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Melty Blood/MBAACC/Aoko Aozaki/Full Moon

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Character Page Progress

This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached. When no main goals are left, please remove this section from this page.

In Progress
  • Move Descriptions:
    • Main Goal: Expand upon to the shorter descriptions (special moves/universal mechanics), cite their uses, add captions where helpful, etc.


Additional Resources

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


Notable Players

Name Color Region Common Venues Status Details
chen (橙)

Color

Japan A-cho Active The best Aoko player. While he primarily uses C-Moon, he does play F-Moon in certain matchups. Very solid player. Complains when playing F-Aoko
mainyan
(麻衣にゃん)

Color

Japan A-cho,
KorewaMelty
Inactive F-Moon solo main, very fun to watch. Previously known as "burakkusanda- (ブラックサンダー)", and is sometimes listed under this name on mbaacc.melty.games.
jefuri-manson (ジェフリーマンソン)

Color

Japan A-cho Inactive Veteran Aoko player. Primarily plays C-Moon, but is proficient in F-Moon as well.
RoverRuckus

Color

North America Inactive Strongest solo F-Aoko in NA. Known for doing a lot of staggers with 5B
MoltyBleed

Color

Europe Inactive Mains C-Moon, but has a very strong F-Moon as well. IS BACK??
펜덜/카시유카 (KashiYuka)

Color

Korea Lumina'd Lots of 421X usage. This guy owns. vs KWM
otousan
(お父さん)

Color

Japan KorewaMelty,
Clearlamp
Inactive Very inactive, but still worth watching. Sometimes listed as "Wiz Papa" (wizupapa/ウィズパパ).

Overview

Playstyle
link F-Aoko is a shoto character with good neutral, good normals, and simple but strong mixups.
Pros Cons
  • Easy Execution: Newbie friendly but still very effective at high level with good fundamentals
  • Mobility: Double airdash gives her high mobility and offense. Good ground mobility
  • Good EX Moves: Her EX moves provide good utility
  • Neutral: Utilizes fireballs, orbs, and good poke tools to help her in neutral
  • Mixups: Has strong and simple mix ups
  • Mixups have a high skill ceiling: Has higher level mix ups if you learn to hold orb
  • Damage: Consistent damage
  • Normals: Good air and ground normals
  • Stronger mixups gatekept by meter: Needs meter to access some of her better mix-ups
  • Mediocre Defense: Defensive options are passable at best.
  • Inferior held orbs: 421X series isn't as versatile as her H and C variants.
  • Poor Anti Airs: Anti-air capabilities are questionable.
  • Short airdashes: While she can airdash twice before landing, her airdash isn't that long.
  • Bad Jump: Like any Aoko variant, she can get clipped by things trying to jump out that other characters wouldn't.

F-Aoko, the so-called "Shoto" of MBAACC (if such a thing even exists). 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 her orbs aren't as varied or strong as in her other moons, she can still 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.

Unique Mechanics

  • Aoko has access to a second airdash.

General Gameplan

Depending on the matchup, F-Aoko can play in all ranges of the game's space. In some matchups you are free to use 236A liberally, however be warned most characters can simply duck under 236A (with the exceptions being Hime, Nero, and Wara). You can also use 214A/B along with TKj.214[A]/[B], and 421[X] allowing five orbs to be on-screen simultaneously. TKj.214[A]/[B] is slightly tougher for opponents to hit and disable which is nice for F-Aoko. F-Aoko can also use the orbs as bait, waiting to punish a whiffed normal as the opponent goes to swat them away. Note that this tactic is MU-specific, as you may not want to sit back vs some characters.

Once in the corner F-Aoko really shines, being able to use her 214C (sometimes referred to as blue fire) in conjunction with her multiple fast airdashes to run a strong high/low game. Without meter, F-Aoko still has access to strong and rewarding stagger pressure which can be further reinforced by orbs.

Neutral

TLDR; 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; against slow or less mobile characters like PCiel, Nero, or Akiha, you can also afford to use 236A in tandem with 214A/B and see how the opponent plays around them. 236A is also a good tool for clipping characters out of deep jump-ins (such as Nero j.B, or even F-Aoko's own j.C). 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. You can also call out jump-ins/air approaches with 5D or j.A air-to-air. Be sure to learn the ranges of 5B and play around with it in neutral; it's a 7f startup poke that's also even on block. 236C is not an auto-win neutral tool, but it does force the opponent to react, lest they be pressured and pushed into the corner. Note that from close ranges 236C is punishable on reaction.

