Melty Blood/MBAACC/Aoko Aozaki/Half Moon

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Combos

  • Combos were performed on Sion

Basic BnB's Midscreen

  • 2ab5b 6aaa 2c5c4c 412[a/b] : : : : : : : : : : : : : : : : : 3149dmg 21.0 %mtr --orb bnb
  • 2ab5b 6aaa 2c5c3c jbc jabc AT : : : : : : : : : : : : : : : 4271dmg 30.6 %mtr --basic airthrow bnb.
  • 2ab5b 6aaa 4[c] 412[a/b] : : : : : : : : : : : : : : : : : : : : 2566dmg 14.4 %mtr --4[c] has longer advantage.
  • 2b5b 5c2c3c jbc jabc AT : : : : : : : : : : : : : : : : : : : : 4553dmg 23.7 %mtr --H-aoko unique string
  • 66 2ab5b 5c2c3c jbc j(a)bc AT : : : : : : : : : : : : : : : : 4344dmg 24.6 %mtr --must use dashmomentum. 2aa wont work (2c will whiff)
  • 2ab5b 6aaa 4[c] 214a 66 jabc jabc AT : : : : : : : : : : : 4137dmg 65.8 %mtr - basic corner carry version
  • 2ab5b 6aaa 4[c] dash 2a 2c5c3c 63214a 412a/b : : : :3635dmg 64.4 %mtr - delay 2c 5c 3c alot (always) or miss out 3c
  • 2ab5b 6aaa 4[c] dash 2a 2c5c3c jbc jbc AT : : : : : : : 4377dmg 33.6 %mtr - see below

--tough but necessary dash link. the '4[c]> dash 2a' can be buffered like:

XXXX > 4[c] 66~[3] 3a2c. you dash then move to hold downforwards and use '3a2c' really late, rather than 2a2c. Although its much easier to land something like '4[c] 214b 66 jbc' for corner carry instead dash 2a/b combos will become a staple in more advanced stuff so learn it! especially against chars that 4[c] > 2b works on.

  • Corner:

meterless stuff with no whiff cancels.

Use all the above combos, other options include:

  • 2aa2b5b 6aaa 4[c] walkback 5a2c 5c3c 63214a 412[a]: : : :3651dmg 65.2 %mtr -
  • 2aa2b5b 6aaa 4[c] 2a2c5c4c 623a: : : : : : : : : : : : : : : : : :3952dmg 71.4 %mtr - basic route into kicking ass!

see https://www.youtube.com/watch?v=5NPNPBcEKzw


Universal whiff cancel combos

These combos are your damaging meterless BNBs, especially with jumpins or orb openings, counterhits etc.


Midscreen / Fullscreen

note the combos don't use 5[c] midscreen (usually they end up too high but 5[c]4[c] is possible midscreen, very situational)

fullscreen corner carry and orb oki meterless combos.


midscreen string 1

  • 2ab 5b 6aaa 4[c] 66 2a2c 6a(whiff) 6aa 4[c] 66 2c 5c3c 63214a: : : : : : : : : : :4134dmg 91 %mtr
  • 2ab 5b 6aaa 4[c] 66 2b2c 6a(whiff) 6aa 4[c] 66 2b2c 6a(whiff) 6aa 4[c]: : : : : :4238dmg 98 %mtr


midscreen string 2. This uses two lots of 6aaa before the first 4[c] and gets them high so the dash link is easier.

  • dash 2a2b5b 6aaa 2a2c 6a(whiff)6aa 4[c] 66 2a2c 6a(whiff)6aa 4[c]...: : : : : : :3972dmg 84 %mtr
: : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : or end in
: : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : :...4[c] 2c5c3c 63214a 412a.: :4392dmg 113 %mtr
: : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : :...4[c] 2c5c3c jbc jabc AT.: : :4665dmg 113 %mtr
  • 66 2aaa5b 6aaa IAD jb 2c (6awhiff 6aa) ...this works but is difficult to delay 2c enough, probably worth only style. leads to 5[c] stuff.


Corner or near corner

  • Loop opener
  • 2ab5b 6aaa 4[c] 2a2c 6a(whiff)6aa 5[c] 4[c]...

