Additional Resources
Meltybits:F-Aoko
Aoko Fuzzy Overhead set up on tall bodies
F-Aoko Essentials
Match Video Database
Players to watch/ask
JP:
Overview
Strengths Weaknesses
*Strengths
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- Newbie friendly but still very effective at high level with good fundamentals
- Well rounded; she’s pretty similar to a Street Fighter "Shoto" in design
- Double airdash gives her high mobility and offense
- Her supers provide her amazing utility
- Has a fireball
- Has good and simple mix ups
- Consistent damage
- Good normals for both air and ground
- Good ground mobility
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Weaknesses
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- Needs meter to access some of her better mix-ups
- Defensive options are passable at best.
- 421X series isn't as versatile as her H and C variants.
- While she can airdash twice before landing, her airdash isn't that long.
- Like any Aoko variant, she can get clipped by things trying to jump out that other characters wouldn't.
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F-Aoko, the many-acclaimed "Shoto" of MBAACC. Fitted with a lot of good normals for neutral, plenty of orbs and even a fireball, F-Aoko is a character whose basics will carry you far in Melty as long as you have strong understanding of the game's fundamentals. While she can very easily sit back and turn the screen into a minefield using 236X, 214X, and j214X, she can also quickly transition from zoning to rushdown in an instant. With the power of 5B, j.B, j.C, and her airdash movement, she can quickly be in your face with stagger pressure and okizeme. Her EX moves also provide tons of utility, chief among those being 214C ("blue fiyah") which can lock the opponent down long enough for her to enforce a mixup. A stable character among many in the world of Melty.
General Gameplan
Depending on the matchup, F-Aoko can play all ranges of the game's space. In some matches you are free to use 236A liberally, however be warned most characters can simply duck under 236A (with the exceptions being Hime, Nero, Wara). You can also use 214A/B along with TKj214[A]/[B], allowing four orbs to be on-screen simultaneously. TKj214[A]/[B] are slightly tougher for opponents to hit to knock the proximity orbs out of place which is nice for F Aoko. What F-aoko could also do is use the orbs as bait and as the opponent goes to swat them away, hit them with 5B and collect your combo. This tactic is also MU specific at times as you may not want to sit back vs the likes of some characters.
Once in the corner there are more frame traps and options available to work with, which will be covered in the Pressure and Okizeme sections.
Neutral
To not repeat too much, it all depends on the matchup.
Generally it's never a bad idea to test the waters with 236A to see how your opponent reacts. If they cannot deal with it effectively then feel free to use 236A liberally: vs slow or less mobile characters like Kouma, Tohno, Akiha, for example, you can also afford to use 236A in tandem with 214A/B and see how the opponent plays around them. If they seek to approach from the air you can dash under them if the space permits and even trip guard them with dash under 2C 3C. Be sure to learn the ranges of 5B and play around with it in neutral, its basically the ragna 5B in melty's form. if for some reason you need to meter dump to not end up in max use 236A 236C, its easily avoidable but they have to jump into the air anyways. Its not an auto win neutral tool except for Nero and Hime(without meter) respectively, but it does force the opponent to move around a bit if the opponent wanted to play grounded initially.
In the event you are in MAX and need a safe way to get back health while not pressuring the opponent you can 236A/B IH. While pressuring the opponent you can 63214A IH to not only regain red health but also stay on the offensive.
Pressure
F-Aoko has a lot of tools at her disposal, from 2A/5A/2B being + on block, to 5B being 0 and hard to contest at ranges its stopped at and also catching jump outs there is an endless amount of ways to structure your pressure but here are some pointers/ basics
- 2A Stagger 5A dash throw
- 2A stagger 2A redash 2AA
- 2A stagger 2A 5B 2B, Iad iad j.B dj iad j.B
- 2A 2A delay 5B, 5B(frame traps)
- 2AAA 5B 4{c} 63214A, OTG pick up(best used in the corner)
- 2AAA 5B 4[C] OTG pick up(best used in the corner)
- 2A Stagger 2A stagger 2A slight delay 2B, 5B(frame traps)
- IAD j.B j214A, 2AAA(best used in the corner)
- IAD j.B j214A, Throw
- Iad J.B j214A, Iad J.B dj Iad j.B(best used in the corner
metered
- this is the basic way to set up blue fiyah here's a another example after the first one
- 2AA 5B 2C 3C 22A 214C
- 2AA 5B 4{C} 63214A 214C
(Although the above string prevents it, note that if 63214a hits from too far away, then first hit of blue fire will whiff and they can jump out. Blue fire's first hit is always guaranteed to connect after 22a.)
