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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 |
---|---|
|
|
Backdash: -
Movement Speed: -Character Summary
- 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)
- >A/B/C - Addiitional Input 1 (236A 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
Dash startup: 5
Dash actionable: 9
Jump startup: 4
Jump airtime: 37
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
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.
5B
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
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.
5[C]
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.
Crouching Normals
2A
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.
2B
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.
2C
Jumping Normals
j.A
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.
j.B
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
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.
Command Normals
6C
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
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
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~4C
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
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
Universal Mechanics
Rapid Beat 2
- Rushing knee attack. Auto-attack filler.
3C/Rapid Beat 3
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
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
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
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!
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
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)
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
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
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
I'll send you flying!
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
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
Raining Starmine
Super Moves
Arc Drives
Severe Break Slider
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
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
Aoko Wiki Roadmap
40% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
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 |