In the event you are in MAX and need a safe way to get back health, you can 236A/B IH.

In the air, you're somewhat limited. She has a great jump-in in the form of j.C, but it also has a very large hurtbox, so you you're liable to trade with or straight-up lose to some normals. Her j.A is pretty average, but from a range perspective it's not all that great, so make sure you space it properly. In contrast, her j.B is very strong as an air-to-air, with a slight disjoint and even a hitbox below her. In the air you'll want to analyze whether you want to use j.A (short but actionable on whiff) or j.B (larger but more punishable). She does have two airdashes, allowing her to bait and punish, or delay her landings. Note that her airdashes are actually relatively short, so make sure you space them properly. If you want to cover distance fast, you can do double airdash out of ground dash, which will carry your momentum.

While F-Moon's orb gameplay may be lacking compared to the other moons, she can still use them. You typically want to have j.214X set around head height, and play around from there. They can also be used to delay your landing. If j.214X is executed very quickly after airdash, Aoko retains her air momentum. This is referred to as "boost orb", and is yet another way to mix up your movement. Some characters, like Wara, can very easily clear orbs, in which case they may not be as useful.

Pressure

F-Aoko has a lot of tools at her disposal, with 2A/5A/2B being + on block, a strong 5B, orbs to lock down your opponent, and various other tools. There is a very large amount of ways to structure your pressure, but here are some pointers/basics:

  • 2A delay 5A dash throw
  • 2A delay 2A redash 2AA
  • 2A delay 2A 5B 2B, IAD j.B
  • 2A 2A delay 5B, 5B (5B linked into itself frame traps and combos on CH)
  • 2AAA 5B 4{c} 63214A, OTG pickup (best used in the corner)
  • 2AAA 5B 4[C] OTG pickup (best used in the corner)
  • 2A delay 2A delay 2A slight delay 2B, 5B (frame traps)
  • 2A 2B, 2A delay 2A...
  • 2A 5B 2B, 5B...
  • IAD j.B j.214X, 2AAA (best used in the corner)
  • IAD j.B j.214X, Throw
  • IAD j.B j.214X, IAD j.B dj IAD j.B (best used in the corner)

This is only a small taste of what F-Aoko is capable of, so be sure to freestyle and test things in training mode. She has a lot of tools at her disposal, so don't forget to use them. (As an aside, when doing double overheads with F-Aoko's airdash, you can use either 96A+B or manually input it as 6956, the latter method has more buffer but also takes longer to input, so choose accordingly.)

Metered

  • This is the basic way to set up Blue Fire:
  • 2AAA 5B 2C (3C) 22A 214C

2C 22A has a one frame gap. Against some characters, you will die for that 1 frame gap. 2C 3C 22A is gapless, but if EX guards are good 3C can hit shallow and 3C 22A won't be gapless. (Note that if 22A hits really shallow, 22a into Bluefire will leave a gap. Sometimes opponent can jump out, other times the Bluefire will catch them in upback blockstun and then you guard break them. Don't use 22B as your opponent can mash/jump/backdash.)

This is an incredibly strong tool, as it forces your opponent to block a high/low, which F-Aoko possesses great tools for. The visual effect of the move also obscures Aoko if spaced properly. After you've let it rip, your most basic options will be:

  • 9 jump > land 2A
  • 9 jump > late airdash j.A/B
  • 9 jump > late j.A/B

The option to go low, as well as the timing differences on late j.A/B vs late airdash j.A/B, will keep your opponent guessing. You obviously have the option to airdash for an extra overhead from both of the overhead options. The above list is not the end-all of options during blue fire, but it simply a jumping-off point. IADs, superjumps, etc. can all be used to mess with your opponent's timing. Even if they block the mixup, you're still really plus and able to continue pressure. You can also sacrifice the mixup to set an orb with 214X, right outside of the range where it will activate, to make your opponent scared to mash on your next mixup. If your opponent tries to jump out of blue fire and they get stuck blocking in the air, use 5B or 3C for an air-unblockable setup.


