Melty Blood/MBAACC/Aoko Aozaki/Half Moon: Difference between revisions
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== Character Page Progress == | == Character Page Progress == | ||
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Aoko}} | {{#lst:Melty_Blood/MBAACC:Roadmap|H-Aoko}} | ||
== Overview == | == Overview == | ||
{| | {{StrengthsAndWeaknesses | ||
| | |intro=[[File:MBAAC_Aoko_OverviewIcon.png|link]] '''H-Aoko''' is the offense-oriented Aoko, boasting a fun & diverse toolkit which trades some system mechanics and setplay options in favor of combos, pressure and okizeme. | ||
|pros= | |||
*'''Pressure''': H-Aoko's 5B and 2C move her forward a lot, which in combination with rebeat, her 5A6AA, and her unique special cancel options, she can stay in for a long time and keep her stagger pressure ambiguous and tricky to deal with. | |||
*'''Mobility''': Similarly to C and F Aoko, she has a second airdash and a good run speed. She has several air options to delay her landings or keep herself airborne. | |||
* | *'''Neutral''': With access to laser rain, air orbs, NE orbs (& her unique 421C), 236X lasers, her unique 214x, as well as strong normals, H-Aoko can often set the pace of the game and is very capable of counter-zoning. | ||
* | *'''Meter Battery''': H-Aoko's BnB's and Corner Throw OTG's build tons of meter which she can choose to safely vent in numerous ways or save for heat. She is also uniquely one of the only characters in the game with constant access to meter break combos & oki, via 214C. | ||
*'''Corner Carry & Okizeme''': Most of H-Aoko's grounded BnB's have excellent corner carry, which can easily take opponents from corner to corner, and she can spend meter to swap between different routes mid-combo. Each of her routes can end in her powerful orb okizeme & fuzzy mix-up, which loops into itself. | |||
| | |cons= | ||
*'''Poor Defense''': H-Aoko lacks good reversals and the ability to Ex-Guard. On top of her mediocre shield counter and below average HP, she will be forced to rely on Half-Moon Bunker in some situations, which has its own weaknesses. | |||
* | *'''Unstable Matchups''': While already somewhat challenging, most of H-Aoko's Combos, Okizeme, & Mix-Ups are character specific and her execution barrier can change drastically as a result of the character she is fighting. Against some characters, some of her combos or setups can be rendered too inconsistent or flat-out impossible which will force her to improvise or settle with much lower reward. | ||
|} | *'''Weak to Ex-Guard''': Despite her seemingly suffocating pressure, she can be pushed out ludicrously fast via Ex-Guard, which can force her to take risks to keep her turn or go for an early mix-up. | ||
|tablewidth=80 | |||
}} | |||
=== | == Move Descriptions == | ||
{{AttackData-MB/Infobox}} | |||
=== Normal Moves === | |||
==== Standing Normals ==== | |||
== | ===== <span class="invisible-header">5A</span> ===== | ||
=== | {{MoveData | ||
=== | |image=MBCAoko5A.png | ||
|image2=MBHAoko5A6A.png | |||
|image3=MBHAoko5A6AA.png | |||
|name=5A | |||
|linkname=5A | |||
|input=5A~6A~6A | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|version=5A | |||
|damage=350 | |||
|reddamage=192 | |||
|proration=70% (O) | |||
|circuit=2.8% | |||
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) | |||
|guard=LH | |||
|startup=5 | |||
|active=4 | |||
|recovery=9 | |||
|frameAdv=-1 | |||
|invuln= | |||
|description=A short downward kick towards the legs. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=5A~6A | |||
|damage=600 | |||
|reddamage=384 | |||
|proration=80% (M) | |||
|circuit=4.2% | |||
|cancel=N, SP, -CH-, EX, (J) | |||
|guard=LH | |||
|startup=8 | |||
|active=4 | |||
|recovery=16 | |||
|frameAdv=-5 | |||
|invuln= | |||
|description=A follow-up forward kick. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=5A~6A~6A | |||
|damage=1000 | |||
|reddamage=768 | |||
|proration=60% (O) | |||
|circuit=7.0% | |||
|cancel=(N), SP, EX, (J) | |||
|guard=LH | |||
|startup=10 | |||
|active=4 | |||
|recovery=17 | |||
|frameAdv=-3 | |||
|invuln= | |||
|description=A third one that launches the opponent. | |||
}} | |||
}} | |||
===== <span class="invisible-header">5B</span> ===== | |||
{{MoveData | |||
|image=MBHAoko5B.png | |||
|name=5B | |||
|linkname=5B | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|damage=700 | |||
|reddamage=480 | |||
|proration=85% (O) | |||
|circuit=4.9% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=8 | |||
|active=5 | |||
|recovery=15 | |||
|frameAdv=-5 | |||
|invuln= | |||
|description=A punch that moves Aoko forward. | |||
}} | |||
}} | |||
===== <span class="invisible-header">5C</span> ===== | |||
{{MoveData | |||
|image=MBCAoko5C.png | |||
|image2=MBCAoko5XC.png | |||
|image3=MBCAoko5XCLaser.png | |||
|name=5C | |||
|linkname=5C | |||
|input=5[C] | |||
|caption= | |||
|caption2= | |||
|data= | |||
{{AttackData-MB | |||
|version=5C | |||
|damage=850 | |||
|reddamage=528 | |||
|proration=100% | |||
|circuit=7.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=11 | |||
|active=7 | |||
|recovery=14 | |||
|frameAdv=-3 | |||
|invuln= | |||
|description=An upwards kick. Decent range, and can be used as a situational anti-air with proper spacing. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=5[C] | |||
|damage=1200 | |||
{{ | |reddamage=960 | ||
== | |proration=100% | ||
|circuit=8.4% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=29 | |||
|active=2 | |||
| | |recovery=16 | ||
|frameAdv=0 | |||
| | |invuln= | ||
| | |description= | ||
| | |||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
{{ | {{AttackData-MB | ||
| | |header=no | ||
|damage= | |version=(Laser) | ||
| | |damage=350*3 | ||
| | |reddamage=200*3 | ||
| | |proration=100% | ||
| | |circuit=3.5%*3 (10.5%) | ||
| | |cancel= | ||
|guard=LHA | |||
|startup=37 | |||
|active={{Tooltip | text=3| hovertext=1, 1, 1}} | |||
|recovery=7 | |||
|frameAdv={{Tooltip | text=8 ~ 10| hovertext=1 hit = 8, 3 hits = 10.}} | |||
|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. The beam can be used as an anti-air. | |||
}} | }} | ||
}} | }} | ||
{{ | |||
| | ==== Crouching Normals ==== | ||
| | ===== <span class="invisible-header">2A</span> ===== | ||
| | {{MoveData | ||
| | |image=MBCAoko2A.png | ||
| | |name=2A | ||
| | |linkname=2A | ||
| | |caption= | ||
|data= | |||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=192 | |||
|proration=75% (O) | |||
|circuit=2.1% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=LH | |||
|startup=4 | |||
|active=3 | |||
|recovery=9 | |||
|frameAdv=0 | |||
|invuln= | |||
|description=A very short elbow poke. Amazing rebeat option as it is +0. | |||
}} | |||
}} | |||
===== <span class="invisible-header">2B</span> ===== | |||
{{MoveData | |||
|image=MBCAoko2B.png | |||
|name=2B | |||
|linkname=2B | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|damage=600 | |||
|reddamage=336 | |||
|proration=85% (O) | |||
|circuit=5.6% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=7 | |||
|active=7 | |||
|recovery=15 | |||
|frameAdv=-7 | |||
|invuln= | |||
|description=A deceptively long range low kick with a strong disjoint. | |||
}} | }} | ||
}} | |||
===== <span class="invisible-header">2C</span> ===== | |||
{{MoveData | |||
|image=MBCAoko2C.png | |||
|name=2C | |||
|linkname=2C | |||
|caption= | |||
|data= | |||
{{ | {{AttackData-MB | ||
|damage=800 | |||
|reddamage=490 | |||
|proration=65% (O) | |||
|circuit=8.4% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=9 | |||
|active=5 | |||
{{ | |recovery=18 | ||
| | |frameAdv=-8 | ||
| | |invuln= | ||