This is only just a small list of things that Faoko can possibly do so be sure to either try things out on the field or in training mode but she has plenty of ways to frame trap you and mix you up through usage of her IAD and the good frames on her buttons. Moving onto Okizeme, another good strength that F-Aoko possesses
Okizeme
F-aoko's oki can spawn from the j214C ender route, if midscreen you got the following enders to use
- j.214C, 5[C] 4[C], (421A OR 214A/B)
- j.214C 2C 63214B, (TKj214[A]/[B]
- j.214C 2C (delay 214A/B)
the last two are really easy to understand, you can set the orb on top of them with 214A/B and proceed to dash up throw/2A pressure/Iad j.B (possibly even dj IAD j.B) its very simple and effective to make people respect your offense once you get going. Specifically with TKj214[A]/[B] you can jumpback airdash j.a whiff for an L/R you want to or do iad j.C dj iad j.AA for more overhead attempts. the first point in which you use 421A is generally for the corner so there's not much merit to it there but you can input 421A again for an overhead and while that's not particularly anything spectacular midscreen it will do a lot of wonders in the corner. Now in the next section it will cover the corner, be sure to experiment with the ender routes and see what works for you.
Corner
Now there's two sections to this but continuing on from one of our ender routes
- j.214C, (walk back) 2C, (214A/B or 421A~[C])**
421A is a negative edge orb type in which you can hold any button to hold the orb from popping. Now if you input input 421A again, it pops and is now an overhead. So here's a list of mix ups you can try
- 2C 421A~[C], 421A(meaty), 2AA starter into combo
- 2C 421A~[C], dash 2AA 5B 2C 3C into aerial sequence
- 2C 421A~[C] empty jump, [release C], 2AA 5B 2C 3C into aerial sequence
- 2C 421A~[C], jump, [release C] airdash j.B/j.C
This is just a few things of what you can do after you set 421A down. if you happened to fail in opening up the opponent you still got pressure and if you still have meter either because you chose AT instead of j214C or you had 200 meter, here's a way to use Blue fiyah to try to open the opponent up again.
- (2AA) 5B 2C 3C 22A 214C**
the parts in parenthesis is when you ended your combo in AT ender. use 5B to meaty as you dash in. When you do this sequence blue fiyah is now active and is keeping the opponent in blockstun so now you can do the following:
- empty jump low
- jump delay airdash j.B
- IAD j.B dj IAD j.B
- 214A/B Iad j.B dj Iad j.B
- 214A/B empty jump low or delay airdash j.B
These are just a few examples that F-Aoko can do that simple yet effective. to expand on the last two options, placing a orb right in front of their face is added insurance while you perform pressure strings that were previously covered. With enough time making them block you can actually build another 100% to do another blue fiyah sequence. Making defense against F-aoko downright daunting whenever she has meter present.