Okizeme

F-Aoko's strongest oki most commonly starts from the j214C route, off of the following enders:

  • j.214C 2C 63214B, (TKj.214[X]/421[X])
  • j.214C 2C (delay 214X)
  • j.214C (5[C]>4[C] or land 2C), (421X OR 214X)

The first two are really easy to understand, you can set the orb on top of them and proceed to dash up throw/2A pressure/IAD j.B (possibly even double-airdash j.B) it's very simple and effective to make people respect your offense once you get going. With TKj.214[A]/[B], you can even jumpback airdash j.A whiff for an L/R. The enders that set up 421X is most effective in the corner, and the scariest. The following are some examples of how 421X can be used:

  • 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

The 421A~[C], jump setups allow for F-Aoko to bait certain DPs, and the ambiguity of the negative edge orb means that your opponent can't confidently shield it. Note that 421A release whiffs on all crouching characters.

Note that while 421[A/B]~421[A/B] is a 17f standing overhead, it is very difficult to use raw, as it is a 1f link off of 5A/2A. However, when done meaty or during bluefire, it is much easier to combo off of.

F-Aoko's air throw ender unfortunately sends the opponent a larger distance than some other characters, but she can still get good oki off of it. Your go-to option here is to dash into 2A, but you'll want to adapt to your opponent's habits. If your opponent likes to wakeup low shield, you can dash IAD in with a jumping normal or dash 5B. If they like to high shield, you can dash in 2B. If they like to upback, you can dash in with 5AAA or 3C. If your opponent likes to do reversals to beat your 2A, you can cancel your dash early with a whiffed 2A, and then punish their reversal. With 100 meter and the corner, you can meaty 624B > 214C. While there is a slight gap between the 624B and 214C, most characters cannot punish it. If your opponent tried to jump or mash, they will be hit by blue fire, allowing for you to confirm into an air combo.

Your options after ground throw are heavily dependent on screen position. Midscreen, you can try dashing forward into 2C to catch any techs (the 2C should autocorrect), or throwing fireball to catch tech away. In the corner, you get much better reward. You want to react to any techs in the corner with 2C, which nets you a full combo. Once they stop teching, you can set a 214X orb for oki. On no tech you can also OTG with a string like 2A 5A 5B 2B 214X for a bit more damage, but beware of doing any strings that bounce as they can be ground teched. If this happens, it's on you to react with 2C and punish.

Defense

One thing to note about Aoko in general is that she gets clipped more times for jumping out than other characters would, as a result of an awkward jumping hurtbox and a long superjump startup. As a result, you do have to be more mindful whenever you attempt to escape by jumping out. Aoko also has a slower wakeup than normal, both face up and down. While this can make it awkward for some people to time oki, if your opponent knows what they've doing, they can potentially get better setups against you. Defense-wise you do have the following at your disposal:

  • 623B is indeed a real DP, however it's among the slowest DPs. Often times your opponent can do a meaty 2A and still have time to block 623B. It can also be clashed by some moves, and because it's multi-hit you won't often get a CH into a combo. You can, however, place a 214 orb or 214C after you land, and if you know which way your opponent will tech, you keep pressure and potentially get an unblockable setup.
  • For Heat, she needs to be in Max to even utilize it, which is a problem, as F-Aoko is very meter-reliant. Other than that, it's very strong, (albeit Blood Heat activation is RPS-able), and gets you red health back instantly.
  • Backdash is good to make people whiff slower moves, but other than that there's not much merit here as her backdash is poor.
  • Next you have EX Guard, which is your best option. Because it pushes back and makes moves slight more unsafe, smart usage of EX Guard can give you space to jump or challenge your opponent's pressure strings.
  • Bunker can be useful to get out of multi-hitting moves or tight strings, but it's not all that great. If your opponent techs without thinking, you can chase them into the air with j.A and potentially confirm into an air throw or CH combo.
  • Finally, shield allows you to call out resets and punish certain reactable pressure options (like Len's charged ice spike or Ryougi's rekka overhead). While you get a full combo off of shield counter or CH 623A, these will be heavily scaled.

Keeping all of this in mind, your gameplan on defense is to use EX Guard and patience, looking for an opportunity to call out or escape from your opponent's pressure with jumps, mashes, or shields.


