Melty Blood/MBAACC/Aoko Aozaki/Crescent Moon

From Mizuumi Wiki
Jump to navigation Jump to search

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.
  • Move Descriptions:
    • Add more useful frame data for 421C


  • Additional Resources/Players to watch/ask
    • Add any external links to resources 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 that can be searched in the match video database.


Overview

Playstyle
link C-Aoko is a screen control chraracter with great air movement, diverse pressure, plenty of good okizeme setups, and lots of neutral options.
Pros Cons
  • Mobility: Amazing air mobility that's very difficult for most characters to catch. Has access to a triple jump along with her second airdash.
  • Okizeme: Strong setplay oki that opponents have to respect. Can set up for good oki game from anywhere in the screen.
  • Pressure: Has a wide selection of pressure options, especially in the corner.
  • Neutral: Strong defensive and offensive capabilities through the use of her orbs. Great screen control that many characters struggle to deal with.
  • Gets outzoned: Somewhat struggles against characters that have a good enough long range game that they don't have to interact with orbs.

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 Cancel Guard
350 196 70% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 9 -1 4.0% -

A short downward kick towards the legs. Hits mid. Slightly more range than 2A, but has a longer duration, slower startup, and is a frame less safe.

5B
MBCAoko5B.png
Damage Red Damage Proration Cancel Guard
650 392 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 3 14 -2 8.0% -

A lunging gut punch. Has the best range out of Aoko's normals, but you can't convert at max range on hit. Decent in pressure since it's only -2 with a large cancel window, but it does have a fair amount of pushback.

5C
5C
5[C]
MBCAoko5C.png
MBCAoko5XC.png
MBCAoko5XCLaser.png
5C Damage Red Damage Proration Cancel Guard
850 539 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 7 14 -3 10.0% -

An upwards kick. Decent range, and can be used as a situational anti-air with proper spacing. Decent in pressure, since it can act as a frame trap, set up the spacing for 624B/C, or even fake an overhead against players unfamiliar with Aoko's animations with 5{C} 2B. The cornerstone of Aoko's primary 623A techtrap due to its active frames.

5[C] Damage Red Damage Proration Cancel Guard
1200 980 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
29 2 16 0 12.0% -
(Laser) Damage Red Damage Proration Cancel Guard
350*3 196*3 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
37 3 7 8 ~ 10 5.0%*3 (15.0%) -

A charged version of her 5C. The beam is occasionally useful against opponents trying to approach your orb house from above, but its slow startup usually makes it avoidable. Mostly sees use in combos, since it combos into 4C if the laser whiffs. This is your best pickup off an air counterhit if you have the time for it.

Crouching Normals

2A
MBCAoko2A.png
Damage Red Damage Proration Cancel Guard
300 196 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 9 0 3.0% -

A very short elbow poke. Hits mid. Less range but better frame data than 5A, and can be done with dash momentum more easily than 5A. A common pressure starter and confirm tool.

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

A deceptively long range low kick. One of Aoko's best buttons in terms of range and speed. You can't convert off of it if you hit with the very tip, but that rarely comes up.

2C
MBCAoko2C.png
Damage Red Damage Proration Cancel Guard
800 490 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
9 5 18 -8 12.0% -

A long range low sweep. Moves Aoko forward, giving it solid pressure applications when rebeated. Untechable knockdown on hit. Can be used as a long range abare tool, which sometimes has the side effect of moving you out of the corner, causing scrambles.

Aerial Normals

j.A
MBCAokojA.png
Damage Red Damage Proration Cancel Guard
300 147 75% (O) N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 3.0% -

A quick and slightly downward angled punch. Mostly used for air-to-airs, but since it has the best horizontal range out of her air normals, it can be her best air to ground in some situations.

j.B
MBCAokojB.png
Damage Red Damage Proration Cancel Guard
600 392 80% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 - - 6.0% -

An upwards angled kick. Mostly used as combo filler due to its angle. Also a decent air-to-air when the opponent is above you.

j.C
j.C
j.[C]
MBCAokojC.png
MBCAokojXC.png
MBCAokojXCLaser.png
j.C Damage Red Damage Proration Cancel Guard
900 441 85% (M) / 50% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 10.0% -