| | |description=A long range low sweep. Moves Aoko forward, and is safe if spaced properly. | ||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
}} | }} | ||
{{ | ==== Aerial Normals ==== | ||
|data= | ===== <span class="invisible-header">j.A</span> ===== | ||
{{ | {{MoveData | ||
| | |image=MBCAokojA.png | ||
| | |name=j.A | ||
| | |linkname=j.A | ||
| | |caption= | ||
| | |data= | ||
| | {{AttackData-MB | ||
| | |damage=300 | ||
|reddamage=144 | |||
|proration=75% (O) | |||
|circuit=2.1% | |||
|cancel=N, SP, EX, J | |||
|guard=LHA | |||
|startup=5 | |||
|active=4 | |||
|recovery=10 | |||
|frameAdv= | |||
|invuln= | |||
|description=A quick and slightly downward angled punch. Amazing air-to-air and anti-air. | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.B</span> ===== | |||
{{MoveData | |||
|image=MBHAokojB.png | |||
|name=j.B | |||
|linkname=j.B | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|damage=600 | |||
|reddamage=384 | |||
|proration=90% (O) | |||
|circuit=4.2% | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=7 | |||
|active=5 | |||
|recovery=- | |||
|frameAdv=- | |||
|invuln= | |||
|description=A downward aerial kick. Very easy to setup Yuuhi mix from afar with. | |||
}} | }} | ||
}} | }} | ||
{{ | |||
===== <span class="invisible-header">j.C</span> ===== | |||
{{MoveData | |||
|image=MBHAokojC.png | |||
| | |name=j.C | ||
| | |linkname=j.C | ||
| | |caption= | ||
| | |data= | ||
{{AttackData-MB | |||
|damage=900 | |||
| | |reddamage=672 | ||
| | |proration=90% (O) | ||
| | |circuit=6.3% | ||
| | |cancel=N, SP, EX, J | ||
| | |guard=HA | ||
| | |startup=10 | ||
| | |active=5 | ||
}} | |recovery=- | ||
|frameAdv=- | |||
|invuln= | |||
|description=Another kick similar to the above. Useful footsies tool due to disjoint and length. | |||
}} | |||
}} | |||
==== Command Normals ==== | |||
===== <span class="invisible-header">3C</span> ===== | |||
{{MoveData | |||
{{ | |image=MBCAoko3C.png | ||
| | |name=3C | ||
| | |linkname=3C | ||
| | |caption= | ||
| | |data= | ||
| | {{AttackData-MB | ||
| | |damage=800 | ||
| | |reddamage=480 | ||
|proration=65% (O) | |||
|circuit=6.3% | |||
| | |cancel=N, SP, EX, (J) | ||
| | |guard=LH | ||
| | |startup=10 | ||
| | |active=3 | ||
| | |recovery=21 | ||
|frameAdv=-6 | |||
|invuln=Clash 6-12 | |||
|description=Aoko's standard launcher. Has a clash hitbox. Go-to air unblockable. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">4C</span> ===== | |||
{{MoveData | |||
|image=MBCAoko4C.png | |||
|name=4C | |||
|linkname=4C | |||
|input=4[C] | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|version=4C | |||
|damage=1000 | |||
|reddamage=720 | |||
{{ | |proration=70% (O) | ||
| | |circuit=7.0% | ||
|cancel=SP, EX | |||
|guard=LH | |||
|startup=15 | |||
|active=1 | |||
|recovery=19 | |||
|frameAdv=-5 (vs Stand.), -2 (vs. Crouch) | |||
|invuln= | |||
|description= Aoko swings her leg downward for an axe kick. Gives a quick hkd on air opponents. Can be used in pressure to throw-off players. | |||
}} | }} | ||
{{ | {{AttackData-MB | ||
|header=no | |||
|version=4[C] | |||
|damage=1000 | |||
| | |reddamage=720 | ||
|proration=50% (O) | |||
|circuit=7.0% | |||
|cancel=SP, EX, (J) | |||
|guard=H | |||
|startup=25 | |||
| | |active=1 | ||
|recovery=16 | |||
|frameAdv=-2 | |||
|invuln= | |||
|description= A charged version of 4C that becomes an overhead. Combo-Extender, Combo-Starter and best Combo-Ender by far as the frame advantage it gives is excellent. | |||
}} | }} | ||
}} | }} | ||
=== Universal Mechanics === | |||
===== <span class="invisible-header">Ground Throw</span> ===== | |||
{{MoveData | |||
|image=MBCAokoThrow.png | |||
|name=Ground Throw | |||
|linkname=Ground Throw | |||
{{ | |caption= | ||
| | |input=4/6A+D | ||
|data= | |||
| | {{AttackData-MB | ||
| | |damage=1000 | ||
| | |reddamage=384 | ||
| | |proration=35% | ||
| | |circuit=0.0% | ||
| | |cancel= | ||
| | |guard=U | ||
|startup=3 | |||
|active=1 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln= | |||
|description=Aoko launches the opponent in the air toward the desired direction. Ground techable, and not comboable from on most characters. | |||
}} | |||
}} | }} | ||
{{ | |||
| | ===== <span class="invisible-header">Air Throw</span> ===== | ||
| | {{MoveData | ||
| | |image=MBCAokoAirThrow.png | ||
| | |name=Air Throw | ||
| | |linkname=Air Throw | ||
| | |caption= | ||
| | |input=j.4/6A+D | ||
|data= | |||
{{AttackData-MB | |||
| | |damage=1600 | ||
| | |reddamage=576 | ||
|proration=30% | |||
|circuit=0.0% | |||
| | |cancel=(Any if Raw) | ||
| | |guard=U | ||
| | |startup=2 | ||
|active=1 | |||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=Aoko smacks her opponent to the ground. Ground bounces and pulls you toward the opponent when done raw, causes an untechable knockdown and pulls you away as a combo ender, leaving you with a bit of advantage. | |||
}} | }} | ||
}} | }} | ||
{{ | |||
| | ===== <span class="invisible-header">Shield Counter</span> ===== | ||
|damage= | {{MoveData | ||
| | |image=MBFAokoShieldCounter.png | ||
| | |image2=MBCAoko2C.png | ||
| | |image3=MBFAokoAirShieldCounter.png | ||
| | |name=Shield Counter | ||
| | |linkname=Shield Counter | ||
|input=Auto after a successful Shield | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|version=Standing | |||
|damage=500 (345) | |||
|reddamage=198 | |||
|proration=40% | |||
|circuit=3.5% | |||
|cancel=SP, EX, (J) | |||
|guard=LHA | |||
|startup=9 | |||
|active=2 | |||
|recovery=20 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description=Same animation as 3C. Pushes Aoko forward which can cause whiffs. | |||
}} | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version=Crouching | |||
|damage=1500 (1117) | |||
|reddamage=714 | |||
| | |proration=50% | ||
|circuit=10.5% | |||
| | |cancel=SP, EX, (J) | ||
| | |guard=LA | ||
| | |startup=9 | ||
| | |active=4 | ||
| | |recovery=18 | ||
| | |frameAdv=-4 | ||
| | |invuln= | ||
|description=Same hitboxes as 2C. Pushes Aoko forward. | |||
}} | }} | ||
{{ | {{AttackData-MB | ||
| | |header=no | ||
|damage= | |version=Air | ||
| | |damage=500 (303) | ||
| | |reddamage=174 | ||
| | |proration=50% | ||
| | |circuit=3.5% | ||
| | |cancel= | ||
|guard=HA | |||
|startup=7 | |||
|active=4 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=Same animation as C-Moon's j.B. | |||
}} | }} | ||
}} | }} | ||
{{ | |||
===== <span class="invisible-header">Shield Bunker</span> ===== | |||
{{MoveData | |||
| | |image=MBCAokoShieldBunker.png | ||
| | |image2=MBHAoko214D.png | ||
| | |caption= | ||
| | |name=Shield Bunker | ||
| | |linkname=Shield Bunker | ||
|input=214D in neutral or blockstun | |||
|data= | |||
| | {{AttackData-MB | ||
| | |version=Neutral | ||
| | |damage=500 | ||
| | |reddamage=192 | ||
| | |proration=50% | ||
| | |circuit=0.0% | ||
| | |cancel= | ||
|guard=LHA | |||
|startup=26 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln=Clash 1-10 | |||
|description= | |||
}} | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}} | |||
|damage=500 | |||
|reddamage=192 | |||
|proration=50% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=8 | |||
|active=4 | |||
{{ | |recovery=19 | ||
| | |frameAdv=-5 | ||
{{ | |invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}} | ||
| | |description=Disjointed shield bunker punch. | ||
| | }} | ||
| | {{AttackData-MB | ||
| | |header=no | ||
| | |version=Blockstun | ||
| | |damage=0 | ||
| | |reddamage=0 | ||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=19 | |||
|active=3 | |||
|recovery=22 | |||
|frameAdv=-7 | |||
|invuln= | |||
|description=H-Moon specific reversal bunker. Loses the extended hurtbox. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">Circuit Spark</span> ===== | |||