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.

Video Demonstrations

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • (2AA) > 5B > (2B >) 2C > 3C
2551


Meter Gained: 38.7 Meter Given (vs C-Moon): 12.9
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
1886


Meter Gained: 26.1 Meter Given (vs C-Moon): 8.7
A starter that usually happens when you poke with 5B.
Counterhit starter, grounded opponent,
  • CH 5B, 5B > 2C > 3C
2509


Meter Gained: 33.3 Meter Given (vs C-Moon): 11.1
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
850


Meter Gained: 9 Meter Given (vs C-Moon): 3
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.
Counterhit starter, grounded opponent,
  • CH 3C, 2C > 3C
1670


Meter Gained: 27 Meter Given (vs C-Moon): 9
A starter that's rare but if it does happen then please use this.
Aerial counterhit starter, Airborne opponent,
  • Air CH 2C, 3C
1146


Meter Gained: 18.9 Meter Given (vs C-Moon): 6.3
A starter that's used to pick up from aerial counterhit, 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
  • AT
1600


Meter Gained: 0 Meter Given (vs C-Moon): 0
Common for a Melty blood character. Gives you a hard knockdown as well, allowing you to dash at your opponent. In the corner its much better since they don't have room to retreat and you get a meaty after dashing in.
Metered enders
  • j.214C 2C 63214B, (tk.214[A]/[B])
  • j.214C, 2C,(214A/B OR 421A)
  • j.214C, 2C 22A, j.ABC sdj.ABC AT
1414, 1044, ~3302


Meter Gained: 8.1, 4.6, ~25.8 Meter Given (vs C-Moon): 7.4 , 4.7, ~16.4
This is one of the enders you will use for your j.214C combo route. The first one is done midscreen typically and you use TKj.214A/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 gets to apply her IAD pressure in tandem with her staggers. 421A is a held orb above their head and can stay in place while Aoko threatens activating the overhead laser or does airdash/empty jump low mixups while the opponent is kept in blockstun by the released orb. The last extension is for damage and nothing else, use it when you think it will close out a round. 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)
1668


Meter Gained: 8.4 Meter Given (vs C-Moon): 107.7
The timing after j.214C is a bit tricky at first. Not typically seen but it does more damage than 2C oki enders and creates 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)
2358


Meter Gained: 33.7 Meter Given (vs C-Moon): 111.2
F-Aoko's OTG pickups. 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 > j.(A)BC > dj.(A)BC > AT
4428


Meter Gained: 71.5 Meter Given (vs C-Moon): 23.8
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 > j.BC > dj/sdj.C > j.214C, 2C > 63214B (> tk.214[A]/[B])
4185


Meter Gained: 67.9 Meter Given (vs C-Moon): 27.3
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 > j.BC > dj/sdj.C > j.214C > 5[C] > 4[C], (421A~[C] or 214A/B)
4294


Meter Gained: 68.3 Meter Given (vs C-Moon): 27.6
A more damaging route, a bit tricky on the timing to land the 5[C] link after j.214C
Normal starter, grounded opponent, 100% meter
  • (2A >) 5B > 2B > 2C > 3C > j.BC > dj/sdj.C > j.214C, 2C > 22A, j.ABC > sdj.ABC > AT
5243


Meter Gained: 90.7 Meter Given (vs C-Moon): 40.2
Her most damaging combo off of j.214C route. the link is a bit tricky but nothing too difficult.
Normal starter, grounded opponent, 100% meter
  • (2A >) 5B > 2B > 2C > 3C > j.BC > dj/sdj.C > j.214C, walkback 2C, (214A/B or 421A~[C])
4028


Meter Gained: 64.4 Meter Given (vs C-Moon): 24.6
This variant is specifically for the corner.
Raw airthrow starter, anywhere
  • Raw AT, (2C >) 3C > j.BC > dj.(B)C > AT
3099


Meter Gained: 49.5 Meter Given (vs C-Moon): 16.5
Basic raw airthrow combo. you can choose to include 2C or not if you're execution savvy.
Raw airthrow starter, 100% meter, midscreen
  • Raw airthrow, (2C >) 3C > j.BC > sdj.C > j.214C, 2C > 63214B, (tk.214A/B)
3001