A solid air to ground, serves to complement j.236A by covering its blind spot directly below Aoko. Hits the furthest behind Aoko out of all of her air normals. Has more blockstun (17f) than hitstun (14f), so beware that you might not get as much time to convert on hit as you would with other j.Cs. If it hits high on a jump in, rebeating to j.A will let you convert.

j.[C] Damage Red Damage Proration Cancel Guard
1600 1078 100% N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 - - 16.0% -
(Laser) Damage Red Damage Proration Cancel Guard
500 294 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
34 3 - - 5.0% -

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. Used in Aoko's higher damage combos, and can be used for a somewhat gimmicky mixup with j.[C]B as a double overhead since it stalls Aoko in the air. The beam also has a niche in neutral for covering the ground as Aoko retreats in the air, as well as to stall in the air and punish someone trying to catch your landing.

Command Normals

3C
MBCAoko3C.png
Damage Red Damage Proration Cancel Guard
800 490 65% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 3 21 -6 9.0% Clash 6-12

Aoko's standard launcher. Has a clash hitbox. Can be confirmed with 3C 9A, for 3C j.A on hit and 3C 5A on block. Aoko's best tool for getting an air unblockable against a jump out or to guard crush.

4C
MBCAoko4C.png
Damage Red Damage Proration Cancel Guard
800 490 70% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
25 1 19 -5 8.0% -

Aoko swings her leg downward for an overhead axe kick. Not quite as damaging as 5[C] as an air counterhit confirm, but necessary in some situations since it's faster. Faster than 6[A] as an overhead, but has less range.

Universal Mechanics

Ground Throw
MBCAokoThrow.png
Damage Red Damage Proration Cancel Guard
1000 392 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.

Air Throw
Air Throw
j.4/6A+D
MBCAokoAirThrow.png
Damage Red Damage Proration Cancel Guard
1600 588 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 +20 against a standard wakeup.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCAokoShieldBunker.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 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
500 196 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.

Heat
Heat
A+B+C
MBCAokoHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
21 3 26 - -100.0% (min) Full 1-23

Tied for second longest Heat startup in the game with V.Sion and Warachia. Also fairly small, but still very useful.

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
Browning Starmine
236A/B/[B]/C/[C]
(236[B]~236A~236A)
MBCAoko236A.png
MBCAoko236B.png
MBCAoko236XB.png
MBCAoko236C.png
A Damage Red Damage Proration Cancel Guard
1000 588 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
17 4 15 -1 8.0% -

A decent range poke that whiffs on crouchers. This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jump ins.

B Damage Red Damage Proration Cancel Guard
500*6 (2763) (1624) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
34 12 19 -10 ~ 15 5.0%*6 (30.0%) -

Aoko chills for a bit before shooting a large laser that is fullscreen. First has a short-ranged vertical hitbox for 2 frames, followed by the fullscreen one that will generally whiff on crouching opponents. Won't win projectile wars due to its slow startup, but can be used to harass characters that lack fullscreen options. If you want to use the uncharged version of this move while holding an orb with C, you must slide hold to A ([C] 236B [A] ]C[ [C] ]A[). If you have 421C out, you can combo off of this by moving the orb to them and detonating it.

[B] Damage Red Damage Proration Cancel Guard
500*5 (2342) (1376) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
93 10 46 - 5.0%*5 (25.0%) -
~236A Damage Red Damage Proration Cancel Guard
500*2 (984) (578) 100% - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - 5.0%*2 (10.0%) -

Extremely slow unblockable laser. Unlike the uncharged variant it hits crouchers. Pretty much a gimmick in neutral, since the opponent can simply jump over it. Dealing with it in certain oki setups, however, is a different story.

Inputting 236A > 236A after the charge flash makes two more lasers come out at random heights. You should pretty much always do this since it adds damage, gives additional frame advantage on hit, and limits their defensive options. Dodging the main laser will get punished by the additional ones, and since every hit must be shielded individually, so Aoko can mix up the timing of the follow up lasers to catch shield recovery. This makes simply going for it after 4C viable when you need to squeeze out a round, but beware of characters with long range reversals like C-Ciel or H-Nanaya.

