Melty Blood/MBAACC/Aoko Aozaki/Half Moon

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Additional Resources

Meltybits:F-Aoko
Aoko Fuzzy Overhead set up on tall bodies
F-Aoko Essentials
Match Video Database

Players to watch/ask

JP:

  • jefurīmanson (ジェフリーマンソン)

Overview

Strengths Weaknesses
*Strengths
  • 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
Weaknesses
  • 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.

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 Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • (2AA) 5B (2B) 2C 3C
???


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.
Normal starter, grounded opponent,
  • 5B 2C 3C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
A starter that usually happens when you poke with 5B.
Counterhit starter, grounded opponent,
  • CH 5B, 5B 2C 3C
???


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
Normal starter, grounded opponent,
  • 3C
???


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
CH starter, grounded opponent,
  • CH 3C, 2C 3C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
A starter that's rare but if it does happen then please use this
Air CH starter, Airborne opponent,
  • 2C, 3C
???


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

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal ender
  • Air throw
???


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
Metered enders
  • 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
???


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.
Normal starter, grounded opponent,
  • j.214C, 5[C] 4[C], (421A OR 214A/B)
???


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.

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A 5A(A) 5B ,(2B) 2C (214A/B)
???


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

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • (2A) 5B 2B 2C 3C jc j.ABC djc j.ABC AT
???


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.
Normal starter, grounded opponent,100 Meter
  • (2A) 5B 2B 2C 3C jc j.B j.C (dj/sdj) j.C j.214C, 2C 63214B (TKj214[A]/[B])
???


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.
Normal starter, grounded opponent,100 Meter
  • (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
???


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
Normal starter, grounded opponent, 100 meter
  • (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
???


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.
Normal starter, grounded opponent,100 Meter
  • (2A) 5B 2B 2C 3C jc j.B j.C (dj/sdj) j.C j.214C, (walk back) 2C, (214A/B or 421A~[C])
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This variant is specifically for the corner.
Gold Air throw, anywhere
  • (gold) air throw, (2C) 3C j.B j.C djc j.(B) j.C Air throw
???


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.
Gold Air throw, 100 meter, midscreen
  • (gold) air throw, (2C) 3C j.B j.C sdj j.C j214C, 2C 63214B, (TK j214A/B)
???


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
Gold Air throw, 100 meter,midscreen
  • (gold) air throw, (2C) 3C j.B j.C sdj j.C j214C, 5[C] 4[C] (421A OR 214A/B)
???


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.
Shield counter
  • D > 236D 2C 3C jc j.BC sdj j.BC Air throw/214C enders
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Shield counter combo. you get the basic idea on how her enders work by this point.





Move Descriptions

Normal Moves

2A
Damage Red Damage Proration Cancel Guard
350 200 75% - L
First Active Active Recovery Frame Adv Circuit Invuln
3 4 5 +3 3.5% -

A short but fast low. Good for stagger pressure and tick throws.


5A
Damage Red Damage Proration Cancel Guard
350 200 75% - HL
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 +3 1.0% -

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.


2B
Damage Red Damage Proration Cancel Guard
700 400 100% - HL
First Active Active Recovery Frame Adv Circuit Invuln
6 4 9 +2 7.0% -

A crouching punch that hits mid. It's +2 on block, meaning it can be used for frame traps or tick throws.


5B
Damage Red Damage Proration Cancel Guard
800 500 85% - HL
First Active Active Recovery Frame Adv Circuit Invuln
7 5 10 0 8.0% -

Aoko's primary poke in neutral due to its speed, range, and relative safety.


2C
Damage Red Damage Proration Cancel Guard
800 500 65% - L
First Active Active Recovery Frame Adv Circuit Invuln
8 5 18 -8 12.0% -

Aoko's sweep, causes a hard knockdown on hit. It has surprisingly decent range and is relatively safe when spaced out correctly.


3C
Damage Red Damage Proration Cancel Guard
800 500 65% - HL
First Active Active Recovery Frame Adv Circuit Invuln
9 3 21 -6 3.0% -

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.


4C
MBCAoko4C.png
Damage Red Damage Proration Cancel Guard
1000 800 70% - HL
First Active Active Recovery Frame Adv Circuit Invuln
14 1 19 -5 (standing), -2 (crouching) 3.0% -

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.


4[C]
MBCAoko4C.png
Damage Red Damage Proration Cancel Guard
1100 800 50% - H
First Active Active Recovery Frame Adv Circuit Invuln
24 1 16 -2 3.0% -

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
Damage Red Damage Proration Cancel Guard
850 550 100% - HL
First Active Active Recovery Frame Adv Circuit Invuln
10 7 14 -3 10.0% -

A long-reaching kick, and another anti-air option.



5[C]
MBCAoko5XC.png
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)
MBCAoko5XCLaser.png
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
MBCAoko22A.png
MBCAoko22B.png
MBCAoko22C.png
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
MBFAoko236AB.png
MBFAoko236C.png
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)
MBFAoko623A.png
MBFAoko623B.png
MBFAoko623C.png
MBFAokoj623A.png
MBFAokoj623B.png
MBFAokoj623C.png
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)
MBCAoko214AB.png
MBFAoko214C.png
MBCAokoj214AB.png
MBCAokoj214C.png
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]
MBCAoko421A.png
MBCAoko421B.png
MBCAoko421C.png
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
MBFAoko421AChain.png
MBFAoko421BChain.png
MBFAoko421CChain.png
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
MBFAoko63214AB.png
MBFAoko63214C.png
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
MBCAokoAD.png
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
MBCAokoAAD.png
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
MBCAokoLA.png
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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