Defense
One thing to note about Aoko in general is that she gets clipped more times for jumping out than other characters would. you do have to be more mindful whenever you attempt to escape by jumping out. Aoko also has one of the slower wake ups in the game, not to say depend on your opponent not keeping note of this, but it does make some character's oki a bit different for Aoko. Defense wise you do have the following at your disposal
- DP
- Heat(needs to be in max)
- Backdash
Going over each of these options starting with DP. 623B is indeed a real DP, however its among the slowest DP. a lot of times you can do a meaty 2A vs Aoko on wake up and still have time to block 623B. on top of it being able to be os'sed by clash such as ciel doing 2A 2B after her air throw ender, or hsatsuki doing something to the effect of 2A 5[C] only adds to the conclusion that while 623B is a DP, use it sparingly and use it wisely. Heat she needs to be in 300/max to even utilize, another rather sparingly used option. Backdash is good against making people whiff B and C normals other than that there's not much reason to backdash as hers is poor. With all of this in mind like any melty character you simply bide your time while blocking and ex guarding and attempt to jump out safely. If the opponent is shown to be sloppy with their offense then you can attempt to 2C their redash, but that's to be carefully considered
Combos
Starters
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent,
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Common starter for F-aoko. Might as well get comfortable with it. The parts in parenthesis such as 2AA is your usual hit confirms from 2A while the 2B you may have to omit in order for this starter to be stable. Cases like that happens around max 5B range. |
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Normal starter, grounded opponent,
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
A starter that usually happens when you poke with 5B. |
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Counterhit starter, grounded opponent,
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
CH starter that usually happens when you do 5B, 5B as a frame trap or when used as a poke. does a nice chunk of damage |
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Normal starter, grounded opponent,
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
A starter commonly seen if you air throw them in the corner and looking to catch a jump out, 5AA also catches jump outs in that situation as well |
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CH starter, grounded opponent,
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
A starter that's rare but if it does happen then please use this |
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Air CH starter, Airborne opponent,
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
A starter that's used to pick up from Air counter hit, if you feel its a bit difficult then use 5B into the air sequence you will see in combos |
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Enders
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal ender
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Common for a Melty blood character is a hard knockdown as well and allows you to dash at your opponent. in the corner its much better since they don't have room to retreat |
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Metered enders
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- j.214C 2C 63214B, (TKj214[A]/[B])/ j214C
- j.214C, 2C,(214A/B OR 421A)
- j.214C, 2C 22A, j.A j.B j.C sdj j.A j.B j.C Air throw
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
This is one of the enders you will use for your j214C combo route. the first one is midscreen typically and you use TKj214A/B to plant an orb on them as they wake up, you then either get a L/R mix up or you can simply dash in for pressure. The second one is generally for the corner and depending on what you would like you then get to choose between 214A/B or 421A. 214A/B puts a proximity orb that the opponent can't really do anything about as Aoko applying her IAD pressure in tandem with her staggers. 421A is a held orb above their head and can stay in place while Aoko does airdash mixups or empty jump low while the opponent is kept in blockstun since they are being kept in blocked stun by the released orb. The last extension is mainly for damage and nothing else This is one of her best enders no matter which way you go. |
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Normal starter, grounded opponent,
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- j.214C, 5[C] 4[C], (421A OR 214A/B)
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
the timing after j214C is a bit tricky at first, not typically seen but it does create better spacing to either plant a 421A over them or plant a 214A/B. |
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OTG Pick ups
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent,
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- 2A 5A(A) 5B ,(2B) 2C (214A/B)
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
F-aoko's otg pick ups. Best in the corner since neutral tech and back tech get punished by the orb, if you think they will forward tech, omit the 214A/B and react to the tech with 2C. this is what it looks like. The parts in parenthesis are parts that can be omitted for an adjustment you feel comfortable with |
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Normal Combos
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent,
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- (2A) 5B 2B 2C 3C jc j.ABC djc j.ABC AT
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Basic string with launcher, you can omit either one or both j.A for easier execution since the loss in damage inflicted is insignificant. Although you can't follow up with orb oki, doing this combo in the corner gives you the chance to do a meaty 5B confirm at max range. |
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Normal starter, grounded opponent,100 Meter
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- (2A) 5B 2B 2C 3C jc j.B j.C (dj/sdj) j.C j.214C, 2C 63214B (TKj214[A]/[B])
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
With some characters such as Nanaya and Aoko herself, you have to replace the double jump cancel with a super jump cancel, otherwise 214C won't hit. Is very likely that you will change sides by doing this which could make the rest of the string very awkward to do or straight up whiff, to fix positioning simply take a step backwards while your opponent falls from the 214C hit. |
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Normal starter, grounded opponent,100 Meter
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- (2A) 5B 2B 2C 3C jc j.B j.C (dj/sdj) j.C j.214C 5[C] 4[C], (421A~[C] or 214A/B
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
a more damaging route, a bit tricky on the timing to land the 5[C] link after j214C |
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Normal starter, grounded opponent, 100 meter
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- (2A) 5B 2B 2C 3C jc j.B j.C (dj/sdj) j.C j.214C, 2C 22A, j.A j.B j.C sdj j.A j.B j.C Air throw
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Her most damaging combo off of j214C route. the link is a bit tricky but nothing too difficult. |