{{MoveData | |||
=== | |image=MBCAokoCircuitSpark.png | ||
|image2=MBCAokoAirCircuitSpark.png | |||
|name=Circuit Spark | |||
{{ | |linkname=Circuit Spark | ||
| | |caption= | ||
{{ | |input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun | ||
| | |data= | ||
|damage= | {{AttackData-MB | ||
| | |version=Ground | ||
| | |damage=100 | ||
| | |reddamage=0 | ||
| | |proration=100% | ||
| | |circuit=removes all | ||
|cancel= | |||
|guard=U | |||
|startup=11 | |||
|active=10 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln=Full 1-39 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=Air | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup=12 | |||
|active=10 | |||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|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. | |||
}} | }} | ||
}} | }} | ||
{{ | |||
=== Special Moves === | |||
==== Grounded Specials ==== | |||
===== <span class="invisible-header">236X</span> ===== | |||
{{MoveData | |||
|image=MBCAoko236A.png | |||
|image2=MBCAoko236B.png | |||
|image3=MBCAoko236XB.png | |||
|image4=MBCAoko236C.png | |||
|name= Browning Starmine | |||
|linkname=236X | |||
|input=236A/B/[B]/C<br>(236[B]~236A~236A) | |||
|data= | |data= | ||
{{ | {{AttackData-MB | ||
| | |version=A | ||
|damage= | |damage=1000 | ||
| | |reddamage=588 | ||
| | |proration=100% | ||
| | |circuit=5.6% | ||
| | |cancel=-EX- | ||
| | |guard=LHA | ||
|startup=17 | |||
|active=4 | |||
|recovery=15 | |||
|frameAdv=-1 | |||
|invuln= | |||
|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 | ||
| | |header=no | ||
| | |version=B | ||
| | |damage=500*6 (2763) | ||
| | |reddamage=(1593) | ||
| | |proration=100% | ||
| | |circuit=3.5%*6 (21.0%) | ||
| | |cancel=-EX- | ||
|guard=LHA | |||
|startup=34 | |||
|active={{Tooltip | text=12| hovertext=2, 2, 2, 2, 2, 2}} | |||
|recovery=19 | |||
|frameAdv={{Tooltip | text=-10 ~ 15| hovertext=-10 on one hit blocked point blank (crouch blocking).
-8 on one hit blocked ranged (single stand block then switch to crouch block).
Each additional hit blocked adds 5f advantage up to 15/12.}} | |||
|invuln= | |||
|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 | ||
| | |header=no | ||
| | |version=[B] | ||
| | |damage=500*5 (2342) | ||
| | |reddamage=(1350) | ||
| | |proration=100% | ||
| | |circuit=3.5%*5 (17.5%) | ||
| | |cancel= | ||
|guard=U | |||
|startup=93 | |||
|active={{Tooltip | text=10| hovertext=2, 2, 2, 2, 2}} | |||
|recovery=46 | |||
|frameAdv= | |||
|invuln= | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=~236A | |||
|damage=500*2 (984) | |||
|reddamage=(567) | |||
|proration=100% | |||
|circuit=5.0%*2 (10.0%) | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|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 | |||
|header=no | |||
|version=EX | |||
|damage=100, 350*14 (~2800) | |||
|reddamage=(~2360) | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=2+14 | |||
|active=2 (16)<br>2 (2) x14 | |||
|recovery=23 | |||
|frameAdv={{Tooltip | text=-3| hovertext=Advantage on last hit connecting.}} | |||
|invuln=Full 1-8 | |||
|description=EX lasers. Aoko opens a portal and a lot of small lasers fire out of it. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">623X</span> ===== | |||
{{ | {{MoveData | ||
|image=MBCAoko623A.png | |||
|image2=MBCAoko623B.png | |||
|image3=MBCAoko623C.png | |||
|name=I'll kick you over! | |||
|linkname=623X | |||
|input=623A/B/C | |||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackData-MB | ||
|version=A | |||
|damage=1000, 800 (1682) | |||
|reddamage=(1059) | |||
|proration=100%, 60% (O) | |||
|circuit=5.6%*2 (11.2%) | |||
|cancel={{Tooltip | text=(N), (SP), (EX), (J)| hovertext=Cancel window starts when touching the ground.}} | |||
| | |guard=LHA, HA | ||
|startup=5 | |||
|active=10 (8) 3 | |||
|recovery=23 | |||
|frameAdv=-8 | |||
|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 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 | ||
| | |header=no | ||
|damage= | |version=B | ||
| | |damage=800 | ||
| | |reddamage=624 | ||
| | |proration=100% | ||
| | |circuit=8.0% | ||
| | |cancel= | ||
|guard=HA | |||
|startup=31 | |||
|active=3 | |||
|recovery=9 | |||
|frameAdv=6 | |||
|invuln= | |||
|description=This has some startup time (you can easily get mashed out of it) and hits overhead. +6 on block. | |||
}} | }} | ||
{{ | {{AttackData-MB | ||
| | |header=no | ||
|damage= | |version=EX | ||
| | |damage=1000, 800*2 (2342) | ||
| | |reddamage=(1573) | ||
| | |proration=100% | ||
| | |circuit=-100.0% | ||
| | |cancel= | ||
|guard=LH, LHA | |||
{{ | |startup=1+5 | ||
|active={{Tooltip | text=8 (4) 6| hovertext=8 (4) 3, 3}} | |||
| | |recovery=25 | ||
| | |frameAdv=-13 | ||
| | |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. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">214X</span> ===== | |||
{{ | {{MoveData | ||
| | |image=MBHAoko214AB.png | ||
{{ | |image2=MBHAoko214C.png | ||
| | |name= Magic Draw | ||
|damage= | |linkname=214X | ||
| | |input=214A/B/C | ||
| | |caption=A/B | ||
| | |caption2=C | ||
| | |data= | ||
| | {{AttackData-MB | ||
|version=A | |||
|damage=1000 | |||
|reddamage=768 | |||
|proration=100% | |||
|circuit=7.0% | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=13 | |||
|active=X | |||
|recovery=29 | |||
|frameAdv={{Tooltip | text=-4| hovertext=Point-blank advantage.}} | |||
|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 -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 | |||
|header=no | |||
|version=B | |||
|damage=1000 | |||
|reddamage=768 | |||
|proration=100% | |||
|circuit=7.0% | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=11 | |||
|active=X | |||
|recovery=36 | |||
|frameAdv={{Tooltip | text=-8| hovertext=Point-blank advantage.}} | |||
|invuln= | |||
|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 | |||
|header=no | |||
|version=C | |||
|damage=400*3, 1000 (2028) | |||
|reddamage=(1446) | |||
|proration= 100%*3, 50% (O) | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=5+6 | |||
|active=X | |||
|recovery=32 | |||
|frameAdv={{Tooltip | text=14| hovertext=Point-blank advantage, all hits.}} | |||
|invuln= | |||
|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. | |||
}} | |||
}} | }} | ||
===== <span class="invisible-header">421X</span> ===== | |||
===== <span class="invisible-header"> | |||
{{MoveData | {{MoveData | ||
|image= | |image=MBCAoko421A.png | ||
|image2= | |image2=MBCAoko421B.png | ||
|image3= | |image3=MBHAoko421C.png | ||
|name= | |name=Floating Starmine | ||
|linkname= | |linkname=421X | ||
|input= | |input=421A/[A]/B/[B]/C/[C]<br>(No EX)<br>(421X~8) | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A (Min) | |||
|damage=800 | |||
|reddamage=624 | |||
|proration=70% (M) | |||
|circuit=5.6% | |||
|cancel= | |||
|guard= | |guard=LHA | ||
|startup= | |startup={{Tooltip | text=32/40| hovertext=32 by default, 40 when holding 8.}} | ||
|active= | |active={{Tooltip | text=X| hovertext=16.
Aoko recovers during active frames.}} | ||
|recovery= | |recovery={{Tooltip | text=17/9| hovertext=17 by default, 9 when holding 8.}} | ||
|frameAdv= | |frameAdv=8 | ||
|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. Very useful for controlling air space and discouraging jump-ins in certain matchups. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B (Min) | |||
|damage=800 | |||
|reddamage=624 | |||
|proration=70% (M) | |||
|circuit=5.6% | |||
|cancel= | |||
|guard=LHA | |||
|startup={{Tooltip | text=42/51| hovertext=42 by default, 51 when holding 8.}} | |||
|active={{Tooltip | text=X| hovertext=16.