EX Damage Red Damage Proration Cancel Guard
100, 350*14 (~2800) (~2360) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+17 2 (16)
2 (2) x14
23 -3 -100.0% Full 1-4, 9-11
[EX] Damage Red Damage Proration Cancel Guard
100, 350*14 (~2800) (~2360) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+69 X 18 77 -100.0% Full 1-4, 70-72

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, leaving her immensely plus. One of Aoko's best moves to repeat with 22D, which leaves you almost as plus as the charged version. Used in the unblockable setup, and it isn't a terrible option to go for 236C 22D after a midscreen air throw ender if you got max during your combo.

623X
I'll kick you over!
623A/B/C
(623B~236X)
MBCAoko623A.png
MBCAoko623B.png
MBCAoko623BChain.png
MBCAoko623C.png
A Damage Red Damage Proration Cancel Guard
1000, 800 (1682) (1061) 100%, 60% (O) (N), (SP), (EX), (J) LHA, HA
First Active Active Recovery Frame Adv Circuit Invuln
5 10 (8) 3 23 -8 8.0%*2 (16.0%) High 1-6

The A version of the wheelkick hits twice, and the second hit is an overhead. It's fast, with head invuln on startup and a vertically disjointed hitbox, making it quite good as an anti-air by AACC standards, and her main option out of shield. Also used in corner techtrap routes.

Use sparingly on pressure. Some characters may have a bit of trouble punishing this on block after a long pressure string, but it is not something you want to abuse.

B Damage Red Damage Proration Cancel Guard
800 637 100% CH HA
First Active Active Recovery Frame Adv Circuit Invuln
31 3 9 6 8.0% -
623B~236X Damage Red Damage Proration Cancel Guard
1000 (1766) (1396) 80% (O) (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 3 - - 10.0% -

623B is a much slower overhead, but is plus on block. Can be used to pressure reset midscreen, but prepared opponents can easily mash out or shield. ~236X followup kicks up into the air, used for some combo extensions.

EX Damage Red Damage Proration Cancel Guard
1000, 800*2 (2342) (1606) 100% - LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+5 8 (4) 6 25 -13 -100.0% 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. Only the first hit is air unblockable. You can get a relatively safe 214 orb set afterwards on hit while the opponent is air teching.

214X
Floating Starmine
214A/[A]/B/[B]/C/[C]
MBCAoko214AB.png
MBCAoko214C.png
A/B Damage Red Damage Proration Cancel Guard
800 637 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 16 40 11 8.0% -

Proximity orbs, which detonate on contact with an enemy collision box and disappear on contact with a hitbox. Aoko may have one 214A, one 214B, and one 214C up at once. Holding the button will move the orb forward across the screen, making them useful for claiming space at long range and harassing the opponent with projectiles from the safety of your orb fort. A cornerstone of Aoko's neutral.

EX Damage Red Damage Proration Cancel Guard
800 637 50% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+14 3 3+37 4 -100.0% -

Sets up a larger proximity orb which lasts for very roughly 3 seconds. Unlike 214A/B, it cannot be destroyed. Primarily used in combos to set up 4C oki as well as in pressure after 22A/B (detailed in the pressure section.) Not usually worth it to use in neutral unless your max/heat is running out and you already have/don't want to use 421C. Will trigger on most characters even when they're crouching, but not on Arc, Roa, Mech, Hisui, any of the Akihas, and Necos.

421X
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
A (Min) Damage Red Damage Proration Cancel Guard
800 637 70% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
32/40 16 49 8 8.0% -

Held orbs are a hallmark of C-Aoko's toolkit, the applications of which are explained earlier in the page. These orbs will detonate when none of A/B/C are held, and will disappear if Aoko is hit or if she ground blocks something while the orb is being held. Notably, if you're hit after the orb is spawned but before it finishes appearing, as long as you release the button by the time it appears, it will still produce a hitbox, typically resulting in a favorable trade. Similarly, if Aoko is hit after the orb is released but before the hitbox is out, the hitbox will still come out.

The A version sets the orb directly in front of Aoko, and holding 8 during the startup will set it higher in the air. You can have up to 2 421A/B orbs out at once.

B (Min) Damage Red Damage Proration Cancel Guard
800 637 70% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
42/51 16 49 19 8.0% -

The orb works identically to 421A, but is set further away, and by extension, the orb takes longer to detonate. Pressing 6 or 8 immediately after the input will teleport the orb once in that direction. 421B~6 is a useful long range option and can trade with projectiles. Also used for midscreen oki.

