Melty Blood/MBTL/Aoko Aozaki: Difference between revisions

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'''Aoko Aozaki''' is a returning character to Melty Blood.  
'''Aoko''' is a versatile zoner character who constrict movement with her setplay orbs alongside far-reaching normal and special attacks.
 
Returning Melty Blood character available as a free DLC along side Dead Apostle Noel in 13 Jan 2022. Aoko can create difficult situations using her moves that cover vast variety of range and angles. From her long range "finger lasers" to Starmines orbs (that can be moved forward by holding corresponding button down AKA. negative edge) to her 6C rekka series mix-up at close range, Aoko can relentlessly pressure the opponent in various ways when given momentum.
 
She also comes with double air jumps and air dashes, greatly enhancing her mobility and air/ground mix-up game in exchange for her utter lack of meterless reversal moves. She may struggle on defensive, but only if the opponent can get around her hailstorm of magic to begin with.
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Revision as of 10:12, 14 January 2022

Story

One of only five magicians who exist in the world. Successor to the Fifth Magician. Overall, she is not considered a skilled magician. However, when it comes to "destructive" power, she is unrivaled in her talents. The sight of her raining down bullets like hot geysers has also given her the direct, yet rather tasteless nickname, "Magic Gunner". Who she learned it from is unknown, but she is also familiar with martial arts, and has a battle style that could be considered a hybrid of those martial arts and magic. She encountered Shiki on her travels. She gives him his glasses that suppress his Mystic Eyes, and teaches him the value of living things and how to handle things. For that reason, Shiki respects her and calls her his teacher. She's a difficult person to pin down. She believes in justice, is unreliable, and a vagabond.

Gameplay

Aoko is a versatile zoner character who constrict movement with her setplay orbs alongside far-reaching normal and special attacks.

Returning Melty Blood character available as a free DLC along side Dead Apostle Noel in 13 Jan 2022. Aoko can create difficult situations using her moves that cover vast variety of range and angles. From her long range "finger lasers" to Starmines orbs (that can be moved forward by holding corresponding button down AKA. negative edge) to her 6C rekka series mix-up at close range, Aoko can relentlessly pressure the opponent in various ways when given momentum.

She also comes with double air jumps and air dashes, greatly enhancing her mobility and air/ground mix-up game in exchange for her utter lack of meterless reversal moves. She may struggle on defensive, but only if the opponent can get around her hailstorm of magic to begin with.

Strengths Weaknesses
  • Versatile toolkit: that allows her to function well at a variety of ranges and cover various angles of approach.
  • High air mobility: with 2 air jumps and 2 air dashes, enabling chases from jump cancelable normals, specials, and even her air throw.
  • Orbs: bring a great number of benefits when used correctly, acting as okizeme threats, neutral control, and pressure/combo extension all at once.
  • Arc Drive: has great reach and decent startup, making it easy to land at ranges where most might miss.
  • No meterless reversal: Weakens her defensive options somewhat, forces use of resources when she already is resource reliant

Character Summary

Move list

Moon Skills
6B+C - Browning Starmine
3B+C - I'll send you flying!
4B+C or 1B+C - Floating Starmine
2B+C - Blazing Starmine
Air 6B+C - Raining Starmine
Special Attacks
236A/B/C - Browning Starmine
>A/B/C - Addiitional Input 1 (236A only)
>A/B/C - Additional Input 2 (236A~X only)
623A - I'll trip you up!
623B/C - I'll send you flying!
>A/B/C - Additional Input (623B only)
214A/B/C or 421X - Floating Starmine
22A/B/C - Blazing Starmine
j.236A/B/C - Raining Starmine
j.214A/B/C - Floating Starmine (air)
Arc Drives
236B+C - Severe Break Slider
Last Arc
A+B+C+D - Retrograde - Genesis Light Year
Unique Attacks
6C > C > C - Good morning cardio routine
>C - Additional input 1
>4C - Additional input 2
3C
4C
2C > 2C
Blowback Edge Moves
5C, j.C, 236A~X~X, j.214A/B
Stats & vitals

Dash startup: 5

Dash actionable: 9

Jump startup: 4

Jump airtime: 37

Quick combo reference

Coming soon.