Meter Gained: 51.3 Meter Given (vs C-Moon): 21.8
Raw airthrow combo that uses j.214C. you can choose to include 2C or not if you're execution savvy. Ender is the same as the combos listed previously.
Raw airthrow, 100% meter, midscreen
  • Raw airthrow, (2C >) 3C > j.BC > sdj.C > j.214C, 5[C] > 4[C] (> 421A OR 214A/B)
3062


Meter Gained: 51.6 Meter Given (vs C-Moon): 22.1
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 starter
  • D > 236D > 2C > 3C > j.BC > sdj.BC > AT/214C > Enders
2277


Meter Gained: ??? Meter Given (vs C-Moon): 18.0
Shield counter combo. You get the basic idea on how her enders work by this point.
Necos are your opponent, ground starter, grounded opponent
  • 2A> 5B > 2B > 2C > delay 3C > 22A > [j.AC > sdj.BC > AT] OR [j.AC > dj.C > j.214C > Ender]
4702 or 4632*


Meter Gained: 76.5 or -21.7 Meter Given (vs C-Moon): 25.5 or 30.8*
BNB on Necos, since their hurtbox makes your normal BNBs whiff. This is easier with more 2As for more gravity. You can do j.A > dj.AC > AT for an easier combo, or j.B > sdj.BC if you don't mind learning an obnoxiously hard and finicky link for two rare matchups. *Damage and opponent metergain is on C-Neco Arc with AT and j.214c 2c 63214B ender.



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
MBFAoko5A.png
Damage Red Damage Proration Cancel Guard
350 202 75% (O) -SE-,-N-,-SP-,-EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 5 3 3.15% -

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. has uses as a VERY situational anti-air.

5B
MBFAoko5B.png
Damage Red Damage Proration Cancel Guard
800 505 85% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 5 10 0 7.2% -

Aoko's primary poke in neutral due to its speed, range, and relative safety. It's 0 on block, so it can also be used to frame trap into itself. Confirms into itself on CH. It's also jump-cancelable, which makes it useful for picking up off of stray air counterhits or gold air throws.

5C
5C
5[C]
MBCAoko5C.png
MBCAoko5XC.png
MBCAoko5XCLaser.png
5C Damage Red Damage Proration Cancel Guard
850 555 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 7 14 -3 9.0% -

A long-reaching kick that can occasionally be used to anti-air opponents just outside 3C's range. You typically want to ignore this move, if you use it in a blockstring your turn is usually over. After a gold AT, you can use this move after you pick up with 5B for a bit more damage.

5[C] Damage Red Damage Proration Cancel Guard
1200 1010 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
29 2 16 0 10.8% -
(Laser) Damage Red Damage Proration Cancel Guard
350*3 200*3 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
37 3 7 8 ~ 10 4.5%*3 (13.5%) -

Aoko charges up 5C and shoots a beam from her foot. The kick and the beam have distinct hitboxes with different properties. It can be used as a preemptive anti-air, but despite the good damage and proration it's still relatively slow and avoidable.
The beam hits three times, and covers a massive amount of space in front and above Aoko. You can safely cancel this into orb on hit or block, and if you have meter you can confirm into 22C for some added damage.

Crouching Normals

2A
MBFAoko2A.png
Damage Red Damage Proration Cancel Guard
350 202 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 3 3.15% -

A short and fast low. Because it's a low, is faster, and has slightly better reach than 5A, this is your go-to move for mashing/starting pressure. Good for staggers and tick throws. It's also your best option to confirm off of IAD j.B.

2B
MBFAoko2B.png
Damage Red Damage Proration Cancel Guard
700 404 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 9 2 6.3% -

A crouching punch that hits mid. It's +2 on block, meaning it's your best option for frame traps (into 2A/5B for example) or for tick throws. Its hurtbox also retracts a good bit after the active frames, making it even more safe.

2C
MBCAoko2C.png
Damage Red Damage Proration Cancel Guard
800 505 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
9 5 18 -8 10.8% -

Aoko's sweep, causes a hard knockdown on hit. It has surprisingly decent range, as it moves her forward, and is relatively safe when spaced out correctly. Can be used as a risky abare tool to catch slow/far away pressure resets.

