Melty Blood/MBTL/Aoko Aozaki: Difference between revisions

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<center><youtube>https://youtu.be/ERsLz_eC6Ms</youtube></center>
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<center>HP Value: -
Backdash: -
Movement Speed: -</center>
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Revision as of 02:26, 19 August 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 Aozaki is a returning character to Melty Blood, released as free DLC alongside Dead Apostle Noel on January 13, 2022. Aoko is a versatile all-rounder capable of close-range pressure, zoning, and space control via screen hazards and far-reaching normal and special attacks.

Aoko excels at creating difficult situations for the opponent to navigate using moves that cover a broad variety of ranges and angles, such as her charged 5C and j.C, Browning Starmine (236X), Raining Starmine (j.236X) and her trademark Floating Starmine setplay orbs (214X, j.214X, and 421X). However, she also has tools to get in and mix it up directly: her 6C rekka series, plus use of I'll trip you up!/I'll send you flying! (623A/B), allows her to run effective gamuts of pressure and high/low mixups at close-range. Combined with her unique trait of 2 air jumps and 2 air dashes, Aoko can relentlessly pressure the opponent in various ways when she's given momentum.

In exchange for all of this, Aoko has no meterless reversal, making it difficult for her to fight back as freely from a defensive position as most other characters can. Additionally, if she triple jumps she can't block until she lands. Orbs and other ranged moves can also allow the opponent greater opportunities to shield and interrupt her offensive pressure, so they have to be used carefully for maximum effectiveness--this is especially true of her longer-range moves with longer startup and recovery times.

Strengths Weaknesses
  • Versatile toolkit that allows her to function well at a variety of ranges, control screen space exceptionally well, 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.
  • Great damage and conversions off of stray hits, especially with meter.
  • Careless use of orbs will provide opportunities for the opponent to shield them and punish from far away.
  • Long startup or recovery times on longer-ranged moves makes them easy to punish if misused.
  • Eats resources for maximum damage, certain combo conversions, & some of her best oki setups, so being at a resource deficit (particularly low meter) makes it hard to maximize her potential.
  • Can't air block after triple jumping, giving up a common defensive tool in exchange for her air mobility.
HP Value: -

Backdash: -

Movement Speed: -

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
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. 2A is generally better to use for pressure, and 5A's short reach makes it an excellent reverse beat option.
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.
Good reach and surprisingly safe without reverse beat. Solid normal overall.
5C
5C
5C
MBTL Aoko 5c.png
Moves you forward slightly
MBTL Aoko 5c hb.png
Moves you forward slightly
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
  • Cancel properties are for leg connect only.
Charged version of 5C where Aoko shoots a laser from her foot. Deals excellent damage for when you can sneak it into a combo.

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 -
  • Fast low with good reach.
A quick low kick with the front leg. Excellent close-range pressure normal.
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 -
  • Faster than average startup.
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 -
  • Launches into a hard knockdown on hit.
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 - -
  • Hits standing opponents while rising.
  • Whiff-cancelable into other air buttons, moves, or double-jump/forward airdash after frame 19.
A quick knee attack. Aoko's most horizontal air normal. Also useful as a frame kill for certain AT setups.
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.
Hits the farthest above Aoko out of any of her air normals, making it a good long distance rising anti-air.
j.C
jC
Aerial C
MBTL Aoko jC.png
MBTL Aoko jC be.png
Stalls your air momentum slightly
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 - - - -
  • Hits standing opponents while rising.

A downward kick from the front leg.

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
  • Has infinite range, laser travels until it hits the ground.
  • Kick is still an overhead, laser is not.
  • Cancel properties are for leg connect only.
A charged version of j.C where Aoko shoots a laser out from her foot.