MBTL Aoko Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
MBTL Aoko 5A.png
MBTL Aoko 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 L -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • A quick kick to the ankles. Does *not* hit low.
5B
5B
5B
MBTL Aoko 5b.png
MBTL Aoko 5B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 LH N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
8 4 16 27 -5 -
  • A straight kick forward.
5C
5C
5C
MBTL Aoko 5c.png
MBTL Aoko 5c hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
610 LH N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
10 4 23 36 -10 -
  • A rear-leg roundhouse. Aoko moves forward slightly as she swings her leg.
5[C]
5[C]
+UNI Input Hold.png[C]
MBTL Aoko 5c be.png
MBTL Aoko 5c be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680, 560 (1167) LH N, SP, CH, EX, MD, (J) L (Laser Hit) - -
First Active Active Recovery Overall Advantage Invul
19 6 24 48 -12 [-13] 14-18 Clash
  • Charged version of 5C where Aoko shoots a laser from her foot.
  • The cancel properties listed above assume that Aoko's leg makes contact with the enemy.

Crouching Normals

2A
2A
2+A
MBTL Aoko 2A.png
MBTL Aoko 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
150 L -SE-, -N-, -SP-, CH, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • A quick low kick with the front leg.
2B
2B
2+B
MBTL Aoko 2B.png
MBTL Aoko 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 L N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
7 4 18 28 -7 -
  • A slightly slower kick from the back leg that slides forward a little bit.
2C
2C
2+C
MBTL Aoko 2C.png
MBTL Aoko 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 L N, SP, CH, EX, MD, (J) L, HK - -
First Active Active Recovery Overall Advantage Invul
11 5 20 35 -8 -
  • A back leg sweep. Also slides forward, giving a bit more reach and distance than 2B.


Jumping Normals

j.A
jA
Aerial A
MBTL Aoko jA.png
MBTL Aoko jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 HA N, SP, CH, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
5 4 11 19 - -
  • A quick knee attack. Hits standing opponents while rising.
j.B
jB
Aerial B
MBTL Aoko jB.png
MBTL Aoko jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
380 HA N, SP, CH, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
7 4 - - - -
  • An upward roundhouse kick.
  • Decent air-to-air
j.C
jC
Aerial C
MBTL Aoko jC.png
MBTL Aoko jC be.png
j.[C]
MBTL Aoko jC hb.png
MBTL Aoko jC be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 HA N, SP, CH, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
10 4 - - - -
  • A downward kick from the front leg. Hits standing opponents while rising.
Damage Guard Cancel Property Cost Attribute
560*2 (1058) HA N, SP, CH, EX, MD, J L, GB - -
First Active Active Recovery Overall Advantage Invul
20 6 - - - 16-19 Clash
  • A charged version of j.C where Aoko shoots a laser out from her foot.
  • Has infinite range, laser travels until it hits the ground.
  • Does multiple hits, but note that while her kick is still an overhead, the laser is not.