Aerial Normals

j.A
MBFAokojA.png
Damage Red Damage Proration Cancel Guard
250 151 75% SE, N, SP, EX, (J) HA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 2.7% -

Aoko's fastest air-to-air button, but with very short range. Mainly used as combo fodder or to confirm/fish for stray air hits. Because of its relatively poor hitbox, it's not as reliable as other j.As. Can be used to tick throw in the air.

j.B
MBFAokojB.png
Damage Red Damage Proration Cancel Guard
700 353 90% (O) N, SP, EX, (J) HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 6.3% -

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 a better air-to-air against opponents that are underneath Aoko. The lower hitbox also makes it useful in IAD pressure.

j.C
MBFAokojC.png
Damage Red Damage Proration Cancel Guard
1000 707 90% (O) SP, EX, (J) HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 9.0% -

Aoko's primary jump-in button. Its wide range can make it difficult for the opponent to anti-air it properly, depending on the matchup. This move is slow so it's very risky to just throw it out. This is one of your best starters (link into 5B on grounded opponents), and on ground CH you can double airdash j.C again for even more damage.

Command Normals

3C
MBCAoko3C.png
Damage Red Damage Proration Cancel Guard
800 505 65% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 3 21 -6 8.1% Clash 6-12

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, even if you lose your turn. Also has a clash hitbox near the top. Has some use in air-unblockable setups, as its taller hitbox can hit higher opponents than 5B. This move is more for catching people trying to escape by jumping than anti-air.

4C
4C
4[C]
MBCAoko4C.png
4C Damage Red Damage Proration Cancel Guard
1000 757 70% (O) SP, EX LH
First Active Active Recovery Frame Adv Circuit Invuln
15 1 19 -5 (vs Stand.), -2 (vs. Crouch) 9.0% -

Aoko does an axe kick that hits mid. Generally used in combos to set up orb okizeme, or to fake a high mix-up by cancelling into 63214A.

4[C] Damage Red Damage Proration Cancel Guard
1100 808 50% (O) SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
25 1 16 -2 9.0% -

A charged version of 4C that becomes an overhead. Relatively slow for an overhead, but can be used alongside 63214A and partially charged 4C to set up ambiguous high/low pressure. For 100 meter you can cancel into 63214C to start a more damaging combo.

Universal Mechanics

Ground Throw
MBCAokoThrow.png
Damage Red Damage Proration Cancel Guard
1000 404 35% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Aoko launches the opponent in the air toward the desired direction. Ground techable. In the corner you can punish techs on reaction with 2C. See the okizeme section about ground throw (located higher up in the page) for a more detailed description of your options post-throw.

Air Throw
Air Throw
j.4/6A+D
MBCAokoAirThrow.png
Damage Red Damage Proration Cancel Guard
1600 606 30% (Any if Raw) U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

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 Counter
Shield Counter
236D after a successful Shield (Air OK)
MBFAokoShieldCounter.png
MBFAokoAirShieldCounter.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 209 40% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 2 20 -4 4.5% -

Same animation as 3C. You want to pick up with 2C > 3C or with a jump-canceled 5B after this move hits.

Air Damage Red Damage Proration Cancel Guard
500 (303) 183 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 4.5% -

Same animation as C-Moon's j.B. Pickups are similar to the grounded version.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCAokoShieldBunker.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 202 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

Disjointed shield bunker punch. It works, but it's not incredible.

Blood Heat
Blood Heat
A+B+C during MAX
MBCAokoHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
21 3 26 - uses all Full 1-23

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

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCAokoCircuitSpark.png
MBCAokoAirCircuitSpark.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all 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

236X
AC / Magic Draw
236A/[A]/B/C
MBFAoko236AB.png
MBFAoko236C.png
A Damage Red Damage Proration Cancel Guard
1000 808 80% (M) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 X 34 -6 9.0% -
[A] Damage Red Damage Proration Cancel Guard
400*3, 700 (1796) (952) 100%, 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
36 X 33 14 3.6%*3, 6.3% (17.1%) -

Aoko's fireball move. She points her finger forward and shoots out a beamlike projectile. Holding A increases the startup and number of hits. The uncharged version nets you a full combo on air CH. Can be IH'ed very safely to regain red health.

B Damage Red Damage Proration Cancel Guard
1000 808 80% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 X 33 -5 9.0% (M) -

Slightly faster than the A version, but the fireball itself travels slower. Can't be charged. Still nets you a combo on air CH.