...some possible followups, you've used two ground bounces already, 4[c] again will end the combo:

i) ...2a 2c5c3c jbc jabc AT.: : : : : : : : : : : : : : : : : : : : : : : : : : : : :4745dmg. 117 %mtr
ii)...2a 2c5c3c 63214a 412a: : : : : : : : : : : : : : : : : : : : : : : : : : : : 4358dmg. 101 %mtr.
iii)..j8~4(driftback) late jb 2c 6a(whiff)6aa 4[c] 412a: : : : : : : : : : : :4343dmg. 101.5 %mtr.
iv)...walkback 5a2c2a(whiff) fullyrecover 2a2c5c3c jbc jbc AT: : : : :4796dmg 129.9 %mtr
V)....walkback 5a2c2a(whiff) fullyrecover 2a2c 6a(whiff)6aa 4[c]: : : :4423dmg 110.6 %mtr

walk backwards before 5a to space the 2a whiff. tough combo


  • Loop opener 2
  • 2ab5b 6aaa 2a2c 6a(whiff)6aa 5[c]4[c]...

...similar followups although only one ground bounce is used by this point

i) ...2a2c 6a(whiff)6aa 4[c] 2a2c5c3c jbc jabc AT.: : : : : : : : : : : : : :????dmg. ???mtr
ii)...2a2c 6a(whiff)6aa 4[c] 2a2c5c3c 63214a 412a.: : : : : : : : : : : : :????dmg. ???mtr
iii)..j8~4(driftback) late jb 2c 6a(whiff)6aa 4[c] 412a.: : : : : : : : : : : : :4275dmg. 101 %mtr.
iv)...j8~4(driftback) late jb 2c 6a(whiff)6aa 4[c] 2a2c5c3c 63214a.: : :4668dmg. 104 %mtr.


  • Meter building loop
  • 2a2b5b 6aaa 4[c] walkback late 5a2c 2a(whiff then fullyrecover) 2a2c 6a(whiff) 6aa 5[c] 4[c] walkback 5a2c2a(whiff) fullyrecover 2a2c 5c3c jabc jabc AT

5210dmg 138 %mtr . Corner only, might be the only damaging string that allows 6aaa 5[c] VS nero in the corner.


Air counterhit confirms

Assumes you already have air counterhit your opponent and landed.

  • ) 2c5c3c jbc jbc AT
  • ) 2c5c3c 63214a
  • ) 2c5c4c 412[a]
  • ) 2b2c 6a(whiff) 6aa 4[c]...


when you are directly below them or can get there in time...easier near the corner without dashes needed.

  • ) late 5[c]4[c] ....(can end in anything...412[b] / 214b 214c / Arc Drive / dash2c jumpcancel tricks)
  • ) late 5[c] delay 2c 6a(whiff)6aa 4[c] 66 2a/b 2c 6a(whiff)6aa 5[c]4[c]...

some possible endings are:

) ..2a/b 2c5c3c jbc jbc AT...: : : : 5560dmg 131.3 %mtr - damage from a pop'd held orb
) ..2a/b 2c5c3c 63214a...: : : : : :???????? -
) ..214b 214c 4c...: : : : : : : : : : : ???????? - circuit break

Air throw followups

anywhere

  • land 2c5c3c jbc jbc AT...: : : : : : : : : : : : : : : : : : : : : :3167dmg. 12.6%mtr. bnb, lands anywhere
  • land 2c5c3c jbc sjc j214c land 5[c]4[c]...: : : : : : : : : : ????dmg ???mtr. bnb 2. lands anywhere. you can superjump for ages to get up, dont mash jc early.
  • land 2c5c 643214a 412[b], or land 2c4c 421[a]...: : : : : ????dmg ???mtr. AT into orb for no meter.


Corner air throw combos with situational-ish spacing

  • land 2b2c 6a(whiff) 6aa 5[c]4[c] 2b(a) 2c5c3c 643214a.......Works right in the corner or just outside.
  • land 2b2c 6a(whiff) 6aa 5[c]4[c] 2b(a) 2c5c3c jbc jc j214c 5[c] delay 2b(a) 2c5c3c 63214a.......3820dmg 6.8%mtr. Slightly better damage and oki for 100 meter.
  • land 5a2c 2a(whiff) 2a2c 6a(whiff) 6aa 5[c]4[c] 2b(a) 2c5c3c jabc jabc AT...: : : : : : : : : : : : : : 3831dmg 102%mtr. Must land at a character width distance from the corner, max range of your 5a. This is so you can whiff 2a.