Command Normals

6C
6C
6+C
MBTL Aoko 6C.png
MBTL Aoko 6C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440 LH SP, CH, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
10 4 18 31 -5 -
  • The starting input for Aoko's classic rekka series.
  • You can only continue the rekka on contact, not whiff.
6C~C
6C~C
6+C > AddC
MBTL Aoko 6CC.png
MBTL Aoko 6CC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440 (774) LH SP, CH, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
10 5 18 32 -6 -
  • The second hit of Aoko's rekka series.
  • After this step, the rekka loses special cancel properties.
6C~C~C
6C~C~C
6+C > AddC > AddC
MBTL Aoko 6CCC.png
MBTL Aoko 6CCC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440 (1073) LH CH, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
10 4 21 34 -8 -
  • The third hit of Aoko's rekka series.
6C~C~C~C
6C~C~C~C
6+C > AddC > AddC > AddC
MBTL Aoko 6CCCC.png
MBTL Aoko 6CCCC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
800 L EX, MD L, SK - -
First Active Active Recovery Overall Advantage Invul
13 7 14 33 -4 -
  • The low ender to Aoko's rekka series.
  • Can be linked off of in certain cases
6C~C~C~4C
6C~C~C~4C
6+C > AddC > AddC > Add4+C
MBTL Aoko 6CCC4C.png
MBTL Aoko 6CCC4C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
836 HA EX, MD, J GB - -
First Active Active Recovery Overall Advantage Invul
23 3 17 42 -3 -
  • The overhead ender to Aoko's rekka series.
3C
3C
3+C
MBTL Aoko 3C.png
MBTL Aoko 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX, MD, (J) LR - -
First Active Active Recovery Overall Advantage Invul
10 3 25 37 -11 5-12 Air
  • Universal launcher.
4C
4C
4+C
MBTL Aoko 4C.png
MBTL Aoko 4c 1 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
850 H - - - -
First Active Active Recovery Overall Advantage Invul
22 2 16 39 0 -
  • Aoko does an outward crescent kick with her back leg.
  • Fast overhead with 0 cancel propertiess, can be only comboed off of on counterhit or with an orb setup.
2C~C
2C~C
2+C > AddC
MBTL Aoko 2C2C.png
MBTL Aoko 2C2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
740 LH N, SP, EX, MD, J L, WB - -
First Active Active Recovery Overall Advantage Invul
12 3 25 39 -11 -
  • Aoko blasts the opponent away with a small burst.
  • Wallbounces in the corner.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
  • Rushing knee attack. Auto-attack filler.
Rapid Beat 3
Rapid Beat 3
X>X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
  • Same animation as 3C.
Ground Throw
throw
4/6+A+D
MBTL Aoko throw.png
MBTL Aoko throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1300 - - HK, AB - -
First Active Active Recovery Overall Advantage Invul
4 3 19 25 +64 -
  • If a 214X or j.214X orb is set, you can throw the opponent into the orb, which will detonate it and allow you to get a combo.
  • The above orb trick works with 421X orbs as well, but requires you to detonate them manually.
Air Throw
airthrow
Aerial 4/6+A+D
MBTL Aoko airthrow.png
MBTL Aoko airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 - - HK, AB - -
First Active Active Recovery Overall Advantage Invul
1 3 Until Landing+12 Until Landing+12 - -
  • Universal air combo ender.
  • If you still have your jump and air dash, you can jump cancel the recovery and air dash towards your opponent to meaty them with a falling air normal.