EX Damage Red Damage Proration Cancel Guard
100, 400*5 (1911) (1371) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+14 X 20 39 -100.0% Full 1-3

Creates a magic circle in front of Aoko that shoots multiple projectiles. While this is a move that many character must respect, be careful of overusing it as you want to keep meter for Blue Fire and j.214C. If you are close to your opponent when it hits, you can start a combo while the multi-hits hold them in the air. If they block this move airborne, hit them with 5B for an air-unblockable setup.

623X
MBFAoko623A.png
MBFAoko623B.png
MBFAoko623C.png
A Damage Red Damage Proration Cancel Guard
1000 808 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
9 5 34 -21 9.0% -

A ver hits once. Can be useful as an alternative to shield counter, as its single-hit and verticality means you will often counterhit people higher up than shield counter will.

B Damage Red Damage Proration Cancel Guard
500, 1000 (1266) (820) 90% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
10 10 45 -37 ~ -33 11.7% Full 1-11

B ver has startup invincibility and hits twice. A relatively sub-par DP, but it still works. On hit, you can try placing a 214X orb under them to attempt to catch them as they fall.

EX Damage Red Damage Proration Cancel Guard
500*5 (1955) (788) 90% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+2 20 38 -38 ~ -31 -100.0% Full 1-7

EX ver is also invincible, but is 6f faster and hits five times. The superflash on this move can actually make it easier to react to than 623B.

214X
Blowdust Starmine
214A/[A]/B/[B]/C
MBCAoko214AB.png
MBFAoko214C.png
A/B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 40 - - -
(Default Maximum
Orb Duration)
Damage Red Damage Proration Cancel Guard
800 656 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
348 16 - 11 7.2% -

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 meterless version at the same time. Holding the attack button makes the orb go forward, with B version going a bit faster than A. Useful for making the screen harder to navigate, and for oki. You can use the forward movement of the orb set to cover your approaches.

EX Damage Red Damage Proration Cancel Guard
100, 300*14 (2427) (1564) 100%, 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+14 X 20 73 -100.0% -

Instead of a bigger orb, the EX version is a series of explosions, similar to C and H Moon's 236C but without the beams. The explosions are random. This is your best option for doing mixups, and arguably this character's defining move. See the explanation in the Pressure section (located above) for more info.

421X
Artillery Starmine
421A/[A]/B/[B]/C/[C]
(Chain 421[X]~421X)
MBFAoko421A.png
MBFAoko421B.png
MBFAoko421C.png
MBFAoko421AChain.png
MBFAoko421BChain.png
MBFAoko421CChain.png
A Damage Red Damage Proration Cancel Guard
800 656 70% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
34 16 3 6 7.2% -

Aoko points her finger diagonally upwards and shoots out a single 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. Unlike other moons' 421, only one orb can be held at a time. 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 slightly above her head. Note that the orb actually descends very slowly while held. Doing this move without holding the button actually makes for a decent preemptive anti-air.

B Damage Red Damage Proration Cancel Guard
800 656 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
44 16 N/A 16 7.2% -

Places the orb further away and higher than the A ver. The orb release explosion can be used as a very situational anti-air.

EX Damage Red Damage Proration Cancel Guard
800 656 70% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+34 3 N/A 21 -100.0% -

Places a big orb at the same place as the B ver. Not very useful, even as a meter dump you have better options.

A/B~421X Damage Red Damage Proration Cancel Guard
500 303 50% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
18 10 2 6 4.5% -

One of the fastest grounded overheads in the game, but difficult to combo off of without meter or a setup. See the okizeme section (located higher in the page) for more details.

EX~421X Damage Red Damage Proration Cancel Guard
500*5 (2342) (1419) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 12 6 8 0.0% -

Inputting 421X with an held orb in place results in a downward beam explosion. Beams from meterless orbs are overheads, while the EX orb's followup is quicker and more damaging but hits mid. Not used very often.

22X
MBCAoko22A.png
MBCAoko22B.png
MBCAoko22C.png
A Damage Red Damage Proration Cancel Guard
800*3 (1470) (926) 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 6 36 -2 3.6%*3 (10.8%) -

Aoko puts her hand on the ground and shoots a pillar diagonally upwards. All pillars are air blockable. Primarily used in blockstrings as a safe move from which to cancel into 214C.