Aoko recovers during active frames.}} | |||
|recovery={{Tooltip | text=7/None| hovertext=6 by default.
Recovery finishes 2 frames before the explosion when holding 8.}} | |||
|frameAdv=18 | |||
|invuln= | |invuln= | ||
|description= | |description=B Version has a longer animation but goes at a distance and is very plus on block. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version= | |version=C (Min) | ||
|damage= | |damage=800 | ||
|reddamage= | |reddamage=624 | ||
|proration= | |proration=70% (M) | ||
|circuit= | |circuit=5.6% | ||
|cancel= | |cancel= | ||
|guard= | |guard=LHA | ||
|startup= | |startup={{Tooltip | text=46/55| hovertext=46 by default, 55 when holding 8.}} | ||
|active= | |active={{Tooltip | text=X| hovertext=16.
Aoko recovers during active frames.}} | ||
|recovery= | |recovery={{Tooltip | text=3/None| hovertext=6 by default.
Recovery finishes 6 frames before the explosion when holding 8.}} | ||
|frameAdv= | |frameAdv=22 | ||
|invuln= | |invuln= | ||
|description=A | |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: | |||
--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]. | |||
}} | |||
}} | }} | ||
===== <span class="invisible-header">22X</span> ===== | |||
{{MoveData | |||
|image=MBCAoko22A.png | |||
|image2=MBCAoko22B.png | |||
|image3=MBCAoko22C.png | |||
|name= Blazing Starmine | |||
|linkname=22X | |||
===== <span class="invisible-header"> | |||
{{MoveData | |||
|image= | |||
|name= | |||
|linkname= | |||
|caption= | |caption= | ||
|data= | |caption2= | ||
|caption3= | |||
|input=22A/B/C | |||
|data= | |||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |version=A | ||
|reddamage= | |damage=800*3 (1470) | ||
|proration= | |reddamage=(882) | ||
|circuit=4 | |proration=50% (O) | ||
|cancel= | |circuit=2.8%*3 (8.4%) | ||
|guard= | |cancel=-EX- | ||
|startup= | |guard=LHA | ||
|active= | |startup=16 | ||
|recovery= | |active={{Tooltip | text=6| hovertext=2, 2, 2}} | ||
|frameAdv= | |recovery=36 | ||
|invuln= | |frameAdv=-2 | ||
|description= | |invuln= | ||
|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 | |||
|header=no | |||
|version=B | |||
|damage=800*3 (1470) | |||
|reddamage=(882) | |||
|proration=50% (O) | |||
|circuit=2.8%*3 (8.4%) | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=24 | |||
|active={{Tooltip | text=6| hovertext=2, 2, 2}} | |||
|recovery=33 | |||
|frameAdv=1 | |||
|invuln= | |||
|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 | ||
|version= | |header=no | ||
|damage= | |version=EX | ||
|reddamage= | |damage=250*20 (3083) | ||
|reddamage=(2362) | |||
|proration=100% | |proration=100% | ||
|circuit= | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard= | |guard=LHA | ||
|startup= | |startup=3+16 | ||
|active= | |active={{Tooltip | text=28| hovertext=Shoots at irregular periods 8 overlapping pillars that last 10 frames each.}} | ||
|recovery= | |recovery=22 | ||
|frameAdv=- | |frameAdv=-13 | ||
|invuln= | |invuln= | ||
|description= | |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. | ||
}} | |||
}} | }} | ||
{{AttackData-MB | |||
===== <span class="invisible-header">63214X</span> ===== | |||
|version= | {{MoveData | ||
|damage= | |image=MBCAoko63214A.png | ||
|reddamage= | |image2=MBCAoko63214BC.png | ||
|name=Browning Starbow | |||
|linkname=63214X | |||
|input=63214A/B/C | |||
|caption=A | |||
|caption2=B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=1000 | |||
|reddamage=672 | |||
|proration=100% | |proration=100% | ||
|circuit= | |circuit=7.0% | ||
|cancel= | |cancel=-EX- | ||
|guard= | |guard=LHA | ||
|startup= | |startup=12 | ||
|active=2 | |active={{Tooltip | text=2 (2) 2 (2) 2| hovertext=One hit only.}} | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv=-9 | ||
|invuln= | |invuln=Reflect 12-21 | ||
|description= | |description=Quickly forms a circle that hits once. Reflect projectiles. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version= | |version=B | ||
|damage= | |damage=150*8 (1065) | ||
|reddamage= | |reddamage=(340) | ||
|proration=100% | |proration=100% | ||
|circuit= | |circuit=1.05%*8 (8.4%) | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=29 | ||
|active= | |active=2 (2) x8 | ||
|recovery= | |recovery=17 | ||
|frameAdv= | |frameAdv=23 | ||
|invuln= | |invuln=Reflect 29-58 | ||
|description= | |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 | |||
|header=no | |||
|version=EX | |||
|damage=200*8 (1422) | |||
|reddamage=(1044) | |||
{{ | |proration=100% | ||
| | |circuit=-100.0% | ||
| | |cancel= | ||
|guard=LHA | |||
|startup=3+11 | |||
|active=2 (2) x8 | |||
|recovery=20 | |||
|damage= | |frameAdv=20 | ||
|reddamage= | |invuln=Full 1-3, Reflect 14-43 | ||
|proration= | |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. | ||
|circuit= | |||
|cancel= | |||
|guard= | |||
|startup=3 | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description= | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"> | |||
==== Aerial Specials ==== | |||
===== <span class="invisible-header">j.236X</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MBCAokoj236A.png | ||
|name= | |image2=MBCAokoj236B.png | ||
|linkname= | |image3=MBCAokoj236C.png | ||
|caption= | |name=Browning Starmine (Air) | ||
|data= | |linkname=j.236X | ||
|caption= | |||
|caption2= | |||
|caption3= | |||
|input=j.236A/B/C<br>j.22A/B/C | |||
|data= | |||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |version=A | ||
|reddamage= | |damage=1000 | ||
|proration= | |reddamage=672 | ||
|circuit= | |proration=100% | ||
|cancel= | |circuit=7.0% | ||
|guard= | |cancel= | ||
|startup= | |guard=LHA | ||
|active= | |startup=17 | ||
|recovery= | |active=12 | ||
|frameAdv=- | |recovery= | ||
|frameAdv=-16 (TK) | |||
|invuln= | |invuln= | ||
|description=A | |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 | ||
|damage= | |header=no | ||
|reddamage= | |version=B | ||
|proration= | |damage=500*3 (1452) | ||
|circuit= | |reddamage=(837) | ||
|cancel= | |proration=100% | ||
|guard= | |circuit=3.5%*3 (10.5%) | ||
|startup= | |cancel=-EX- | ||
|active= | |guard=LHA | ||
|recovery= | |startup=24 | ||
|frameAdv= | |active=12 | ||
|recovery= | |||
|frameAdv=2 (TK) | |||
|invuln= | |invuln= | ||
|description= | |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 | ||
|damage= | |header=no | ||
|reddamage= | |version=EX | ||
|proration= | |damage=500*5 (2342) | ||
|circuit= | |reddamage=(1350) | ||
|cancel= | |proration=100% | ||
|guard=LHA | |circuit=-100.0% | ||
|startup= | |cancel= | ||
|active= | |guard=LHA | ||
|recovery= | |startup=2+10 | ||
|frameAdv= | |active=12 | ||
|recovery= | |||
|frameAdv=2 (TK) | |||
|invuln= | |invuln= | ||
|description= | |description=EX version. You can use this at the end of a standard air combo or you can cancel into this after a j.236B if that hits to get some more damage. Can be used in fuzzyguard strings to kill an opponent with low health. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">j. | ===== <span class="invisible-header">j.623X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MBCAokoj623AB.png | ||
|name=j. | |image2=MBCAokoj623C.png | ||
| | |name= I'll kick you over! (Air) | ||
|caption= | |linkname=j.623X | ||
|data= | |input=j.623A/B/C (No EX) | ||
|caption=A/B | |||
|caption2= | |||
|data= | |||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |version=A | ||
|reddamage= | |damage=800 | ||
|proration= | |reddamage=480 | ||
|circuit= | |proration=70% (O) | ||
|cancel= | |circuit=5.6% | ||
|guard= | |cancel= | ||
|startup= | |guard=LHA | ||
|active= | |startup=15 | ||
|recovery= | |active=11 | ||
|frameAdv= | |recovery= | ||
|invuln= | |frameAdv=12 ~ 14 (TK) | ||
|description= | |invuln= | ||
|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 | |||
