Melty Blood/MBAACC/Aoko Aozaki/Crescent Moon

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Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
    • Specify how air chains on the pre-existing combos are performed (when to double jump/super double jump/airdash cancel).
  • Move Descriptions:
    • Expand upon to the shorter descriptions, cite their uses, add memes in captions, etc.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name to can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • (Combos:)
    • (Add sections for starter/ender options, OTG pickups and corner-specific combos if needed.)


Additional Resources

C-Aoko Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Strengths Weaknesses
*Strengths
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Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > (5B >) 2B > 2C > 5C > 3C > j.BC > j.ABC > j.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic BnB.
Normal starter, grounded opponent,
  • 2A > (5B >) 2B > 2C > 5C > 3C > j.BC > j.BC > IAD j.B > j.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Combo that tries to corner carry.
Normal starter, grounded opponent,
  • 2A > (5B >) 2B > 2C > 5C > 3C > j.BC > j.BC > IAD j.B > j.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Deals slightly less damage but ensures a good okizeme.
Normal starter, grounded opponent, held orb
  • 2A > (5B >) 2B > 6ABC > (release orb) 214C > j.B > (2A >) 2B > 6ABC > 236C (> 421[X])
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Replace "j.B" with "AirDash j.AB" if you are too far.
Normal starter, grounded opponent, held orb
  • 2A > (5B >) 2B > 6AB > (release orb) 623B > 236A > j.CAB > (land) 3C > j.BC > j.ABC > j.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimized version of the earlier BnB.
Counterhit hormal starter, grounded opponent
  • 4C > 2C > 5C > 3C > j.CB > j.BC > j.BC > AT
??? ???
Counterhit normal starter, grounded opponent
  • 4C > 623B > 236A > j.C > j.AB > (land) 3C > j.BC > j.ABC > j.ABC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Works both midscreen and corner.
Normal starter, grounded opponent, 100% Meter
  • 2A > (5B >) 2B > 2C > 5C > 214C > 4C > 2C > 5C > 3C > j.CB > j.BC > j.BC > AT
??? ???
Normal starter, grounded opponent, 100% Meter
  • 2A > (5B >) 2B > 2C > 5C > 214C > 4C > 623B > 236A > j.[C] > jab (land) > j.CB > j.BC > j.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimised version of the earlier combo.
Normal starter, grounded opponent, 100% Meter, held orb
  • 2A > (5B >) 2B > 6AB > (release orb) 623B > 236A > j.[C] > 236B (quick cancel before it hits) 214C > (land) 5C > 4C (> 421[X])
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Good damage, gives an excellent okizeme.
Normal starter, grounded opponent, 100% Meter, held orb
  • 2A > (5B >) 2B > 6AB > (release orb) 623B > 236A > j.[C] > 236B (quick cancel before it hits) 214C > (land) 4C > 2C > 5C > 3C > j.BC > j.BC > j.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Slightly more damage.
Normal starter, grounded opponent, MAX/Heat mode
  • 2A > (5B >) 2B > 6ABC > 236C > AD
??? ???

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
MBCAoko5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 196 70% (O) 4.0% -SE-, -N-, -SP-, -EX-, (J) LH 4 4 9 -1 -

A short downward kick towards the legs.


5B
MBCAoko5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
650 392 100% 8.0% N, SP, EX, (J) LH 8 3 14 -2 -

A lunging gut punch. Moves Aoko forward considerably.


5C
5[C]
MBCAoko5C.png
MBCAoko5XC.png
MBCAoko5XCLaser.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 850 539 100% 10.0% N, SP, EX, (J) LH 10 7 14 -3 -

An upwards kick. Decent range, and can be used as a situational anti-air with proper spacing.

5[C] 1200 980 100% 12.0% N, SP, EX, (J) LH 28 2 16 0 -
(Laser) 350x3 196x3 100% 5.0%x3 (15.0%) - LHA 36 3 7 8 ~ 10 -

A charged version of her 5C. Aoko shoots a large beam from her foot, and while it has a very large hitbox its long charge time means that it rarely sees use.


Crouching Normals

2A
MBCAoko2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 196 75% (O) 3.0% -SE-, -N-, -SP-, -EX-, (J) LH 3 3 9 0 -

A very short elbow poke.


2B
MBCAoko2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 343 85% (O) 8.0% N, SP, EX, (J) L 6 7 15 -7 -

A deceptively long range low kick.