B Damage Red Damage Proration Cancel Guard
800*3 (1470) (926) 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 6 33 1 3.6%*3 (10.8%) -

Shoots a pillar further from Aoko. Longer startup but leaves you plus on block. Be careful using this as it can easily lose to mashing. On hit you can try linking into j.A or j.B for a combo.

EX Damage Red Damage Proration Cancel Guard
250*20 (3083) (2476) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+16 28 22 -6~-14 -100.0% -

Shoots a wave of pillars that goes around halfscreen. Pillars also extend higher than unmetered versions and cover much of the screen, but are still air blockable. Not very useful outside of getting more damage from 5[C]'s laser. Very unsafe if used at close range, as the later hits will whiff.

63214X
MBFAoko63214AB.png
A/B
A/B
MBFAoko63214C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
900 505 55% (O) -EX- LA
First Active Active Recovery Frame Adv Circuit Invuln
9 7 15 -7 8.1% -

Aoko does a leg sweep. Used to secure an even better meterless knockdown from 2C and 4[C].

B Damage Red Damage Proration Cancel Guard
900 505 55% (O) -EX- LA
First Active Active Recovery Frame Adv Circuit Invuln
17 7 11 -3 8.1% -

A safer version. Used to secure knockdown off of j.214C.

EX Damage Red Damage Proration Cancel Guard
900, 400, 800 (1448) (922) 55% (O), 100%, 40% (O) (N), (SP), (EX), (J) LA, LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+8 1 (10) 8 (4) 6 25 -38 ~ -13 -100.0% -

Aoko extends the leg sweep by jumping and ending on a downwards kick. On hit, you can cancel into an airdash or air normal after the kick. Can be used to pickup if you hit the opponent with 2C and autopilot into 22X. If you want extra corner carry after a j.214C ender, you can cancel the final 63214B into this move.

Aerial Specials

j.623X
MBFAokoj623A.png
MBFAokoj623B.png
MBFAokoj623C.png
A Damage Red Damage Proration Cancel Guard
1000 808 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 5 6 -16 (TK) 9.0% High 1-2

Faster than the grounded A version. Doesn't see much use.

B Damage Red Damage Proration Cancel Guard
500, 1000 (1226) (820) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 10 9 -29 (TK) 11.7% High 1-4

Same startup as A, hits twice. Used primarily as a more damaging replacement to air throw in combos, at the cost of knockdown.

EX Damage Red Damage Proration Cancel Guard
500*5 (1955) (768) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+2 20 9 -29 ~ -26 -100.0% Full 1-7

Similar to grounded EX version. The most damaging non 22A relaunch combo ender.

j.214X
Floating Starmine (Air)
j.214A/[A]/B/[B]/C
MBCAokoj214AB.png
MBCAokoj214XAB.png
MBCAokoj214C.png
A/B/[A]/[B]
(Default Maximum
Orb Duration)
Damage Red Damage Proration Cancel Guard
800 656 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
351/355 16 - 0/24 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. You can have one orb up for each A, B and EX version at the same time. This move is great in pressure as it forces respect from your opponent. It's very useful for making the screen hard to traverse. You generally want to place orbs at about head-height.

([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)
Damage Red Damage Proration Cancel Guard
800 656 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+175 3 - -7 (TK) -100.0% -

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, more common use for it is to secure a hard knockdown after an air combo, allowing you to setup better oki.

Arc Drive

Severe Break
41236C during MAX/Heat
MBCAokoAD.png
Damage Red Damage Proration Cancel Guard
500, 600*6, 500, 600*6 (3344) (2326) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9+5 28 (39) 28 58 -27 removes all 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 beam disappears she then repeats the same move with her right arm. If this move doesn't hit, only the first beam comes out.

Another Arc Drive

Severe Break Slider
41236C during Blood Heat
MBCAokoAAD.png
Damage Red Damage Proration Cancel Guard
(~4900) (~3500) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9+5 28 (39) 28 (43) 39 58 -27 removes all 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 Cancel Guard
350, 200*24, 3000
(3700~7000)
(2800~5200) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
5 1+2 58 - removes all 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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