|header=no | |||
|version=B | |||
|damage=800 | |||
|reddamage=480 | |||
|proration=70% (O) | |||
|circuit=5.6% | |||
|cancel= | |||
|guard=HA | |||
|startup=20 | |||
|active=8 | |||
|recovery= | |||
|frameAdv=-2 ~ 5 (TK) | |||
|invuln= | |||
|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 | ||
|damage= | |header=no | ||
|reddamage= | |version=C | ||
|proration= | |damage=800*2 (1276) | ||
|circuit=6. | |reddamage=(766) | ||
|cancel= | |proration=70% (O) | ||
|guard= | |circuit=2.8%, 5.6% (8.4%) | ||
|startup= | |cancel= | ||
|active= | |guard=LHA | ||
|recovery= | |startup=8 | ||
|frameAdv=- | |active=4 (8) 13 | ||
|invuln= | |recovery= | ||
|description= | |frameAdv=-1 (TK) | ||
|invuln= | |||
|description=Not EX. Is NOT an overhead. Flies lower than j.623B but similar distance. Good for movement. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">j.214X</span> ===== | |||
===== <span class="invisible-header"> | |||
{{MoveData | {{MoveData | ||
|image= | |image=MBCAokoj214AB.png | ||
|name= | |image2=MBCAokoj214XAB.png | ||
|linkname= | |image3=MBCAokoj214C.png | ||
|name=Floating Starmine (Air) | |||
|linkname=j.214X | |||
|input=j.214A/[A]/B/[B]/C | |||
|caption= | |caption= | ||
|data= | |caption2= | ||
|data= | |||
{{AttackData-MB | {{AttackData-MB | ||
|damage=800 | |version=A/B/[A]/[B]<br>(Default Maximum<br>Orb Duration) | ||
|reddamage= | |damage=800 | ||
|proration= | |reddamage=624 | ||
|circuit=6 | |proration= 70% (O) | ||
|cancel= | |circuit=5.6% | ||
|guard= | |cancel= | ||
|startup= | |guard=LHA | ||
|active=3 | |startup={{Tooltip | text=351/355| hovertext=Explosion trigger box active on frames 24-343 when uncharged, 28-347 when charged.}} | ||
|recovery= | |active={{Tooltip | text=16| hovertext=Orb explosion.}} | ||
|frameAdv=- | |recovery= | ||
|invuln= | |frameAdv={{Tooltip | text=0/24| hovertext=Uncharged/Charged TK advantage.}} | ||
|description= | |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. 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. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX<br>(Default Maximum<br>Orb Duration) | |||
|damage=800 | |||
|reddamage=624 | |||
|proration=50% (M) | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup={{Tooltip | text=3+175| hovertext=Explosion trigger box active on frames 16-175.}} | |||
|active={{Tooltip | text=3| hovertext=Orb explosion.}} | |||
|recovery= | |||
|frameAdv=-7 (TK) | |||
|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.<!-- --> 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?--> | |||
}} | }} | ||
}} | }} | ||
=== | === Arc Drive === | ||
{{MoveData | {{MoveData | ||
|image= | |image=MBCAokoAD.png | ||
|name= | |caption= | ||
|linkname= | |name=Severe Break | ||
|input= | |linkname=Arc Drive | ||
|input=41236C during Heat | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage= 500, 600*6, 500, 600*6 (3344) | |||
|reddamage=(2214) | |||
|proration=50% (O) | |||
|circuit=removes all | |||
|cancel= | |||
|guard=LHA | |||
|startup=9+5 | |||
|active=28 (39) 28 | |||
|recovery=58 | |||
|frameAdv=-27 | |||
|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. | |||
|reddamage= | |||
|guard= | |||
}} | }} | ||
}} | }} | ||
== General Gameplan == | |||
=== Neutral === | |||
=== Pressure === | |||
::<u>'''Blockstrings:'''</u> | |||
Forward moving normals are [[#5B|5B]], [[#2C|2C]], [[#5A|6AA]]. For inspiration see here: [http://www.nicovideo.jp/watch/sm16737063 1]/[http://www.nicovideo.jp/watch/sm18955986 2] (Niconico) or [http://youtu.be/bxLGtX6GZmc 1]/[http://youtu.be/ui5iccKriWk 2] (Youtube) | |||
::<u>'''With held orbs:'''</u> | |||
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. | |||
::::<u>Ground strings, assuming an already held orb:</u> | |||
* '''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.<br>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 reverse beat options. | |||
::::<u>Jump-in strings assuming a held orb:</u><br> | |||
(these are best in the corner, but you can space stuff like this midscreen too and put teh [http://www.meltybread.com/forums/aoko-aozaki/fear-h-aoko-again/ FEARINTHEM]<br> | |||
* '''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. | |||
::<u>'''Fuzzy:'''</u> | |||
The options haven't changed from PS2, see the [http://wiki.mizuumi.net/w/Melty_Blood/Aoko_Aozaki/PS2 PS2 wiki] and read the meltybread.com threads on [http://www.meltybread.com/forums/aoko-aozaki/(half-moon)-aoko-guide-mbaa-verps2-ver1-(arcade)/ Actress Again] and [http://www.meltybread.com/forums/aoko-aozaki-121/(mbaacc-1-07)-h-aoko-discussion-thread/ Current Code] .<br>Also check videos such as:<br> | |||
* [http://www.youtube.com/watch?v=jIhlXbJyIe0&t=58s Tonberry's tribute to MeltyBlood].<br> | |||
* [http://www.youtube.com/watch?v=5NPNPBcEKzw&t=34s Aozaki_Kyo's HAoko video thanks to #Mages-Association]. | |||
* 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. | |||
|data= | |||
{{ | |||
| | ::<u>'''Okizeme'''</u> | ||
|damage= | |||
| | === Defense === | ||
| | |||
| | == Combos == | ||
| | {{ComboLegend-MB}} | ||
=== 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.<br> | ||
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. | |||
::<u>'''Midscreen BnBs'''</u> | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=2702 | |||
|metergen=33.6 | |||
|metero=14.4 | |||
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 421[A/B] | |||
|simput= | |||
|note= 4[C] gives a longer knockdown for more options. | |||
}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Normal starter, grounded opponent | ||
|damage=3284 | |||
|damage= | |metergen=49.0 | ||
| | |metero=21.0 | ||
|input= *2A > 2B > 5B > 5A6AA > 2C > 5C > 4C > 421[A/B] | |||
| | |simput= | ||
|note= Orb okizeme BnB. | |||
| | |||
| | |||
| | |||
}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Normal starter, grounded opponent | ||
|damage=4290 | |||
|damage= | |metergen=64.8 | ||
| | |metero=28.2 | ||
| | |input= *2A > 2B > 5B > 5A6AA > 4[C] > 214A > 66 j.ABC > dj.ABC > AT | ||
| | |simput= | ||
|note= Basic corner carry combo. | |||
| | |||
| | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=4466 | |||
|metergen=69.3 | |||
|metero=29.7 | |||
|input= *2A > 2B > 5B > 5A6AA > 2C > 5C > 3C > j.BC > dj.BC > AT | |||
|simput= | |||
|note= Airthrow damage bnb. | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
{{ | |damage=4532 | ||
|metergen=78.4 | |||
|metero=33.6 | |||
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5C > 3C > j.BC > j.BC > AT | |||
|simput= | |||
|note= Slightly more damaging version. Delay 2C > 5C > 3C a lot or 3C will whiff. | |||
| | |||
|damage= | |||
| | |||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Normal starter, grounded opponent | ||
|damage=3790 | |||
|damage= | |metergen=64.4 | ||
| | |metero=27.6 | ||
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5C > 3C > 63214A > 421[A/B] | |||
|simput= | |||
|note= Oki orb variant of the above. | |||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage=4479 | |||
= | |metergen=57.4 | ||
= | |metero=24.6 | ||
= | |input= *66 2A > 2B > 5B > 5C > 2C > 3C > j.BC > dj.ABC > AT | ||
{{ | |simput= | ||
| | |note= Dash momentum is necessary for 2C to connect. Can't use 2AA either. | ||
| | }} | ||
| | {{CollapsingComboData-MB | ||
| | |condition=Normal starter, grounded opponent | ||
| | |damage=4702 | ||
| | |metergen=55.3 | ||
| | |metero=23.7 | ||
|input= *2B > 5B > 5C > 2C > 3C > j.BC > dj.BCA > AT | |||
|simput= | |||
|note= The H-Aoko Special. | |||
}} | |||
}} | |||
::<u>'''Corner Throw Followups'''</u> | |||
H-Aoko can catch all tech options off a throw in the corner with 2B. If they tech, you can confirm into 2C as long as your spacing is right. If they don't, you can use these OTG strings. | |||