Command Normals

6C
Good morning cardio routine
6+C
MBTL Aoko 6C.png
Rekka
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
Good morning cardio routine
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
Good morning cardio routine
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.
  • Can cancel into an EX Edge or Arc Drive.
6C~C~C~C
6C~C~C~C
6+C > AddC > AddC > AddC
MBTL Aoko 6CCCC.png
Low Slide
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 cancel into an EX Edge or Arc Drive.
  • 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
Doesn't combo from 6CCC but is a overhead
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. Jump cancellable on hit and block.
  • Can cancel into an EX Edge, typically j.214C, to get a combo going.
  • It's possible to link a 2A on a Counter hit to convert without spending meter, but only when the opponent is hit while crouching. On a Fatal Counter hit you can link 2B instead for a slightly more damaging combo.
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 properties.
  • Links into any normal with a held orb, 2B on counterhit, and 2C on fatal counter.
2C~C
2C~2C
2+C > Add2+C
MBTL Aoko 2C2C.png
Rasengan
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.
3C/Rapid Beat 3
3C/Rapid Beat 3
3+C

or

X>X>X
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. Has a decent amount of vertical range but is still tricky to use as an AA due to its relatively shorter horizontal range.
Ground Throw
throw
4/6+A+D
MBTL Aoko throw.png
You can combo off this if you throw the opponent into a orb
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
Roundabout
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
236A
MBTL Aoko 236AX.png
236A~X
MBTL Aoko 236AXX.png
236A~X~X
MBTL Aoko 236AXXX be.png
236A~X~[X]
MBTL Aoko 236B.png
236B
MBTL Aoko 236B be.png
236[B]
MBTL Aoko 236C.png
236C
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
623A
MBTL Aoko 623B.png
623B
MBTL Aoko 623BX.png
B Followup
MBTL Aoko 623C.png
Her reversal
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.
  • Hits grounded opponents on frame 29.
  • Hits jumping opponents on frame 19.
  • 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.
  • If this input is delayed it's possible to pick up and get conversions for further corner carry.
  • 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 knockdown, which can buy time to set up orbs.
Floating Starmine
Floating Starmine
214+X

or

421+X
MBTL Aoko 214A.png
Proximity Orb
MBTL Aoko 214B.png
MBTL Aoko 214C.png
EX
MBTL Aoko 421X.png
Negative Edge Orb: C version is not an EX move
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 and space control 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.
  • Another critical part of Aoko's oki and space control kit.
Floating Starmine (air)
Floating Starmine (air)
Aerial 214+X
MBTL Aoko j214A.png
Air proximity orbs
MBTL Aoko j214B.png
MBTL Aoko j214B be.png
Charging moves Aoko further back
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 in midair and then falls to the ground.
  • Very loose height restriction, so when the input is tiger kneed, Aoko will set the orb extremely close to the ground.
  • After the orb is set, Aoko will fall forward if she was moving forward before setting the orb. Otherwise, she'll fall backward.
  • Pretty much all the same rules and restrictions from 214A/B apply here, except held inputs will instead give a charged version (listed below).
  • Any orbs made by j.214A will be replaced if you use 214A and vice versa. Similarly, Aoko may only have one orb from either 214B or j214B out at a time.
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. Unlike the normal versions, Aoko will always move backward after setting a charged orb.
  • If Aoko has air actions remaining, she can jump-cancel after charged j.214A/B, though this doesn't work with TK'd versions as she lands too quickly for the jump cancel point.
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. 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. Very useful as a combo ender.

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.
  • Hits grounded opponents on frame 28.
  • Unlike 623B, the first hit will not hit jumping opponents.
  • Jump-cancelable on contact.
Floating Starmine
Floating Starmine
4+B+C

or

1+B+C
MBTL Aoko 4BC.png
4BC
MBTL Aoko 1BC.png
1BC: same positions as B and C orb
MBTL Aoko j4BC.png
j4BC
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.
  • Although these are negative edge orbs, these can be broken if hit by the opponent's attacks.
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.
  • Great setplay tool. Can be used immediately after knockdown for ambiguous left/right mix setups.
  • If buffered after rising j.A, it will stop your momentum allowing you to continue the combo on hit or sideswitch on block.
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 22B/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.
  • Aoko continues the attack if the opponent blocks it. Opponents can shield into B followup with time after to set up for a damaging combo while Aoko finishes the attack.

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 the Marvel 2 character select screen and catches them in the detonation of a new universe.
  • Animation identical to the first hit of her arc drive.

Reverse Beats

Customization

Palette options

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15


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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