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Normal starter, grounded opponent,100 Meter
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- (2A) 5B 2B 2C 3C jc j.B j.C (dj/sdj) j.C j.214C, (walk back) 2C, (214A/B or 421A~[C])
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
This variant is specifically for the corner. |
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Gold Air throw, anywhere
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- (gold) air throw, (2C) 3C j.B j.C djc j.(B) j.C Air throw
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Basic Gold air throw combo. you can choose to include 2C or not if you're execution savvy. |
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Gold Air throw, 100 meter, midscreen
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- (gold) air throw, (2C) 3C j.B j.C sdj j.C j214C, 2C 63214B, (TK j214A/B)
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Gold air throw combo that uses j214C. you can choose to include 2C or not if you're execution savvy. ender is the same as the combos listed previously |
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Gold Air throw, 100 meter,midscreen
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- (gold) air throw, (2C) 3C j.B j.C sdj j.C j214C, 5[C] 4[C] (421A OR 214A/B)
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Gold air throw combo that uses j214C that does a little bit more damage. you can choose to include 2C or not if you're execution savvy. ender is the same as the combos listed above. |
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Shield counter
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- D > 236D 2C 3C jc j.BC sdj j.BC Air throw/214C enders
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Shield counter combo. you get the basic idea on how her enders work by this point. |
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Move Descriptions
Normal Moves
2A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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350
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200
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75%
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-
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L
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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3
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4
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5
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+3
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3.5%
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-
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A short but fast low. Good for stagger pressure and tick throws.
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5A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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350
|
200
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75%
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-
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HL
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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4
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4
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5
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+3
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1.0%
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-
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A very short-ranged knee strike that's only a frame slower than 2A. It's just as plus, but it doesn't have nearly as much range and can be blocked standing.
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2B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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700
|
400
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100%
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-
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HL
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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6
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4
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9
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+2
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7.0%
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-
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A crouching punch that hits mid. It's +2 on block, meaning it can be used for frame traps or tick throws.
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5B
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Damage
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Red Damage
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Proration
|
Cancel
|
Guard
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800
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500
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85%
|
-
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HL
|
First Active
|
Active
|
Recovery
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Frame Adv
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Circuit
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Invuln
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7
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5
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10
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0
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8.0%
|
-
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Aoko's primary poke in neutral due to its speed, range, and relative safety.
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2C
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
500
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65%
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-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
5
|
18
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-8
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12.0%
|
-
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Aoko's sweep, causes a hard knockdown on hit. It has surprisingly decent range and is relatively safe when spaced out correctly.
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3C
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
500
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65%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
3
|
21
|
-6
|
3.0%
|
-
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Aoko's launcher, and one of her few anti-air options. Moves her forward a small distance, and the pushback on block makes it safe. Also has a clash hitbox near the top.
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4C
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
800
|
70%
|
-
|
HL
|
First Active
|
Active
|
Recovery
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Frame Adv
|
Circuit
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Invuln
|
14
|
1
|
19
|
-5 (standing), -2 (crouching)
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3.0%
|
-
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Aoko does an axe kick that hits mid. Generally used in combos to set up orb oki, or to fake a high mixup by cancelling into 63214A.