2C
MBCAoko2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 490 65% (O) 12.0% N, SP, EX, (J) L 8 5 18 -8 -

A long range low sweep. Moves Aoko forward, and is safe if spaced properly. Untechable knockdown on hit


Aerial Normals

j.A
MBCAokojA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 147 75% (O) 3.0% N, SP, EX, J LHA 4 4 10 - -

A quick and slightly downward angled punch. Best used for air-to-airs.


j.B
MBCAokojB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 392 80% (M) 6.0% N, SP, EX, J HA 5 3 - - -

An upwards angled kick. Mostly used as combo filler due to its angle.


j.C
j.[C]
MBCAokojC.png
MBCAokojXC.png
MBCAokojXCLaser.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 900 441 85% (M) 10.0% N, SP, EX, J HA 8 4 - - -

A downward angled kick. Has fairly good range, making it ideal for jump-ins.

j.[C] 1600 1078 100% 16.0% N, SP, EX, J HA 25 4 - - -
(Laser) 500 294 100% 5.0% - LHA 33 3 - - -

Similar to 5[C], Aoko shoots a beam from her foot. Has good range, and can hit twice if both the kick and projectile connect.


Command Normals

3C
MBCAoko3C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 490 65% (O) 9.0% N, SP, EX, (J) LH 9 3 21 -6 Clash 6-12

Aoko's standard launcher. Has a clash hitbox.


4C
MBCAoko4C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 490 70% (O) 8.0% SP, EX HA 24 1 19 -5 -

Aoko swings her leg downward for an overhead axe kick.


Universal Mechanics

Ground Throw
4/6A+D
MBCAokoThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 392 35% 0.0% - U 2 1 20 - -

Aoko launches the opponent in the air toward the desired direction. Ground techable, and not comboable from.


Air Throw
j.4/6A+D
MBCAokoAirThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 588 30% 0.0% (Any if Raw) U 1 1 13 - -

Aoko smacks her opponent to the ground. Ground bounces and pulls you toward the opponent when done raw, causes an untechable knockdown and pulls you away as a combo ender, leaving you with a bit of advantage.


Shield Bunker
214D in neutral or blockstun
MBCAokoShieldBunker.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 196 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10

Disjointed shield bunker punch.


Heat
A+B+C
MBCAokoHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% -100.0% (min) - U 20 3 26 - Full 1-23

Tied for second longest Heat startup in the game with V.Sion and Warachia.


Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCAokoCircuitSpark.png
MBCAokoAirCircuitSpark.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Grounded Specials

Aoko One Two Three
6A/6[A]~B~C~236C/214C
MBCAoko6A.png
6A/[A]
MBCAoko6AB.png
B
MBCAoko6ABC.png
C
MBCAoko6ABC236C.png
236C
MBCAoko6ABC214C.png
214C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6A 500 245 100% 5.5% N, SP, CH, EX, (J) LH 6 4 16 -8 -

A forward punch, and the starter for the Aoko One Two Three rekka.

6[A] 1100 833 60% (O) 12.0% N, SP, CH, EX, (J) H 26 4 19 -11 -

A charged version which causes it to become an overhead. It's fairly quick for one, but can be mashed out of.

~B 500 274 100% 5.0% SP, CH, (J) LHA 7 3 18 -9 -

Two: Elbow strike.

~C 800 588 100% 8.0% CH LHA 8 3 18 -3 -

Three: her 5B.

~236C 900 490 55% (O) 9.0% (SP), (EX) LA 13 =9 23 -11 -

Low Ender. Untechable knockdown on hit.

~214C 700 343 100% 7.0% N, J HA 28 3 23 -14 -

Jump and normal cancellable high ender.


Blazing Starmine
22A/B/C
MBCAoko22A.png
MBCAoko22B.png
MBCAoko22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800x3 (1470) (899) 50% (O) 4.0%x3 (12.0%) -EX- LHA 15 6 36 -2 -

Aoko puts her hand on the ground and shoots a pillar diagonally upwards. All pillars are air blockable.

B 800x3 (1470) (899) 50% (O) 4.0%x3 (12.0%) -EX- LHA 23 6 33 1 -

Shoots a pillar further from Aoko. Longer startup but safer than A.