Special Moves

Browning Starmine
Browning Starmine
236+X
MBTL Aoko 236A.png
A version
MBTL Aoko 236AX.png
ax
MBTL Aoko 236AXX.png
axx
MBTL Aoko 236AXXX be.png
ax[x]
MBTL Aoko 236B.png
b version
MBTL Aoko 236B be.png
b version charge
MBTL Aoko 236C.png
c version
MBTL Aoko 236A hb.png
MBTL Aoko 236AX hb.png
MBTL Aoko 236AXX hb.png
MBTL Aoko 236AXXX be hb.png
MBTL Aoko 236B hb.png
MBTL Aoko 236B be hb.png
MBTL Aoko 236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
950 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 3 26 40 -4 -
  • Aoko fires a short-ranged finger laser.
  • Can be followed up by tapping any attack button, on contact or on whiff.
Damage Guard Cancel Property Cost Attribute
700 LHA -CH-, -EX-, -MD- L - -
First Active Active Recovery Overall Advantage Invul
14 3 28 44 -6 -
  • Aoko steps forward slightly and fires a laser similar to the first shot from 236A.
  • Can be followed up by tapping any attack button, on contact or on whiff.
Damage Guard Cancel Property Cost Attribute
1100 LHA -EX-, -MD- L, WB - -
First Active Active Recovery Overall Advantage Invul
21 9 29 58 -11 -
  • Full-screen laser shot.
  • Causes wallbounce in the corner.
Damage Guard Cancel Property Cost Attribute
380*5 (1446) LHA -EX-, -MD- L, WB+ - -
First Active Active Recovery Overall Advantage Invul
36 15 24 74 0 -
  • Charged version of 236X~X~X. Hits multiple times.
  • Causes wallbounce in the corner.
Damage Guard Cancel Property Cost Attribute
500*3 (1220) LHA -EX-, -MD- L - -
First Active Active Recovery Overall Advantage Invul
26 9 15 49 +9 -
  • A slower laser shot that reaches full screen.
  • Launches the opponent.
Damage Guard Cancel Property Cost Attribute
500*5 (1795) LHA -EX-, -MD- L, WB+ - -
First Active Active Recovery Overall Advantage Invul
43 18 12 72 +21 -
  • Charged version of 236B.
  • Causes wallbounce at the corner.
Damage Guard Cancel Property Cost Attribute
630*5 (2203) LHA MD L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+14 36 0 53 +23 -
  • Aoko sets up an array of magic circles to fire multiple lasers.
I'll trip you up! & I'll send you flying!
I'll trip you up!/I'll send you flying!
623+X
MBTL Aoko 623A.png
MBTL Aoko 623B.png
MBTL Aoko 623BX.png
MBTL Aoko 623C.png
MBTL Aoko 623A hb.png
MBTL Aoko 623B 1 hb.png
MBTL Aoko 623BX hb.png
MBTL Aoko 623C 1 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 L -EX-, -MD- L, SK - -
First Active Active Recovery Overall Advantage Invul
17 9 12 37 -4 5-15 Low Crush, 16 Throw
  • Aoko does a low hop into a sweeping kick.
  • Travels quite far and can be used to set up 214X orbs if you get the knockdown.
Damage Guard Cancel Property Cost Attribute
440, 836 (1200) H -CH-, -EX-, -MD- GB - -
First Active Active Recovery Overall Advantage Invul
18 3 (7) 7 14 48 -4 6-35 Low Crush
  • Aoko does a jumping overhead axe kick.
  • Will groundbounce an opponent in the air.
Damage Guard Cancel Property Cost Attribute
800 LHA -EX-, -MD-, (J) L - -
First Active Active Recovery Overall Advantage Invul
12 4 X + 8L - -11~-12 -
  • A somersault followup to 623B.
  • With meter, can get conversions by using 236C or j.214C.
Damage Guard Cancel Property Cost Attribute
160 * 3, 836, 800 (1936) LH (MD) L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+2 12 (6) 3 24 50 -10 1-17 All
  • A supercharged, invulnerable version of 623B that travels farther and automatically does the followup.
  • Gives a long close knockdown
Floating Starmine
Floating Starmine
214+X