EX (Min) Damage Red Damage Proration Cancel Guard
800 637 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+30 3 14 11 -100.0% -

421C sets a held orb that launches on hit, can be held with D, and can be moved up to 8 times in any cardinal direction with 2/4/6/8. Used to set up C-Aoko's most damaging combos. For the most part, you can prevent the orb from moving by holding D, and hold it with A/B/C when you want to move it. However, moving the orb has several odd caveats, explained in detail here.

22X
MBCAoko22A.png
MBCAoko22B.png
MBCAoko22C.png
A Damage Red Damage Proration Cancel Guard
800*3 (1470) (899) 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 6 36 -2 4.0%*3 (12.0%) -

22A creates a small air blockable pillar that is EX cancellable starting on frame 29. It's fast enough to be a true blockstring from C buttons or to combo from 6A/B. Usually used as a pressure ender, a launcher in combos, or to set up an EX cancel into 624C, 421C, 214C, or 22D. Be careful using it midscreen as it's unsafe if the later hits whiff. 22A 214C is -13, and 22A 421C is -22 (if the orbs don't hit.)

B Damage Red Damage Proration Cancel Guard
800*3 (1470) (899) 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 6 33 1 4.0%*3 (12.0%) -

Far slower than 22A, but has longer range, is plus, and can be EX cancelled as soon as frame 23 making it more plus on EX cancel. Aoko can frame trap with 2A afterwards in the corner. 22B 214C is +1, and 22B 421C is -8 (if the orbs don't hit.)

EX Damage Red Damage Proration Cancel Guard
250*20 (3083) (2406) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+16 28 22 -13 -100.0% -

Shoots a wave of pillars that goes around half screen length. Pillars also extend higher than unmetered versions. Not used very often.

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

Repeats the last beam attack at the position it was cast before, with an animation that lets Aoko recover more quickly, especially when repeating a 236C. If no beam was cast during this round, she'll still try to do it, but no attack will come out. Repeat magic arc drive can set up guaranteed techtraps, but is virtually never practical because of the extreme meter cost.

Beam attacks:

  • 236A - 10+11 startup, +5.
  • 236B - 10+16 startup, +27 (if they don't crouch.)
  • 236[B] - 236[B]'s unblockable property and its follow-up lasers will not be copied, but the wider hitbox will be copied. 10+24 startup, +22.
  • 236C/236[C] - 10+12 startup, +74.
  • 22A/B 10+12 startup, +20.
  • 22C 10+19 startup, +25.
  • j.236A/j.22A - 10+16 startup, +2.
  • j.236B/j.22B - 10+16 startup, +8.
  • j.236C/j.22C - 10+11 startup, can be delayed up to 31 frames by holding A/B/C. +5 when not delayed.
  • AD/AAD - Only the first beam will be cast. 10+6 startup, +33.
  • Does not count: 5[C] and j.[C]'s beams.
63214X
MBCAoko63214A.png
A
A
MBCAoko63214BC.png
B/C
B/C
A Damage Red Damage Proration Cancel Guard
1000 686 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 2 (2) 2 (2) 2 20 -9 10.0% Reflect 12-21

Quickly forms a circle that hits once. Reflects projectiles. Used to give hard knockdown in combos.

B Damage Red Damage Proration Cancel Guard
150*8 (1065) (345) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
29 2 (2) x8 17 23 1.5%*8 (12.0%) Reflect 29-58

The circle takes some time to come up so you can get mashed going for this, but if your opponent blocks you're +23. If your opponent tries to jump out after you used a normal with a good amount of blockstun into 624B you can air unblockable them with a 3C. Not good against characters with long range bunkers, as they can bunker it on reaction and hit Aoko. Otherwise, it's somewhat gimmicky but a strong tool nonetheless in corner pressure.

EX Damage Red Damage Proration Cancel Guard
200*8 (1422) (1044) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+11 2 (2) x8 20 20 -100.0% Full 1-3, Reflect 14-43

This is a quicker version of B mirror but at the cost of 100 meter. Typically her other EX cancels are better, so this one doesn't see much use (except in guard break strings on H-moon.)