{{CollapsingComboTable-MB | |||
|data= | |data= | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Throw starter | ||
|damage= | |damage=1781 | ||
| | |metergen=57.4 | ||
| | |metero=24.6 | ||
| | |input= *Throw, 2B > 5AA > 5B > 2C > 2AAA, dash 5A > 4AA > 5B > 2C > 2A (dash 5A4A) | ||
| | |simput= | ||
| | |link= https://twitter.com/ukonoe_taishou/status/1640916519210065920 | ||
| | |note= Meterless throw OTG string that also serves as a techtrap for each possible ground tech point. The final dash 5A4A is another techtrap, in case they tech the second OTG. Also amazing as a meter battery. | ||
| | }} | ||
| | {{CollapsingComboData-MB | ||
| | |condition=Throw starter | ||
| | |damage=1899 | ||
| | |metergen=-63.3 | ||
|metero=15.5 (Circuit Break) | |||
|input= *Throw, 2B > 5AA > 5B > 2C > 2AAA > 5A > 214C, 624A | |||
|simput= | |||
|characters= All except Nanaya, Kouma, and Roa | |||
|link= | |||
|note= Meterburn variant of the OTG string, which lets you get orb oki off throw. Not usually worth going for air combo here, since it only adds about 150 damage. You'll be able to do the 214C as long as you have at least 66.4 meter when you throw. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter | |||
|damage=1880 | |||
|metergen=-66.1 | |||
|metero=14.3 (Circuit Break) | |||
|input= *Throw, 2B > 5AA > 5B > 2C > 2AAA > 214C, 624A | |||
|simput= | |||
|characters= All except Aoko, Tohno, Miyako, PCiel, WArc, VAki, Len, Ryougi, WLen, and Hisui | |||
|link= | |||
|note= Alternate version of the above for use on Nanaya, Kouma, and Roa. You'll be able to do the 214C as long as you have at least 69.2 meter when you throw. | |||
}} | }} | ||
}} | }} | ||
{{ | |||
::<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> | ||
|damage= | 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)'' | ||
| | |||
| | {{CollapsingComboTable-MB | ||
| | |data= | ||
| | {{CollapsingComboData-MB | ||
| | |condition=Normal starter, grounded opponent | ||
| | |damage=variable | ||
| | |metergen=variable | ||
| | |metero=variable | ||
| | |input= *66 2AA > 2B > 5B (> 5A6AA > IAD j.B) or (5A6AA > 4[C] > j9.B) > 2C > 5A(w)6AA etc | ||
| | |simput= | ||
|note= This works but is difficult to time j.B and 2C against your IAD input. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, midscreen | |||
|damage=4742 | |||
|metergen=103.7 | |||
|metero=67.2 | |||
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 66 2C > 5C > 3C > j.BC > j.BC > AT | |||
|simput= | |||
|note= Use this from any where "mid"screen to move all the way to the corner. 66 2C, 2A > 2C or 2B > 2C works in all these combos, see the Character Specifics section. | |||
}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Normal starter, grounded opponent, midscreen | ||
|damage=4291 | |||
|damage= | |metergen=91.0 | ||
| | |metero=72.3 | ||
| | |input= *2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 66 2C > 5C > 3C > 63214A | ||
| | |simput= | ||
| | |note= Meterless damage version you probably won't use. | ||
| | |||
}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Normal starter, grounded opponent, midscreen | ||
|damage=4109 | |||
|damage= | |metergen=84.0 | ||
| | |metero=36.0 | ||
|input= *66 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] | |||
| | |simput= | ||
| | |note= Keeps the opponent juggled (high) so the dash link is easier. Requires almost point blank opener. | ||
| | |||
| | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, midscreen | |||
|damage=4529 | |||
|metergen=112.7 | |||
|metero=73.8 | |||
|input= *66 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 2C > 5C > 3C > 63214A > 421A | |||
|simput= | |||
|note= Shield knockdown is a little more damage, but less frame advantage. | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, midscreen | |||
|damage=4802 | |||
|metergen=128.8 | |||
|metero=93.8 | |||
|input= *66 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 2C > 5C > 3C > j.BC > j.ABC > AT | |||
|simput= | |||
|note= Meterless damage version. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, fullscreen | |||
{{ | |damage=4374 | ||
|metergen=98.0 | |||
|metero=42.0 | |||
|input= *2A > 2B > 5B > 5A6AA > 4[C] > 66 2B > 2C > 5A(w)6AA > 4[C] > 66 2B > 2C > 5A(w)6AA > (5[C] >) 4[C] | |||
|simput= | |||
|note= Use this from one edge of the stage to the other. Only 5[C] if you reach the very corner. | |||
| | |||
}} | |||
{{ | |||
| | |||
|damage= | |||
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}} | }} | ||
}} | }} | ||
::<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) | |||
| | *[[Melty_Blood/MBAACC/Akiha_Tohno|Akiha]] / [[Melty_Blood/MBAACC/Akiha_Vermillion|V.Akiha]] / [[Melty_Blood/MBAACC/Akiha_Tohno_(Seifuku)|Seifuku]] | ||
| | *[[Melty_Blood/MBAACC/Hisui|Hisui]] | ||
| | *[[Melty_Blood/MBAACC/Len|Len]] | ||
| | *[[Melty_Blood/MBAACC/Red_Arcueid|Red Arcueid]] | ||
| | *[[Melty_Blood/MBAACC/Riesbyfe_Stridberg|Riesbyfe]] | ||
*[[Melty_Blood/MBAACC/Warachia|Warachia]] | |||
The jp video here shows ways to use the pickup and other options : | |||
http://www.nicovideo.jp/watch/sm20622328 | |||
{{CollapsingComboTable-MB | |||
|data= | |data= | ||
{{ | {{CollapsingComboData-MB | ||
|condition=Airthrow starter | |||
|damage= | |damage=3167 | ||
| | |metergen=12.6 | ||
| | |metero= | ||
| | |input= *land 2C > 5C > 3C > j.BC > j.BC > AT | ||
|simput= | |||
|note= BnB 1, lands anywhere. | |||
| | |||
| | |||
}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
|condition=Airthrow starter | |||
|damage= | |||
|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. | ||
| | |||
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| | |||
}} | }} | ||
}} | }} | ||
::<u>'''Air Counterhit Confirms:'''</u> | |||
See a jp video here (player name, anyone?): [http://www.youtube.com/watch?v=z2iok8Z1SGI&t=5m56s 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)<br> | ||
'''''note''': Air CH from a normal ([[#j.A|j.A]] etc) will not allow the falling opponent to be picked up with 2AC or 2BC.''<br> | |||
{{CollapsingComboTable-MB | |||
|data= | |data= | ||
{{ | {{CollapsingComboData-MB | ||
|condition=Counterhit normal starter, airborne opponent | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|input= *(land) 5B > 3C > j.CB > j.BC > AT | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit normal starter, airborne opponent | |||
|damage= | |||
|metergen= | |||
| | |metero= | ||
}} | |input= *(land) 2C > 5C > 3C > j.BC > j.BC > AT | ||
{{ | |simput= | ||
| | |note= | ||
| | |||
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}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Counterhit normal starter, airborne opponent | ||
| | |damage= | ||
| | |metergen= | ||
| | |metero= | ||
| | |input= *(land) 2C > 5C > 3C > 63214A | ||
| | |simput= | ||
|note= | |||
| | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Counterhit normal starter, airborne opponent | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|input= *(land) 2C > 5C > 4C > 412[A/B] | |||
|simput= | |||
|note= | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Counterhit normal starter, airborne opponent | |||
{{ | |damage= | ||
| | |metergen= | ||
| | |metero= | ||
| | |input= *(land) 2C > 22A > j.AC > j.BC > AT | ||
| | |simput= | ||
| | |note= | ||
| | }} | ||
| | }}<br> | ||
| | |||
The next advanced confirms assume you already have air counterhit with an orb and are grounded.<br> | |||
'''''note''': Air CH from an orb (popped or placed earlier) allows all your loop/pickup options, with good spacing of course. \(^.^)|<br> | |||
{{CollapsingComboTable-MB | |||
|data= | |data= | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Counterhit orb starter, airborne opponent | ||
|damage= | |damage= | ||
| | |metergen= | ||
| | |metero= | ||