EX 250x20 (3083) (2406) 100% -100.0% - LHA 3+15 28 22 -13 -

Shoots a wave of pillars that goes around half screen length. Pillars also extends higher than unmetered versions.


Browning Starmine
236A/B/[B]/C/[C]
(236[B]~236A~236A)
MBCAoko236A.png
MBCAoko236B.png
MBCAoko236XB.png
MBCAoko236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 588 100% 8.0% -EX- LHA 16 4 15 -1 -

Aoko shoots a beam out of her hand. This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.

B 500x6 (2763) (1624) 100% 5.0%x6 (30.0%) -EX- LHA 33 12 19 -10 -

Aoko chills for a bit before shooting a large laser that is fullscreen. Has a first short-ranged vertical hitbox for 2 frames, followed by the fullscreen one that will generally whiff on crouching opponents.

[B] 500x5 (2342) (1376) 100% 5.0%x5 (25.0%) - U 92 10 46 - -
~236A 500x2 (984) (578) 100% 5.0%x2 (10.0%) - - - - - - -

Aoko spends some quality time 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. This version doesn't hit opponents right next to you, but has a wider hitbox.

Inputting 236A > 236A after the charge flash makes 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 100, 350x14 (~2800) (~2360) 100% -100.0% - LHA 2+16 2 (16)
2 (2) x14
23 -3 Full 1-4, 9-11
[EX] 100, 350x14 (~2800) (~2360) 100% -100.0% - LHA 2+68 X 18 77 Full 1-4, 70-72

EX lasers. Aoko opens a portal and a lot of small lasers fire out of it at random heights. Charged version allows Aoko to recover while it's still firing.


I'll kick you over!
623A/B/C
(623B~236X)
MBCAoko623A.png
MBCAoko623B.png
MBCAoko623BChain.png
MBCAoko623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000, 800 (1682) (1061) 100%, 60% (O) 8.0%x2 (16.0%) (N), (SP), (EX), (J) LHA, HA 4 10 (8) 3 23 -8 High 1-6

The A version of the wheelkick hits twice, and the second hit is an overhead. This move is good as an anti-air and it's good to beat mashing. It's not fully invincible on startup but it's okay for anti-airing if you use it cleanly.

B 800 637 100% 8.0% CH HA 30 3 9 6 -
~236X 1000 (1766) (1396) 80% (O) 10.0% - LHA 3 3 - - -

This has some startup time (you can easily get mashed out of it) and hits overhead.

EX 1000, 800x2 (2342) (1606) 100% -100.0% - LH, LHA 1+4 8 (4) 6 25 -13 Full 1-7

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 -13 on block so you better be prepared for some pain if your opponent baited you.


Floating Starmine
214A/[A]/B/[B]/C/[C]
MBCAoko214AB.png
MBCAoko214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B - - - - - - - - 40 - -
(Default Maximum
Orb Duration)
800 637 70% (O) 8.0% - LHA 348 16 - 11 -

Aoko materializes an orb from her hand which lasts for very roughly 5 seconds and explodes when in contact with the opponent. You can have one orb up for each A, B and EX version at the same time. Holding the attack button makes the orb go forward, with B version going a bit faster than A.

EX - - - -100.0% - - - - 3+37 - -
(Default Maximum
Orb Duration)
800 637 50% (M) 0.0% - LHA 177 3 - 4 -

Sets up a larger orb which lasts for very roughly 3 seconds.


Floating Starmine
(EX: Control Starmine)

421A/[A]/B/[B]/C/[C]
(421A/B~8)
(421[C]~6/4/8/2)
MBCAoko421A.png
MBCAoko421B.png
MBCAoko421C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A (Min) 800 637 70% (M) 8.0% - LHA 32/40 X 17/9 8 -

Generates an orb in front of Aoko. Its explosion can be delayed indefinitely by holding A, B or C. Up to two orbs can be there at a time. Inputting 8 while holding 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.

B (Min) 800 637 70% (M) 8.0% - LHA 42/51 X 6/None 19 -

B Version has a longer animation but goes at a distance and is very plus on block.

EX (Min) 800 637 80% (O) -100.0% - LHA 3+29 3 14 11 -

While holding an attack button, you can move the orb similarly to B version horizontally or vertically up to eight times.

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].


Browning Starbow
63214A/B/C
MBCAoko63214A.png
A
MBCAoko63214BC.png
B/C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 686 100% 10.0% -EX- LHA 11 2 (2) 2 (2) 2 20 -9 Reflect 12-21

Quickly forms a circle that hits once. Reflect projectiles.