6A
Aoko One Two Three
6A/6[A]~B~C~236C/214C
MBCAoko6A.png
6A/[A]
6A/[A]
MBCAoko6AB.png
B
B
MBCAoko6ABC.png
C
C
MBCAoko6ABC236C.png
236C
236C
MBCAoko6ABC214C.png
214C
214C
6A Damage Red Damage Proration Cancel Guard
500 245 100% N, SP, CH, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 16 -8 5.5% -

A forward punch, and the starter for the Aoko One Two Three rekka. Good range for its speed. Has higher hitstun than blockstun.

6[A] Damage Red Damage Proration Cancel Guard
1100 833 60% (O) N, SP, CH, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
27 4 19 -11 12.0% -

A charged version which causes it to become an overhead. Has average speed and good range for an overhead.

~B Damage Red Damage Proration Cancel Guard
500 274 100% SP, CH, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 3 18 -9 5.0% -

Two: Elbow strike. If the rekka didn't hit, you should probably be cancelling into a special from this move (22A/B, orb set, or 624A are typical options.)

~C Damage Red Damage Proration Cancel Guard
800 588 100% CH LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 3 18 -3 8.0% -

Safe rekka ender. However, it will often whiff if the opponent blocked 6AB.

~236C Damage Red Damage Proration Cancel Guard
900 490 55% (O) (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
14 9 23 -11 9.0% -

Low ender. Untechable knockdown on hit. Used for Aoko's primary oki route. Unsafe.

~214C Damage Red Damage Proration Cancel Guard
700 343 100% N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
29 3 23 -14 7.0% -

Jump and normal cancellable high ender, but is both reactable and telegraphed and can easily be mashed. Used in 421 orb combos.

Aerial Specials

j.236X
Raining Starmine
j.236A/B/C/[C]
j.22A/B/C/[C]
MBCAokoj236A.png
MBCAokoj236B.png
MBCAokoj236C.png
A Damage Red Damage Proration Cancel Guard
1000 686 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
17 12 14 -16 (TK) 10.0% -

Referred to as "rain," j.236A/j.22A is a core part of C-Aoko's kit and an unbelievably powerful spacing tool. Very active and reaches all the way down to the ground. Learning to use this move effectively is vital to playing her well. Has a blind spot directly below Aoko as well as landing recovery, so make sure not to give them an opportunity to get under you.

B Damage Red Damage Proration Cancel Guard
500*3 (1452) (853) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 12 13 2 (TK) 5.0%*3 (15.0%) -

Unlike A Rain, B Rain halts Aoko's air momentum, potentially allowing her to avoid an opponent attempting to catch her landing. Can be EX cancelled on whiff into j214C to stay safe, or j.236C for pressure.

EX/[EX] Damage Red Damage Proration Cancel Guard
500*5 (2342) (1376) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+9/2+10 12 10 2/33 (TK) -100.0% -

EX version. You can use this at the end of a standard air combo, which can be worth the meter if it closes out a round. Can be used in fuzzyguard strings to kill an opponent with low health. Holding a button delays the beam for a little bit.

j.623X
I'll kick you over! (Air)
j.623A/B/C (No EX)
MBCAokoj623AB.png
A/B
A/B
MBCAokoj623C.png
A Damage Red Damage Proration Cancel Guard
800 490 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 11 2 12 ~ 14 (TK) 8.0% -

Not an overhead. Primarily used as a final air option to keep your landing unpredictable. Also strong in pressure, since the TK version is very plus (enough to do a gapless dash 2A,) high profiles a variety of crouching buttons, and moves Aoko forward. Additionally, it can be used as a throw tech bait, since it will beat both a throw attempt or a low shield attempt if the opponent is teching with 1A+D.

B Damage Red Damage Proration Cancel Guard
800 490 70% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
20 8 2 -2 ~ 5 (TK) 8.0% -

IS an overhead. Can be used as a movement option to escape the corner. Despite Aoko being in the air for a long time, many opponents will struggle to chase this move properly due to how rarely seen it is as well as its lack of landing recovery. Slow, but could be used to get in an unexpected overhead. Must be initiated low to be useful as a mixup.

C Damage Red Damage Proration Cancel Guard
800*2 (1276) (781) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 (8) 13 11 -1 (TK) 4.0%, 8.0% (12.0%) -

Not EX. Is NOT an overhead. Flies lower than j.623B but similar distance. Also good for movement, it doesn't stay in the air as long as j.623B but it has landing recovery.