| | |input= *2B > 2C > (5A)6AA > 4[C] | ||
|simput= | |||
| | |note= Close range. Goes into the loop only from point blank with 2B > 2C. | ||
| | |||
}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Counterhit orb starter, airborne opponent | ||
| | |damage= | ||
| | |metergen= | ||
| | |metero= | ||
| | |input= *2B > 2C > (5A >) 2A > 2C > (5A)6AA > 4[C] | ||
| | |simput= | ||
| | |note= Close range. More gravity and swagger. | ||
| | }} | ||
| | {{CollapsingComboData-MB | ||
| | |condition=Counterhit orb starter, airborne opponent | ||
| | |damage= | ||
| | |metergen= | ||
| | |metero= | ||
| | |input= *late 5[C] > 4[C] ...(can end in anything: 412[B] / 214B > 214C / Arc Drive / dash 2C jumpcancel) | ||
|simput= | |||
|note= Close range. | |||
}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Counterhit orb starter, airborne opponent | ||
|damage= | |||
|damage= | |metergen= | ||
| | |metero= | ||
| | |input= *late 5[C] > 2C > (5A)6AA > 4[C] > 66 2B > 2C > (5A)6AA > 5[C] > 4[C] > 66 2B > 2C > 5C > 3C > j.BC > j.BC > AT | ||
| | |simput= | ||
|note= Close range. Past data noted as 5560dmg and +131.3% meter (damage from a released held orb and versus Aoko) | |||
| | |||
| | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Counterhit orb starter, airborne opponent | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|input= *2C > (5A)6AA > 4[C] > 66 2C > (5A)6AA > 4[C] | |||
|simput= | |||
|note= Goes into the loop only from mid/max range 2C. | |||
}} | }} | ||
}}<br> | |||
::<u>'''Metered Combos:'''</u> | |||
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].<br> | |||
The cancel/link between 'j.C and j.214C' is tight, learning the heights that it will whiff at just takes time. j.BC > j.BC > j214C will work with decent delays between 2C > 5C > 3C and gravity taken into consideration.<br> | |||
Remember: only 3 groundbounces (4[C]'s) per combo, and only one '5A6AA 5[C]' will connect. | |||
<u>Examples of j.214C combos:</u> | |||
{{CollapsingComboTable-MB | |||
|data= | |data= | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Air Counterhit, 100% meter | ||
|damage= | |||
|metergen= | |||
|metero= | |||
| | |input= *66 2C > 5C > 3C > j.BC > dj8.C > j.214C > land 5[C] > 4[C] | ||
| | |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 j.C > j.214C link. | ||
| | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% meter | |||
|damage=5154 | |||
|metergen=-2.8 | |||
|metero= | |||
|input= *66 2A > 2B > 5B > 5C > 2C > 3C > j.BC > j.BC > j.214C > delay 5[C] > 4[C] > 2A > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C 63214A > 412[A] | |||
|simput= | |||
|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. | |||
| | |||
| | |||
}} | |||
{{ | |||
| | |||
|damage= | |||
| | |||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
}}<br> | |||
'''Circuit break combos'''<br> | |||
Note: [[#214X|214C]] OTGs and launches with [[Melty_Blood/Glossary#Circuit_Break|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: | |||
{{ | |||
{{CollapsingComboTable-MB | |||
|data= | |data= | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Normal starter, grounded opponent, | ||
|damage= | |damage=3866 | ||
| | |metergen=67.2 | ||
|metero=28.8 | |||
| | |input= *2AA > 2B > 5B > 5A6AA > 4[C] > walkback 5A > 2C > 5C > 3C > 63214A > 421[A/B] | ||
| | |simput= | ||
|note= Oki orb combo. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|damage=4088 | |||
|metergen=71.4 | |||
|metero=30.6 | |||
|input= *2AA > 2B > 5B > 5A6AA > 4[C] > 2A > 2C > 5C > 4C > 623A | |||
|simput= | |||
|note= Leads to H-Aoko's tech punish options. | |||
| | |||
| | |||
}} | |||
{{ | |||
| | |||
|damage= | |||
| | |||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|damage=variable | |||
|metergen=variable | |||
|metero=variable | |||
|input= *2A > 5B > 5C > 2C > (5A)6AA > 4[C] etc | |||
|simput= | |||
|note= ...Another way to setup 4[C] stuff. | |||
}} | }} | ||
}}<br> | |||
::<u>'''Corner/Near Corner Whiff Cancel Combos'''</u> | |||
In the corner, '4[C] empty 5A(w)6AA' 5/4[C]' also works. This section is divided between two corner loops and one optimal meter-building loop.<br> | |||
::<u>Corrner loop 1 with some possible followups, you've used two ground bounces already, 4[C] again will end the combo with untechable down:</u> | |||
{{CollapsingComboTable-MB | |||
|data= | |data= | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=Normal starter, grounded opponent, | ||
|damage= | |damage=variable | ||
| | |metergen=variable | ||
| | |metero=variable | ||
| | |input= 2A > 2B > 5B > 5A6AA > 4[C] > 2A 2C > 5A(w)6AA > 5[C] > 4[C]... | ||
|simput= | |||
|note= Loop starter. | |||
| | |||
| | |||
}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=(Followup from first combo) | ||
| | |damage=4498 | ||
| | |metergen=101.5 | ||
| | |metero=65.7 | ||
| | |input=*...j8~4(driftback) late j.B > 2C > 5A(w)6AA > 4[C] > 421A | ||
|simput= | |||
|note= | |||
| | |||
| | |||
}} | }} | ||
{{ | {{CollapsingComboData-MB | ||
| | |condition=(Followup from first combo) | ||
|damage=4513 | |||
|metergen=101.5 | |||
| | |metero=65.7 | ||
| | |input= *...2A > 2C > 5C > 3C > 63214A > 421A | ||
|simput= | |||
| | |note= | ||
| | |||
| | |||
| | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=(Followup from first combo) | |||
|damage=4578 | |||
{{ | |metergen=110.6 | ||
| | |metero= | ||
| | |input= *...walkback 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA > 4[C] | ||
| | |simput= | ||
| | |note=Must walk backwards or ensure spacing so that '2A' after '5A > 2C' whiffs. | ||
| | }} | ||
{{CollapsingComboData-MB | |||
| | |condition=(Followup from first combo) | ||
| | |damage=4900 | ||
|metergen=117.0 | |||
{{ | |metero= | ||
| | |input= *...2A > 2C > 5C > 3C > j.BC > j.ABC > AT | ||
|damage= | |simput= | ||
| | |note= | ||
| | }} | ||
| | {{CollapsingComboData-MB | ||
| | |condition=(Followup from first combo) | ||
| | |damage=4952 | ||
|metergen=129.5 | |||
| | |metero= | ||
| | |input=*...walkback 5A > 2C > 2A(w), 2A > 2C > 5C > 3C > j.BC > j.BC > AT | ||
| | |simput= | ||
| | |note= | ||
| | }} | ||
}}<br> | |||
::<u>Corrner loop 2 with similar followups although only one ground bounce is used by this point:</u> | |||
{{CollapsingComboTable-MB | |||
{{ | |data= | ||
{{CollapsingComboData-MB | |||
| | |condition=Normal starter, grounded opponent, | ||
|damage= | |damage=variable | ||
| | |metergen=variable | ||
| | |metero=variable | ||
| | |input= 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 5[C] > 4[C]... | ||
|simput= | |||
|note= Loop starter. | |||
| | |||
| | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=(Followup from first combo) | |||
|damage=4946 | |||
|metergen= | |||
|metero= | |||
|input= *...2A > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C > j.BC > j.ABC > AT | |||
|simput= | |||
|note= | |||
}} | }} | ||
{{CollapsingComboData-MB | |||
|condition=(Followup from first combo) | |||
|damage=4740 | |||
{{ | |metergen= | ||
| | |metero= | ||
| | |input= *...2A > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C > 63214A > 421A | ||
| | |simput= | ||
| | |note= | ||
|input= | }} | ||
| | {{CollapsingComboData-MB | ||
{{ | |condition=(Followup from first combo) | ||
| | |damage=4412 | ||
| | |metergen=101.0 | ||
| | |metero= | ||
| | |input= *...j8~4(driftback) late j.B > 2C > 5A(w)6AA > 4[C] > 421A | ||
| | |simput= | ||
| | |note= | ||
| | }} | ||
| | {{CollapsingComboData-MB | ||
| | |condition=(Followup from first combo) | ||
| | |damage=4805 | ||
| | |metergen=104.0 | ||
| | |metero= | ||
|input= *...j8~4(driftback) late j.B > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C > 63214A | |||
|simput= | |||
|note= | |||
}} | }} | ||
}}<br> | |||