Metered Combos

H-Aoko can pretty much play without needing to use meter in combos. However, metered combos with Haoko are good for setups from airthrows, awkwards long distance confirm 2b/2c's and air counter-hit conversion. 214C Curcuit break is okay but doesn't nearly last long enough; you'll probably be spending the 100 meter for grounded 214C in blockstrings and pressure instead. Any airstring ending on superJC will allow you to combo to J214c, land and continue. Commonly with 5[c]4[c]. Remember only 3 groundbounces (4[c]'s) per combo, and only one '6aaa 5[c]' will connect.

J 214C combos Examples of EX orb extended combos

  • Air counter hit - 66 2c5c3c jbc 8jc j214c land 5[c]4[c]- This allows you to drop like Fmoon and stay on the same side. Continue the combo or set up oki. delay 2c5c3c to keep them really low or you wont make the jc > J214C link.
  • dash momentum 2a2b5b 5c 2c3c jbc jbc j214c delay 5[c]4[c] 2a2c 6a(whiff) 6aa 4[c] 2a2c 5c 3c 63214a 412[a] 5154dmg -2.8 %mtr.

orb momentum will throw you forwards after j214c. does work if you are not in the corner but you will land and combo back towards the centre. learn to hit 5[c] late after j214c, get them low


Curcuit break combos

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


Character Specifics

'4[c] 2b2c' works instead of '4[c] 2a2c' in all combos but but it will only connect on half the cast. 2b's active frames and hitbox make for much more lenient timing especially on dash combos, a bit more dammage too.

The list below shows the character divides for pickups in ground combos, 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.

In ground combos, both the yellow and purple characters work with 2a,

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 :

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

2a instead picks up :

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


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

Blockstrings

Forward moving normals are 5b, 2c, 6aa. For inspiration see here:

http://www.nicovideo.jp/watch/sm16737063 http://www.nicovideo.jp/watch/sm18955986

or

http://youtu.be/bxLGtX6GZmc http://youtu.be/ui5iccKriWk

Strategy

Spacing

Pressure

Orb pop stuff

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]....2b5b5c 214b pop[a] 66...
if you hold [a] orb, you can use 2AB/5AB 5E 214AB release [a], for easier execution. Mixup between high and low with 2b or 5b first here.
  • hold[c]....66.. 5a6a..6a...2b...2a...pop[c]
holding C leaves some nice stagger and reversebeat options
  • hold[a]....2b5b5c 236b pop[a] Arc Drive or any EX that will reach.
the orb hits before 236b does, cancel 5c into 236b then release the orb after. all the hits of 236b can EX cancel or AD cancel apart from the last hit...


jump-in strings assuming a held orb (these are best in the corner, but you can space stuff like this midscreen too)

  • hold[a] IAD jb/c, land 2b5b5c 214b pop[a]....
can condition the opponent into blocking low after jump ins for fuzzy fun.
  • hold[b], j[c] (hold c and release b) 66 j.ab land... any combo.
"Jc, 66 jab" combos for a high damage 3hit starter, and can condition the opponent into blocking high for a few hits then low with 2b... see fuzzy combos.
  • hold[a], jc j623a land 2b5b5c pop[a].... or hold[a] (high)jc 66 jc 623a land 2b5b5c into pop[a]
leads to pretty much maximum damage Haoko can deliver. follwed by a low proration combo (66 2b5b5c 2c3c...etc) is very damaging.

Fuzzy

  • hold[a] IAD deep jb, instant 9jb pop[a] 66 jb land... any combo.
the "double jb then orb pop" hits fuzzy on the second jb and the orb provides hitstun till you land even without the airdash jb.
  • hold[b], j[c] (hold c and release b) 66 j.ab instant 9jb pop[b] land... any combo
the fourth hit, the second jb is the fuzzy here again. extended approach from jumpin #2 above.
  • jc 66 jab 9jb jc - orbless, 9jb is fuzzy
  • jc 66 jab 9jb jc 623a - orbless fuzzy same, but 623a combos off jc.