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
800 637 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
31/35 16 0 0/24 8.0% -

The aerial version of Aoko's 214 orbs. They follow the same rules as 214 orbs, but they cannot be moved forward. You can have one j.214A and one j.214B out at once. j.214 orbs are usually the least committal orbs to set, and are often the first ones you'll use when setting up an orb fort. j.214 also has utility in stalling Aoko's air movement, and since the move does not have landing recovery, this can allow her to avoid attempts to catch her landing. Uncharged j.214 orb set will maintain Aoko's air momentum from before the set, allowing for an "orb boost," or doing an airdash into buffered j.214 and going flying across the screen. j.214 orb set is also a strong pressure option, since it is very plus when done while landing. j.B into j.214 set will work on 99% of players, but a prepared opponent can jump out on reaction (or even air throw if they're a god.) When the button is held, Aoko will drift slightly back after setting the orb, regardless of her previous momentum. Charged orbs are mainly seen for TK orbs, which allows for a quick, low to the ground, air orb set. TK j.214[A] is faster than doing IABD j.214A.

EX
(Default Maximum
Orb Duration)
Damage Red Damage Proration Cancel Guard
800 637 50% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+14 3 0 -7 (TK) -100.0% -

Big EX orb. Identical to 214C, except it can't be moved forward. Primarily used to protect Aoko when she has extra meter to spend. Unlike F and H, C-Aoko CANNOT combo j.C into j.214C for oki, due to her j.C having reduced untech time.

Arc Drive

Severe Break
41236C during MAX/Heat
MBCAokoAD.png
Damage Red Damage Proration Cancel Guard
500, 600*6, 500, 600*6 (3344) (2257) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9+5 28 (39) 28 58 -27 removes all Full 1-73

A full screen laser. Since it's fast, full screen, and invincible, it can be used to punish things like projectiles, supers, and summons on reaction. Also can be used as a reversal. The two lasers are not gapless on block, so a prepared opponent can shield the second to allow for and easier punish.

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, but with an extra laser. Not seen often.

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)
(2700~5100) 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. Can be avoided if the opponent jump cancels the move they triggered the EX shield with.

General Gameplan

Neutral

Using orbs

Orbs are a very strong area denial tool and are a core part of C Aoko's neutral. Their ability to passively cover certain movement options allows Aoko to protect herself, force the opponent into predictable movement, and capitalize on how the opponent chooses to play around them. There are two types of orbs: the 214 series orbs, which detonate automatically on contact with an opponent or after a 5 second timer, and the 421 series orbs, which are maintained by holding an attack button and detonate when the attack button is released. 214 orbs can be nullified with a hitbox, whereas 421 orbs disappear when Aoko is hit or when she blocks something grounded. Notably, they do not disappear when Aoko air blocks something, allowing Aoko to play evasive using her myriad of air movement options while maintaining any 421 orbs she's holding.

The way Aoko actually uses orbs depends heavily upon the matchup, since certain characters have a much easier time dealing with them than others. Against characters that lack long range harassment tools, she's often content to set up an orb fort and make them come to her. However, against characters that outzone her, can punish careless orb sets from long range, or are generally more comfortable at full screen than she is, Aoko is forced to play more of a midrange game. That said, orbs should still be used in those matchups.

Orbs can also be used to protect Aoko as she sets new orbs, especially against characters that lack methods to deal with them. j.214 orbs are commonly used for this purpose, since they're relatively low commitment to set and Aoko will commonly find opportunities to do so whenever the opponent isn't a good position to pressure her landing. Holding the button to set a j.214 orb will cancel Aoko's momentum from before setting the orb and is useful for either moving back without using an air backdash or for setting a tk orb. Conversely, uncharged j.214 orb maintaining Aoko's momentum from before the orb set allows for a technique called "boost orb," performed by setting a j.214 orb immediately out of an airdash. The momentum from the airdash will rocket her across the screen, and can be a good way to escape the corner.

Ground 214 orbs are comparatively more committal to set, but since they can be moved forward through holding the attack button, they can threaten the opponent at long range while Aoko is free to do something else. Like the j.214 variant, they are effective at forcing a commitment from the opponent to get around them, and protecting Aoko.