or

421+X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
26 (30) 5 - 38 +16 -
Damage Guard Cancel Property Cost Attribute
900 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
26 (30) 5 - 38 +16 -
  • Aoko puts her hand forward and an orb floats out. After its initial startup, it will detonate automatically when an opponent gets too close to it.
  • Up to 2 orbs from 214A/B are allowed on screen at the same time; repeating the command for an orb you've already set will destroy it and replace it with an orb at your current position.
  • Any orbs made by 214A will be replaced if you use j.214A. Similarly, any orbs made by 214B will be replaced by j.214B.
  • Holding the attack button during the initial input will move the orb forward until you stop holding the button.
  • If Aoko is hit, then any deployed orbs disappear. They also disappear on their own after a period of time or if they are hit by attacks.
  • One of her main oki tools.
Damage Guard Cancel Property Cost Attribute
550*4 (1886) LHA (MD/AD) L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+4 (4+9) 5 - 31 +14 -
  • Aoko sets out a large orb that does multiple hits when it detonates. Unlike 214A/B, it will detonate near instantly if the opponent is close enough during startup.
  • This move is pretty similar to the A and B orbs; C can be held to move it forward, it disappears when Aoko is hit or after it's been deployed for a while, and using 214C or j.214C when a 214C or j.214C orb is already out will delete the old 214C/j.214C orb and replace it with a new one.
  • However, 214C's orb counts as a separate orb from 214A/B and j.214A/B orbs, so it can be used even if you have one or both of those orbs out already.
Damage Guard Cancel Property Cost Attribute
900 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
18 (23) [24] + 8 4 - 50 (47) [44] 0 (+8) [+12] {+24} -
  • Aoko points and sets out an orb that will move to a fixed position and then automatically detonate.
  • The strength of the button used determines how far away from Aoko the orb appears. A doesn't move and is right at her fingertip, while B travels a bit farther than an unheld 214A/B and C is almost halfscreen at max range.
  • When any attack button is being held before a 421X orb detonates, the orb's detonation is paused until no attack buttons are being held down. You can, for example, do 421[A], then 421B without holding B, and keep both orbs from detonating as long as you hold A the whole time. You can also switch which button you're holding as long as you don't release all of them in-between switching.
  • 214X/j.214X orbs DO NOT OVERLAP WITH 421X orbs. This means you can set orbs with 214X or j.214X and then set 421X orbs as you see fit.
  • However, only 2 orbs from 421X are allowed on screen at the same time. If you try to set a third 421X orb, you will get the 214X version of whatever 421X orb you're trying to set.
Floating Starmine (air)
Floating Starmine (air)
Aerial 214+X
MBTL Aoko j214A.png
MBTL Aoko j214B.png
MBTL Aoko j214B be.png
MBTL Aoko j214C.png
MBTL Aoko j214A hb.png
Placeholder.png
Placeholder.png
MBTL Aoko j214C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
25 + 5 5 6L - - -
Damage Guard Cancel Property Cost Attribute
900 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
25 + 5 5 6L - - -
  • An aerial version of 214A/B, where Aoko sets an orb and then jumps away.
  • Pretty much all the same rules and restrictions from 214A/B apply here, except for the held input rule--that does something different, as noted below.
  • Any orbs made by j.214A will be replaced if you use 214A. Similarly, any orbs made by j.214B will be replaced if you use 214A.
Damage Guard Cancel Property Cost Attribute
900 LHA -J-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
31 + 5 5 6L 36 - -
Damage Guard Cancel Property Cost Attribute
900 LHA -J-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
31 + 5 5 6L 36 - -
  • Charged versions of j.214A/B.
  • Aoko moves farther back after setting up an orb.
Damage Guard Cancel Property Cost Attribute
550*4 (1886) LHA (MD) L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+3 (4+8) 5 6L - - -
  • Aoko sets out a big orb that hits multiple times, just like 214C.
  • Pretty much all the same rules and restrictions as 214C apply, minus being able to charge it with a held input (faster detonation, the orb is destroyed & replaced by using j.214C or 214C when an orb is out, etc.)
Blazing Starmine
Blazing Starmine
22+X
MBTL Aoko 22A.png
MBTL Aoko 22B.png
MBTL Aoko 22C.png
MBTL Aoko 22A Hitbox.png
MBTL Aoko 22B Hitbox.png
MBTL Aoko 22C 1 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
800 LHA J, -EX-, -MD- L - -
First Active Active Recovery Overall Advantage Invul
10 6 19 34 -2 -
Damage Guard Cancel Property Cost Attribute
(300*3 [846])x2 (1425) LHA J, -EX-, -MD- L - -
First Active Active Recovery Overall Advantage Invul
15 3,3 23 43 +2~+5 -
  • Aoko does a backward flipkick and shoots an upward laser from her initial position.
  • The B version fires multiple lasers from her initial position instead, each traveling a little farther forward.
  • Jump-cancelable on hit only.
Damage Guard Cancel Property Cost Attribute
(170*3)x6 [2006] LHA J, MD L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+3 3,3,3,3,3,3 10 34 +9 ~ +18 -
  • Similar to the B version, but there are more lasers that cover more horizontal ground.
  • Jump-cancelable on hit only.
Raining Starmine
Raining Starmine
Aerial 236+X
MBTL Aoko j236A.png
MBTL Aoko j236B.png
MBTL Aoko j236C.png
MBTL Aoko j236A hb.png
MBTL Aoko j236B hb.png
MBTL Aoko j236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
17 6 Until Landing+16 - ~-11(tk) ~+16(falling) -
Damage Guard Cancel Property Cost Attribute
500*3 (1220) LHA -EX-, -MD- L - -
First Active Active Recovery Overall Advantage Invul
21 9 Until landing+12 - +9(tk) -
  • Aoko flings a laser downward at a narrow angle.
  • The A version retains her current momentum when firing; the B version stalls her momentum then sends her slightly backward, and does multiple hits.
Damage Guard Cancel Property Cost Attribute
850*3 (1938) LHA MD L, GB, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+8 9 Until Landing+12 - +9(tk) -
  • A supercharged version of j.236B that causes a hard knockdown.