B 150x8 (1065) (345) 100% 1.5%x8 (12.0%) - LHA 28 2 (2) x8 17 23 Reflect 29-58

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 200x8 (1422) (1044) 100% -100.0% - LHA 3+10 2 (2) x8 20 20 Full 1-3, Reflect 14-43

This is a quicker 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.


Repeat Magic
22D
MBCAoko22D.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - -150.0% - - - - 10+32 - -

Repeats the last beam attack at the position it was cast before, with an animation that lets Aoko recover more quickly, especially when repeating an EX Browning Starmine. If no beam was cast during this round, she'll still try to do it, but no attack will come out.

Beam attacks:

  • Browning Starmine (236X) - 236[B]'s unblockable property and its follow-up lasers will not be copied, but the hitbox will be copied (farther, . Copied 236[C] is same as uncharged.
  • Blazing Starmine (22X)
  • Browning Starmine (Air) (j.236X/j.22X) - Holding A/B/C after 22D delays the beam.
  • (Another) Arc Drive - However, only the first beam will be cast. (Can be chained into itself.)
  • Does not count: 5[C] (kick beam).


Aerial Specials

Raining Starmine
j.236A/B/C/[C]
j.22A/B/C/[C]
MBCAokoj236A.png
MBCAokoj236B.png
MBCAokoj236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 686 100% 10.0% - LHA 16 12 - -16 (TK) -

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 j.236A) to stop opponents from rushing at you recklessly.

B 500x3 (1452) (853) 100% 5.0%x3 (15.0%) -EX- LHA 23 12 - 2 (TK) -

This is much better if your opponent manages to get closer to you than j.236A 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/[EX] 500x5 (2342) (1376) 100% -100.0% - LHA 2+9/2+50 12 - 2/33 (TK) -

EX version. You can use this at the end of a standard air combo or you can cancel into this after a j.236B if that hits to get some more damage. Can be used in fuzzyguard strings to kill an opponent with low health. Holding a button delays the beam for a little bit.


I'll kick you over! (Air)
j.623A/B/C (No EX)
MBCAokoj623AB.png
A/B
MBCAokoj623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 490 70% (O) 8.0% - LHA 14 11 - 12 (TK) -

Is NOT an overhead AND it hits only on the way down. works best as an extra movement tool for unpredictability. Combos from j.C in jump-ins, etc.

B 800 490 70% (O) 8.0% - HA 19 8 - -2 (TK) -

IS an overhead. Slow, but could be used to get in an unexpected overhead. Must be initiated low to be useful.

C 800x2 (1276) (781) 70% (O) 4.0%, 8.0% (12.0%) - LHA 7 4 (8) 13 - -2 (TK) -

Not EX. Is NOT an overhead. Flies lower than j.623B but similar distance. Good for movement.


Floating Starmine (Air)
j.214A/[A]/B/[B]/C
MBCAokoj214AB.png
MBCAokoj214XAB.png
MBCAokoj214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B/[A]/[B]
(Default Maximum
Orb Duration)
800 637 70% (O) 8.0% - LHA 351/355 16 - 0/24 -

(A or B) Aoko sets up an orb then falls to the ground with the momentum she had before setting up the orb. You can have one orb up for each A, B and EX version at the same time. 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 without 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
(Default Maximum
Orb Duration)
800 637 50% (O) -100.0% - LHA 3+175 3 - -7 (TK) -

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. 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

Severe Break
41236C during MAX/Heat
MBCAokoAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500, 600x6, 500, 600x6 (3344) (2257) 50% (O) removes all - LHA 9+4 28 (39) 28 58 -27 Full 1-73

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 during Blood Heat
MBCAokoAAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
(~4900) (~3500) 50% (O) removes all - LHA 9+4 28 (39) 28 (43) 39 58 -27 Full 1-192

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. Does less damage at point-blank range.


Last Arc

Retroflow - Genesis Light Year
Grounded EX Shield during Blood Heat
MBCAokoLA.png
MBCAokoLA2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350, 200x24, 3000
(3700~7000)
(2700~5100) 50% + 50% * remaining BH time removes all - U 4 1+2 58 N/A Full

One of the Last Arcs with a fullscreen hitbox on activation. 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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