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

Example In the corner...

  • hold[a] IAD jb j214[b] (hold b, release a) land 4[c], release[b]orb, 66, continue combo..

...falling jb, j214[b] pops an air orb on them, but keeps the first orb held to use after 4[c].


Carefully placed j214a/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 j214c and continue on the ground. Just around or above aokos head height is ideal placement to work. doesn't matter about charged orbs or not. Pretty sure all aokos can do this.

Move Descriptions

Normal Moves

2A

The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.

5A

-

5A6A

-

5A6A6A

-

2B

-

5B

-

2C

-

3C

-

5C

-

5[C]

-

4C

-

4[C]

-

JA

-

JB

-


JC

-

Special Moves

Grounded Specials

22 A/B/C - Blazing Starmine - [fire]
  • (Description) - Aoko puts her hand on the ground and a laser about the height of Nero comes out of the ground
  • (A version) - The laser comes out of the ground directly in front of Aoko. This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it. If your opponent blocks it, it's rock/paper/scissors after it unless you cancel into a super. 3C beats jump, 2A 2C beats certain backdashes, 623B beats other backdashes, 623A beats mashing, 1 beats heat or a reversal.
  • (B version) - The laser comes out further in front of Aoko. This is also a nice away to end pressure if you're a bit further away. It's also RPS after it unless you cancel into a super with your opponent having the same option.
  • (EX version) - Aoko shoots 5 beams. This move has only very limited uses. It's main use is for beating superarmor(use on Kouma 22C for example.) You can also use it after a BE5C used as an antiair if your opponent gets hit by that. The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech. The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.
236 A/B/C - Blowning Starmine(?) - [wind]
  • (Description) - Aoko shoots a beam out of her hand.
  • (A version) - You can't hit the beam only Aoko with an extended hitbox. This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.
  • (B version) - Aoko chills for a bit before shooting a large laser that is fullscreen. This move doesn't have pushback and it's +15 on block. It takes awhile to do though so I wouldn't recommend using it except as a full screen punisher as Aoko has many faster and safer options. Cancels to EX and Arc Drive (although EX's probably wont hit) cancel before the last hit.
  • ([B] version) - Aoko spends some quality time(93 frames-data from AA) charging before she fires a full screen laser that is unblockable. This isn't that great since it can be dodged on reaction as it takes so damn long to come out. It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen but it's not going to hit very often.

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

  • (EX version) - EX lasers. Aoko opens a portal and a lot of small lasers fire out of it. Not sure if there is a practical combo that includes this move and unfortunately Aoko doesn't get BE236C in Half Moon.
214 A/B/C - Magic Draw - [violent wind]
  • (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.
  • (A version) - This version of the move travels the slowest. This move's main use is to keep your opponent from sitting on the other side of the screen when you have some held orbs up. It's -3 on block if you do it at point blank range so don't use it in a blockstring unless you pushed yourself a decent distance away. After, 3c from its max effective range with a jumpcancel/rebeat or special cancel to 214C
  • (B version) - This version of the move travels faster than the A version. This is mainly used to peg opponents who want to sit full screen away from you and in the 4[C] combo in midscreen. Always, always cancel into 214C if you're using it after 4[C] because its -8 on block.(AA data)
  • (EX version) - EX version. This causes circuit break on hit and it's +14 (AA data) on block. This move is great because if you combo into it you take away all wakeup options your opponent has that require meter and it's great on block too since it's so safe.
623 A/B/C - Keri tobasu wa yo~ [Wheelkick]
  • (Description) - Aoko flies at her opponent with a sexy wheelkick. Can unfortunately be used in the air (looses overhead property)
  • (A version) - A version of the wheelkick hits twice and the second hit is an overhead. This move is good as an antiair and its good to beat mashing. It's not invincible at startup but it's ok for antiairing if you use it cleanly. Caution: -8 on block. This move is used in combos to set up Kicking Ass!, leaving you a very strong tech punish setup.
  • (B version) - This has some startup time(you can easdily get mashed ot of it) and hits overhead. It's +6 on block, comboes to 5a/2a on hit and goes across ~1/2 the stage. This move is great if you can get your opponent to respect it because it puts you at point blank range, gives you all your normals back, and is safe on block. It also punishes backdashes.
  • (EX version) - 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 -10 on block so you better be prepared for some pain if your opponent baited you.
412 A/B/C - Exploding Starmine [explosion]
  • (Description) - Aoko creates a held orb which goes a different distance in front of her depending on which version you use. After the orb is created you can hold either A, B, or C for the orb to stay there. It slowly moves down on the screen over time. You can have up to two of these on the screen at the same time and you can switch what button you're holding to use different specials/normals. This move is great for getting CHs and zoning in general and it's also good in pressure. Having one or two of these out in neutral makes life a LOT easier in most matchups.
  • (A version) - A version sends an orb kind of close to her on the ground. Can be used in pressure if you get respected because an immediate pop gives +8 and if you want oki instead of damage you can end a combo in 2C>421A or 2C>4C>421A (don't use this deep in corner because the 4C will make you advance and the orb will pop off screen).
  • (B version) - B version sends an orb ~1/2 screen away from her.
  • (C version, not EX) - 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/B/C > 8: - This sends the orb ~double jump height from the ground. This is extremely useful in certain matchups, like vs that whore Warc who likes to be in the air a lot.

