Melty Blood/MBAACC/Aoko Aozaki/Half Moon
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
Please see the character specifics section below.
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,
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
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5A6A
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5A6A6A
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2B
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5B
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2C
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3C
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5C
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5[C]
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4C
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4[C]
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JA
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JB
-
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JC
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Special Moves
Grounded Specials
22 A/B/C - Blazing Starmine - [fire]
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236 A/B/C - Blowning Starmine(?) - [wind]
---(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)
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214 A/B/C - Magic Draw - [violent wind]
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623 A/B/C - Keri tobasu wa yo~ [Wheelkick]
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412 A/B/C - Exploding Starmine [explosion]
---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]
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Jumping Specials
J236 A/B/C or j22 A/B/C - Raining Starmine - [rain]
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J623 A/B/C - Keri tobasu wa yo~ [Air Wheelkick]
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J214 A/B/C - Floating Starmine - [floating]
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Arc Drive
41236c - Severe Break
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