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4[C]
|
Damage
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Red Damage
|
Proration
|
Cancel
|
Guard
|
1100
|
800
|
50%
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
24
|
1
|
16
|
-2
|
3.0%
|
-
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A charged version of 4C that becomes an overhead. Relatively slow for an overhead, but can be used alongside 63214A and uncharged 4C to set up ambiguous high/low pressure.
|
|
5C
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
850
|
550
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
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Frame Adv
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Circuit
|
Invuln
|
10
|
7
|
14
|
-3
|
10.0%
|
-
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A long-reaching kick, and another anti-air option.
|
|
5[C]
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
1000
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
28
|
2
|
16
|
0
|
12.0%
|
-
|
Description
|
|
5[C] (laser)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
200
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
36
|
3
|
7
|
8~10 (1 hit = 8, 3 hits = 10)
|
5.0%
|
-
|
Description
|
|
j.A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250
|
150
|
75%
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
10
|
-
|
3.0%
|
-
|
Aoko's fastest air-to-air button, but with very short range. Mainly used as combo fodder or to confirm stray air hits.
|
|
j.B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
350
|
90%
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
-
|
-
|
7.0%
|
-
|
Another air-to-air button. It has more range than j.A, but is harder to confirm on reaction. It also has a lower hitbox than j.A, making it better against opponents that are underneath Aoko.
|
|
j.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
700
|
90%
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
-
|
-
|
10.0%
|
-
|
Aoko's primary jump-in button. Its wide range can it difficult for the opponent to anti-air it properly, depending on the matchup.
|
|
Special Moves
Blazing Starmine 22A/B/C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800x3 (2400)
|
500x3 (1500)
|
50%
|
EX
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
6
|
36
|
-2
|
4.0%
|
-
|
Aoko puts her hand on the ground and shoots a pillar diagonally upwards. All pillars are air blockable. A ver puts the pillar right where she places her hand.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800x3 (2400)
|
500x3 (1500)
|
50%
|
EX
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
23
|
6
|
33
|
1
|
4.0%
|
-
|
B ver is slightly further away from where she puts her hand down.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250x20 (5000)
|
200x20 (4000)
|
100%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+15
|
29
|
21
|
-14
|
-100%
|
-
|
Shoots a wave of pillars that goes around half screen lentgh. Pillars also extends higher than non metered ver.
|
|
AC / Magic Draw 236A/[A]/B/C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
800
|
80%
|
EX
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
-
|
34
|
-6 ~ 11
|
10.0%
|
-
|
Aoko's fireball move. She points her finger forward and shoots out a beamlike projectile.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400x3 (1200), 700
|
200x3 (600), 400
|
100%, 50%
|
EX
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
35
|
-
|
33
|
14~34
|
12.0%, 7.0%
|
-
|
Holding A increases the number of hits and the size of the projectile slightly.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
800
|
80%
|
EX
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
-
|
33
|
-5 ~ 23
|
10.0%
|
-
|
Slightly faster than the A version.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100, 400x5 (2000)
|
200x5 (1000)
|
100%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+25
|
-
|
8
|
39 ~ 51
|
-100%
|
Full 1-32
|
She creates a magic circle in front of her that shoots multiple projectiles.