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].

63214 A/B/C - Blowning Starbow [mirror]
  • (Description) - Aoko forms a magic circle in front of her.
  • (A version) - The circle forms very quickly and only hits once. Reflect projectiles, and hits HardKnockDown higher and further than 4c reaches, quickly. Good at the end of longer combos.
  • (B version) - The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23. If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.) This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.
  • (EX version) - This is a safer version of B mirror but at the cost of 100 meter. This isn't really that great since Aoko has many better ways to use the meter and it's even 3 less +frames than B version. The only time to use it is after a blocked 22A, preferably if you're in heat.

Jumping Specials

J236 A/B/C or j22 A/B/C - Raining Starmine - [rain]
  • (Description) -Aoko rains lasers on her opponents from the air. All versions TKable.
  • (A version) -A single hit laser that keeps the momentum in the air that Aoko has. This move is great in conjunction with the rest of her keepaway(IABD J236A) to stop opponents from rushing at you recklessly.
  • (B version) -This is much better if your opponent manages to get closer to you than J236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.
  • (EX version) - EX version. You can use this at the end of a standard air combo or you can cancel into this after a J236B if that hits to get some more damage. Can be used in fuzzyguard strings to kill an opponent with low health.
J623 A/B/C - Keri tobasu wa yo~ [Air Wheelkick]
  • (Description) - Aoko flies forward with a less potent wheelkick.
  • (A version) -is NOT an overhead AND it hits only on the way down. works best as an extra movement tool for unpredictability. Comboes from JC in jumpins etc.
  • (B version) -IS an overhead. Slow, but could be used to get in an unexpected overhead. Must be initiated low to be usefull.
  • (C version) -Not EX. Hits overhead.
J214 A/B/C - Floating Starmine - [floating]
  • (Description) -Aoko sets up an orb. After a short period of time the orb vanishes. All versions TKable.
  • ( A or B ) - Aoko sets up an orb then falls to the ground with the momentum she had before setting up the orb. There is no difference between an A orb and a B orb besides the fact that you can't have 2 A orbs or 2 B orbs but you can have one of each. This move is great in pressure if your opponent will respect you as it grants lots of +frames. It's also good in conjunction with held orbs in neutral to keep your opponent from reaching you.
  • ( [A] or [B] ) -Aoko sets up an orb then falls to the ground eithout gathered momentum. There are no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.
  • (EX version) - Big EX orb. This move has a couple of uses. If you're about to run out of heat you can burn the remaining meter with EX orb to stay relatively safe behind it. You can also use it after J236B to keep your pressure safe or to keep your opponent from hitting you after they dashed in if you don't have anything to protect you. The other great use for it is at the end of an air combo so that you can set up a held orb for oki.

Arc Drive

41236c - Severe Break
  • (Description) - In HEAT only. It's primary use is to punish full screen on reaction to whatever. Can also be linked after 214C for a little more damage when in MAX.



MBAACC Navigation

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AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull