circuit Invuln
30 3 9 6 8.0% -

This has some startup time (you can easily get mashed out of it) and hits overhead. +6 on block.

EX Damage Red Damage Proration Cancel Guard
1000, 800x2 (2342) (1573) 100% N/A LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+4 8 (4) 6 25 -13 -100.0% Full 1-7

EX wheelkick. You can use this move as a reversal. It's generally better to do it on wakeup since bunker is a lot safer to go for in the middle of a blockstring. This does decent damage and takes Aoko across half the screen (unless your opponent blocks it standing) very fast. It's -13 on block so you better be prepared for some pain if your opponent baited you.


Magic Draw
214A/B/C
MBHAoko214AB.png
A/B
A/B
MBHAoko214C.png
C
C
Damage Red Damage Proration Cancel Guard
1000 768 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 X 29 -4 7.0% -

Aoko puts her hand on the ground and shoots a shockwave of energy. You can have up to two out on the screen at a time. This version of the move travels the slowest. This move's main use is to keep your opponent from sitting on the other side of the screen when you have some held orbs up. It's -4 on block if you do it at point blank range so don't use it in a blockstring unless you pushed yourself a decent distance away. After, 3C from its max effective range with a jumpcancel/rebeat or special cancel to 214C

Damage Red Damage Proration Cancel Guard
1000 768 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 X 36 -8 7.0% -

This travels faster than the A version. This is mainly used to peg opponents who want to sit away from you in fullscreen, and in the 4[C] combo in midscreen. Always, always cancel into 214C if you're using it after 4[C] because its -8 on block at point-blank range.

Damage Red Damage Proration Cancel Guard
400x3, 1000 (2028) (1446) 100%x3, 50% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
5+5 X 32 14 -100.0% -

EX version. This causes circuit break on hit and you are very plus if all 4 hits are blocked. This move is great if you combo into it since it takes away all metered wakeup options your opponent has.


Floating Starmine
421A/[A]/B/[B]/C/[C]
(No EX)
(421X~8)
MBCAoko421A.png
MBCAoko421B.png
MBHAoko421C.png
A (Min) Damage Red Damage Proration Cancel Guard
800 624 70% (M) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
32/40 X 17/9 8 5.6% -

Generates an orb in front of Aoko. Its explosion can be delayed indefinitely by holding A, B or C. Up to two orbs can be there at a time. Inputting 8 while holding sends the orb ~double jump height from the ground. This is extremely useful in certain matchups, like vs that whore Warc who likes to be in the air a lot.

B (Min) Damage Red Damage Proration Cancel Guard
800 624 70% (M) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
42/51 X 7/None 18 5.6% -

B Version has a longer animation but goes at a distance and is very plus on block.

C (Min) Damage Red Damage Proration Cancel Guard
800 624 70% (M) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
46/55 X 3/None 22 5.6% -

C version sends an orb ~full screen distance from her. You can use the C version to punish wakeup heat/backdash after you do an aircombo in midscreen.

A few warnings about this move: --If you're holding A you can't throw or airthrow. --If you're holding B you can't dodge. --If you're holding C if you input 236B you're forced to do 236[B].


Browning Starbow
63214A/B/C
MBCAoko63214A.png
A
A
MBCAoko63214BC.png
B/C
B/C
A Damage Red Damage Proration Cancel Guard
1000 672 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 2 (2) 2 (2) 2 20 -9 7.0% Reflect 12-21

Quickly forms a circle that hits once. Reflect projectiles.

B Damage Red Damage Proration Cancel Guard
150x8 (1065) (340) 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
28 2 (2) x8 17 23 1.05%x8 (8.4%) Reflect 29-58

The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23. If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.) This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.

EX Damage Red Damage Proration Cancel Guard
200x8 (1422) (1044) 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+10 2 (2) x8 20 20 -100.0% Full 1-3, Reflect 14-43

This is a quicker version of B mirror but at the cost of 100 meter. This isn't really that great since Aoko has many better ways to use the meter and it's even 3 less +frames than B version. The only time to use it is after a blocked 22A, preferably if you're in heat.


Air Specials

Browning Starmine (Air)
j.236A/B/C
j.22A/B/C
MBCAokoj236A.png
MBCAokoj236B.png
MBCAokoj236C.png
A Damage Red Damage Proration Cancel Guard
1000 672 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 12 - -16 (TK) 7.0% -

A single hit laser that keeps the momentum in the air that Aoko has. This move is great in conjunction with the rest of her keepaway(IABD j.236A) to stop opponents from rushing at you recklessly.

B Damage Red Damage Proration Cancel Guard
500x3 (1452) (837) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
23 12 - 2 (TK) 3.5%x3 (10.5%) -

This is much better if your opponent manages to get closer to you than j.236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.

EX Damage Red Damage Proration Cancel Guard
500x5 (2342) (1350) 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+9 12 - 2 (TK) -100.0% -

EX version. You can use this at the end of a standard air combo or you can cancel into this after a J236B if that hits to get some more damage. Can be used in fuzzyguard strings to kill an opponent with low health. Holding a button delays the beam for a little bit.


I'll kick you over! (Air)
j.623A/B/C (No EX)
MBCAokoj623AB.png
A/B
A/B
MBCAokoj623C.png
A Damage Red Damage Proration Cancel Guard
800 480 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 11 - 12 (TK) 5.6% -

Is NOT an overhead AND it hits only on the way down. works best as an extra movement tool for unpredictability. Combos from j.C in jumpins etc.

B Damage Red Damage Proration Cancel Guard
800 480 70% (O) N/A HA
First Active Active Recovery Frame Adv Circuit Invuln
19 8 - -2 (TK) 5.6% -

IS an overhead. Slow, but could be used to get in an unexpected overhead. Must be initiated low to be useful.

C Damage Red Damage Proration Cancel Guard
800x2 (1276) (766) 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 (8) 13 - -2 (TK) 2.8%, 5.6% (8.4%) -

Not EX. Is NOT an overhead. Flies lower than j.623B but similar distance. Good for movement.


Floating Starmine (Air)
j.214A/[A]/B/[B]/C
MBCAokoj214AB.png
MBCAokoj214XAB.png
MBCAokoj214C.png
A/B/[A]/[B]
(Default Maximum
Orb Duration)
Damage Red Damage Proration Cancel Guard
800 624 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
351/355 16 - 0/24 5.6% -

(A or B) Aoko sets up an orb then falls to the ground with the momentum she had before setting up the orb. You can have one orb up for each A, B and EX version at the same time. This move is great in pressure if your opponent will respect you as it grants lots of +frames. It's also good in conjunction with held orbs in neutral to keep your opponent from reaching you.

([A] or [B]) Aoko sets up an orb then falls to the ground without gathered momentum. There are no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.

EX
(Default Maximum
Orb Duration)
Damage Red Damage Proration Cancel Guard
800 624 50% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+175 3 - -7 (TK) -100.0% -

Big EX orb. This move has a couple of uses. If you're about to run out of heat you can burn the remaining meter with EX orb to stay relatively safe behind it. The other great use for it is at the end of an air combo so that you can set up a held orb for oki.


Arc Drive

Severe Break
41236C during Heat
MBCAokoAD.png
Damage Red Damage Proration Cancel Guard
500, 600x6, 500, 600x6 (3344) (2214) 50% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
9+4 28 (39) 28 58 -27 removes all Full 1-73

Assumes a similar stance to her 236X but instead of pointing forwards with her finger, she pulls her left arm back before she thrust forward like she would punch someone. A giant laser beam then extends out of her fist. After the first beams disappears she then repeats the same move with her right arm.



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