|
|
Aoko Moonsault 623A/B/C (Air OK)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
800
|
70%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
5
|
34
|
-21
|
10.0%
|
-
|
A ver hits once.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500, 1000
|
200, 800
|
90%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
10
|
45
|
-33 ~ -37
|
13.0%
|
Full 1-11
|
B ver has startup invul and hits twice
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500x5 (2500)
|
200x5 (1000)
|
90%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+1
|
20
|
38
|
-38 ~ -31
|
-100%
|
Full 1-7
|
C ver is also invul and hits five times.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
800
|
70%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
5
|
-
|
-16 (TK)
|
10.0%
|
-
|
description
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500, 1000
|
200, 800
|
90%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
10
|
-
|
-29 (TK)
|
3.0%, 10.0%
|
High 1-4
|
description
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500x5 (2500)
|
200x5 (1000)
|
90%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+1
|
20
|
-
|
-29 ~ 25 (TK)
|
-100%
|
Full 1-7
|
description
|
|
Floating Starmine 214A/[A]/B/[B]/C/[C] (A/[A]/B/[B]/C Air OK)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
650
|
70%
|
EX
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
320 (Orb)
|
22
|
11
|
8.0%
|
-
|
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. Holding the attack button makes the orb go forward, with B version going a bit faster than A.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100, 300x14 (4200)
|
0, 200x14 (2800)
|
100%, 70%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+13 (initial hit)/2+30 (Orbs)
|
2 (Initial Hit)/68 (Orbs)
|
18 (Initial Hit)
|
73 (Max)
|
-100%
|
Full 1-2
|
EX Version.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
650
|
70%
|
EX
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
23/27 (held)
|
320 (Orb)
|
-
|
0 (Lowest Height TK)/24 (held)
|
8.0%
|
-
|
(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.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
650
|
50%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+12
|
160(Orb)
|
-
|
-7 (Lowest Height TK)
|
-100%
|
-
|
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.
|
|
Artillery Starmine 421A/[A]/B/[B]/C/[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
650
|
70%
|
EX
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
320 (Orb)
|
22
|
11
|
8.0%
|
-
|
Aoko points her finger diagonally upwards and shoots out an orb that stays. The button needs to be held for the orb to stay and also won't hit the opponent as long as its held. The button used to hold the orb can be switched at any time between A, B and C. Places the orb diagonally upwards at a height slighty above her head. Hits overhead.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
650
|
50%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12+30
|
160(Orb)
|
10
|
4
|
-100%
|
-
|
Places the orb further away and higher than the A ver.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
650
|
70%
|
EX
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
23/27 (held)
|
320 (Orb)
|
-
|
0 (Lowest Height TK)/24 (held)
|
8.0%
|
-
|
Place a big orb at the same place as the B ver.
|
|
Artillery Starmine Chain 421[X] ~ 421A/B/C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
300
|
50%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
17
|
10
|
2
|
6
|
5.0%
|
-
|
A and B version. Is an overhead.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
300
|
100%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
12
|
6
|
-
|
0.0%
|
-
|
C Version
|
|
Aoko Floor Sweep 63214A/B/C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
500
|
55%
|
EX
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
7
|
15
|
-7
|
9.0%
|
-
|
Aoko does a leg sweep.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
500
|
55%
|
EX
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
7
|
11
|
-3
|
9.0%
|
-
|
description
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900, 400, 800
|
500, 400, 500
|
55%, 100%, 40%
|
EX
|
LA, HL, HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+7
|
1 (10) 8 (4) 6
|
25
|
-38 (1st Hit)/-13 (3rd Hit)
|
-100.0%
|
-
|
Aoko extends the leg sweep by jumping and ending on a downwards kick. After the kick you can cancel into an Airdash or air normal.
|
|
Arc Drive
Severe Break 41236C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
7200
|
1913
|
50%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9+4
|
28 (39) 28
|
58
|
-27
|
removes all
|
Full 1-117
|
Assumes a similar stance to her 236X but instead of pointing forwards with her finger, she pulls her left arm back before she thrust forward like she would punch someone. A giant laser beam then extends out of her fist. After the first beams disappears she then repeats the same move with her right arm.
|
|
Another Arc Drive
Severe Break Slider 41236C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
14400
|
3174
|
50%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9+4
|
28 (39) 28 (43) 39
|
58
|
-27
|
removes all
|
Full 1-236
|
Similar to her AD, except she extends it after the second laser beam by jumping upwards and shooting down a laser from her foot that makes the ground explode.
|
|
Last Arc
Retroflow - Genesis Light Year EX Shield on ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3500-6300
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
removes all
|
-
|
Aoko traps her opponent in a blue energy cage, lifts them up while barraging them with energy orbs, then releases the energy cage in a huge explosion. Activated by performing an EX Shield on the ground.
|
|
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