Moon Skills

Browning Starmine
Browning Starmine
6+B+C
MBTL Aoko 6BC.png
MBTL Aoko 6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1300 LHA EX, MD L, WB - -
First Active Active Recovery Overall Advantage Invul
17 9 36 61 -18 Clash 1-11 (MD)
  • Basically a standalone version of 236A~A~X.
I'll send you flying!
I'll send you flying!
3+B+C
MBTL Aoko 3BC.png
MBTL Aoko 3BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 HA EX, MD, J L, GB - -
First Active Active Recovery Overall Advantage Invul
27 6 12 44 -1 Clash 1-11 (MD)
  • A faster version of 623B with no followup allowed.
  • Jump-cancelable on contact.
Floating Starmine
Floating Starmine
4+B+C

or

1+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900*2 (1602) LHA MD, AD - - -
First Active Active Recovery Overall Advantage Invul
14 (18) 5 - 41 +1 (min) Clash 1-10 (MD)
  • Sends a 214A and a 214B orb forward in opposing sine wave motions.
  • Using 214A/j.214A while the orbs are moving forward will replace the top orb, while using 214B/j.214B will replace the bottom orb.
Damage Guard Cancel Property Cost Attribute
900*2 (1602) LHA - - - -
First Active Active Recovery Overall Advantage Invul
24, 28 + 8 (32, 36) 4 - 34 +22/+26 (min) Clash 1-11 (MD)
  • Sets two 421X orbs out at once.
  • Much like regular 421X, you can hold any attacking button to keep these orbs from detonating.
Damage Guard Cancel Property Cost Attribute
900*2 (1602) LHA -J-, MD - - -
First Active Active Recovery Overall Advantage Invul
28 (32) 5 - 30 - -
  • Sets two j.214X orbs out at the same time, one slightly below and in front of the other.
  • Using 214A or j.214A will replace the top orb, while using 214B or j.214B will replace the bottom orb.
Blazing Starmine
Blazing Starmine
2+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180*9 (1273) LHA EX, MD, (J) L - -
First Active Active Recovery Overall Advantage Invul
10 3,3,3 30 48 -2 Clash 1-7 (MD)
  • A faster version of 236B/C that retains the jump cancel property on contact.
Raining Starmine
Raining Starmine
Aerial 6+B+C
MBTL Aoko j6BC.png
MBTL Aoko j6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1300 LHA EX, MD, -J- L, GB - -
First Active Active Recovery Overall Advantage Invul
18 9 12L 33 - -
  • Combines the speed of j.236A with the forced momentum change of j.236B, but allows for a jump cancel on contact.

Super Moves

Arc Drives

Severe Break Slider
Severe Break Slider
236+B+C
MBTL Aoko 236BC.png
MBTL Aoko 236BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
50*40, 75*20 (3500) LHA - L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
1+8 60 (21) 60 58 207 -34 All 1-158
  • Aoko punches out two fullscreen lasers. If they hit, she adds on a third jump-kicked laser for maximum damage.

Last Arc

Retrograde - Genesis Light Year
Retrograde - Genesis Light Year
A+B+C+D
MBTL Aoko ABCD.png
MBTL Aoko ABCD hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 [4800 ~ 6960 in BH] LH - L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
1+21 4 27 52 -14 All 1-25
  • Aoko does a short punch forward. If it hits, she traps the opponent in a disco ball laser cage and catches them in the detonation of a new universe.
  • Only last arc with an unique attack animation

Reverse Beats

Customization

Palette options

Aoko Wiki Roadmap

40% complete
Page Completed To-do Score

Overview

Various framedata mistakes fixed. Some descriptions added, fixed some bad images/missing hitboxes.

Clean up messy move descriptions & detail the more barren ones. Add the missing hitboxes.

15/25
Strategy

Functional Neutral, Pressure & Oki sections.

Go over more Neutral strategies & add more offensive setups. Complete defense section.

15/25
Combos

Combos listed for various starters.

Pending update to 1.31 routing + needs better sorting.

10/25
Matchups

Fill in every MU.

0/25

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