::<u>Optimal meter-building loop (corner only):</u> | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, | |||
|damage=5210 | |||
|metergen=138.0 | |||
|metero= | |||
|input= *2AA > 2B > 5B > 5A6AA > 4[C] > walkback 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA > 5[C] > 4[C] > walkback 5A > 2C > 2A(w), 2A > 2C > 5C > 3C > j.ABC > j.ABC > Airthrow | |||
|simput= | |||
|note= Always walk backwards to near-max 5A range after each 4[C] to keep the loop working. Timings are very char dependent, 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. | |||
[[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.]] | |||
'''2B''' pickup '''works on''' : | |||
*[[Melty_Blood/MBAACC/Aoko_Aozaki|Aoko]] | |||
*[[Melty_Blood/MBAACC/Arcueid_Brunestud|Arcueid]] | |||
*[[Melty_Blood/MBAACC/Hisui|Hisui]] / [[Melty_Blood/MBAACC/Kohaku|Kohaku]] / [[Melty_Blood/MBAACC/Mech-Hisui|Mech-Hisui]] (Teams included.) | |||
*[[Melty_Blood/MBAACC/Kouma_Kishima|Kouma]] | |||
*[[Melty_Blood/MBAACC/Miyako_Arima|Miyako]] | |||
*[[Melty_Blood/MBAACC/Neco-Arc|Neco-Arc]] / [[Melty_Blood/MBAACC/Neco-Arc_Chaos|NAC]] | |||
*[[Melty_Blood/MBAACC/Nero_Chaos|Nero]] | |||
*[[Melty_Blood/MBAACC/Shiki_Ryougi|Ryougi]] | |||
*[[Melty_Blood/MBAACC/Satsuki_Yumiduka|Satsuki]] | |||
*[[Melty_Blood/MBAACC/Sion_Eltnam_Atlasia|Sion]] | |||
*[[Melty_Blood/MBAACC/Sion_TATARI|V.Sion]] | |||
*[[Melty_Blood/MBAACC/White_Len|White Len]] | |||
'''2A or just 2C''' instead picks up : | |||
*[[Melty_Blood/MBAACC/Akiha_Tohno|Akiha]] / [[Melty_Blood/MBAACC/Akiha_Vermillion|V.Akiha]] / [[Melty_Blood/MBAACC/Akiha_Tohno_(Seifuku)|Seifuku]] | |||
*[[Melty_Blood/MBAACC/Ciel|Ciel]] | |||
*[[Melty_Blood/MBAACC/Archetype:_Earth|Hime]] | |||
*[[Melty_Blood/MBAACC/Len|Len]] | |||
*[[Melty_Blood/MBAACC/Shiki_Nanaya|Nanaya]] | |||
*[[Melty_Blood/MBAACC/Powered_Ciel|Powered Ciel]] | |||
*[[Melty_Blood/MBAACC/Red_Arcueid|Red Arcueid]] | |||
*[[Melty_Blood/MBAACC/Riesbyfe_Stridberg|Riesbyfe]] | |||
*[[Melty_Blood/MBAACC/Roa|Roa]] | |||
*[[Melty_Blood/MBAACC/Shiki_Tohno|Tohno]] | |||
*[[Melty_Blood/MBAACC/Warachia|Warachia]] | |||
'''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. | |||
* Have some (pretty much) Nero specific combos : [http://www.youtube.com/watch?v=XyOckSzn1R8 H-Aoko - Nero Corner Specific Loops] | |||
== Additional Resources == | |||
[http://mbaacc.melty.games/?p1moon=h&p1char=aoko H-Aoko Match Video Database]<br> | |||
== Notable Players == | |||
{| class="wikitable" | |||
!width="95"|Name!! width="85"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=h&p1char=aoko&p1name=chen%20(%E6%A9%99) chen<br>(橙))] || style="text-align:center;"| [[File:Aoko_Color_07.png|Color|55px]] | |||
| Japan || A-cho,<br>Play Spot BIG ONE 2nd || Inactive || The modern day, black shirt C-Aoko champion, and also considered one of the best JP players in MBAACC. Has a few matches as H-Aoko on melty.games. | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=h&p1char=aoko&p1name=lou lou<br>] || style="text-align:center;"| [[File:Aoko_Color_10.png|Color|55px]] | |||
| Japan || KorewaMelty <br> A-cho || N/A || Aoko player from 2013, not a lot of footage can be found in melty.games but they're still worth checking out. | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=h&p1char=aoko&p1name=RiderOfCar RiderOfCar<br>] || style="text-align:center;"| [[File:Aoko_Color19.png|Color|55px]] | |||
| North America || Boston Blue Beat <br> Netplay || Active || The Modern & Main H-Aoko player in NA who actively demonstrates most of the characters stagger pressure, mix-up and combos. | |||
|} | |||
Latest revision as of 10:11, 25 April 2024
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 |
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Overview
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
|
Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
---|
5B
5C
5C
5[C] |
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Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
3C
4C
4C
4[C] |
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Universal Mechanics
Ground Throw
Ground Throw
4/6A+D |
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Air Throw
Air Throw
j.4/6A+D |
---|
Shield Counter
Shield Counter
Auto after a successful Shield |
---|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Circuit Spark
Special Moves
Grounded Specials
236X
623X
I'll kick you over!
623A/B/C |
---|
214X
Magic Draw
214A/B/C |
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421X
22X
Blazing Starmine
22A/B/C |
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63214X
Browning Starbow
63214A/B/C |
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Aerial Specials
j.236X
j.623X
I'll kick you over! (Air)
j.623A/B/C (No EX) |
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j.214X
Floating Starmine (Air)
j.214A/[A]/B/[B]/C |
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Arc Drive
Severe Break
41236C during Heat |
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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.
- If the orb hits before 236B does, cancel 5C into 236B then release the orb after.
- Hold [C]: 66 5A6A (delay) 6A (dl) 2B (dl) 2A ]C[
- Holding [C] leaves some nice stagger and reverse beat options.
- Jump-in strings assuming a held orb:
- 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 Actress Again 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
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
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
- Corner Throw Followups
H-Aoko can catch all tech options off a throw in the corner with 2B. If they tech, you can confirm into 2C as long as your spacing is right. If they don't, you can use these OTG strings.
- Midscreen/Fullscreen Whiff Cancel Combos
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.
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)
- 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)
The jp video here shows ways to use the pickup and other options : http://www.nicovideo.jp/watch/sm20622328
- 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.
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. \(^.^)|
- 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 'j.C and j.214C' is tight, learning the heights that it will whiff at just takes time. j.BC > j.BC > 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 '5A6AA 5[C]' will connect.
Examples of j.214C combos:
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:
- Corner/Near Corner Whiff Cancel Combos
In the corner, '4[C] empty 5A(w)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:
- Corrner loop 2 with similar followups although only one ground bounce is used by this point:
- Optimal meter-building loop (corner only):
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.
2B pickup works on :
- Aoko
- Arcueid
- Hisui / Kohaku / Mech-Hisui (Teams included.)
- Kouma
- Miyako
- Neco-Arc / NAC
- Nero
- Ryougi
- Satsuki
- Sion
- V.Sion
- White Len
2A or just 2C instead picks up :
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.
- Have some (pretty much) Nero specific combos : H-Aoko - Nero Corner Specific Loops
Additional Resources
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
chen (橙)) |
Japan | A-cho, Play Spot BIG ONE 2nd |
Inactive | The modern day, black shirt C-Aoko champion, and also considered one of the best JP players in MBAACC. Has a few matches as H-Aoko on melty.games. | |
lou |
Japan | KorewaMelty A-cho |
N/A | Aoko player from 2013, not a lot of footage can be found in melty.games but they're still worth checking out. | |
RiderOfCar |
North America | Boston Blue Beat Netplay |
Active | The Modern & Main H-Aoko player in NA who actively demonstrates most of the characters stagger pressure, mix-up and combos. |