421 orbs' strength comes from their ability to be detonated reactively regardless of what Aoko is up to, allowing her to whiff punish or begin pressure simply by the opponent being near the orb, and that the opponent's only method for dealing with the orb directly if they can't get at Aoko is to bait her into detonating it preemptively. A very important technique to be aware of when using 421 orbs is "slide holding." Since 421 orbs won't detonate unless Aoko releases ALL attack buttons, you can switch which button you're using to hold the orb by holding another button and then releasing the first, freeing up the first button for regular attacks. It's generally recommended to hold normal 421 orbs with C and to hold EX 421 orbs with D (normal orbs cannot be held with D,) though each button has advantages and disadvantages. Another noteworthy feature of orbs is that they launch on air hit, and since the opponent can't air tech on air counterhits, an air counterhit orb will often give Aoko ample time to stop whatever she's doing and convert into a full combo.

Ground neutral

C Aoko has a solid run and good range in 2B, 2C, and 6A, with dash 6A being her farthest reaching burst option. 6A is air blockable, and 2B and 2C hit too low to cover jumps, so 3C tends to be your best option for an air unblockable button. 3C can also be auto-hitconfirmed with a 3C~9A option select: on hit, you'll get 3C j.9A, and on block you'll get 3C 5A. Aoko doesn't have much in the way of anti airs, so she'll typically use her run to dash under air approaches, set up orbs to control air approach vectors, or just take to the air herself. 236A is decent for controlling IAD space, and 236B is a slow, but functional fullscreen projectile. Whenever Aoko isn't threatened, she can also set an orb for additional space control. Held 214 orbs and 421B~6 are also good for proactively threatening the opponent from long range, when the opportunity presents itself.

Air neutral

C Aoko is unmatched in her sheer number of air options: she has 2 midair jumps, 2 airdashes, an airdodge, and a variety of specials that change her momentum. Thus, she's much better at evading attempts to catch her landing and pin her down than most characters, as long as she's careful in picking which air options to use and not wasting them. j.236A/j.22A, also known as rain, is a very active down angled beam projectile that also does a great job at covering Aoko's landing and keeping the opponent out. However, rain is a bit slow, and if the opponent can avoid it, it's more whiff punishable than an air normal due to its landing recovery, so you should still opt for your air normals sometimes. j.A is typically Aoko's best air to air and has good horizontal range. j.B is also used for air to air against opponents coming from above, and j.C is a solid air to ground button. If Aoko has orbs set up, she can also use them to escape by retreating behind one, or using them to pressure the opponent's landing.

Pressure

C Aoko's stagger pressure without a 421 orb available is solid but not amazing. She'll easily be pushed out if you don't strategize how to structure your confirms.

Two common traps new C Aoko players will fall into when hitconfirming are overusing 2B 2C and overusing 6A. You will need to use these options at longer range when your other strings wouldn't connect, but if they're blocked, your pressure afterwards will be limited.

2B 2C uses both of your lows, allowing the opponent to safely stand block (which also means it's less risky for them to attempt a jump out, backdash, or DP.)

6A (and 6AB) is minus and has no low followups. 6ABC is safe, but the C hit will often whiff if the 6A was spaced, especially if the opponent stand blocks. Aoko's special cancel options after 6A and 6AB all carry some risk, since they're all either minus or can be punished with a reversal due to a gap. Use them judiciously.

Instead of these options, its often better to use confirm strings that use an A button, which won't push you as far or use up your cancel options as quickly. Here are some examples:

  • 2C 5A confirm 3C
  • 2/5A 2B confirm 6A
  • 3C 9A (gives 3C 5A on block and 3C j.A on hit)

It's also important to understand your options after a blocked A button.

  • Delay cancel button: Frame traps mashing.
  • Recover > button: Frame traps delayed mashing and resets your cancel options on block, giving you more options to continue pressure.
  • Pressure reset (typically a redash 2A): Allows you to continue pressure on block, but loses to mashing or jump outs. Dash 2A 2C is also a good option to cover backdash if you're midscreen, and dash 2A 3C can cover delayed jumps.
  • 3C 9A: Your best option for catching jump outs. Depending on spacing, you might want to use dash 3C instead of normal 3C.

After an A button whiff from a rebeat, you have a similar RPS, but you'd use a whiff cancel from the A button as your frame trap. It tends to be harder to reset in those situations due to distance, but it's also harder for the opponent to react to the situation (due to the lack of hitstop compared to if the A button hit.)

Aoko possesses 2 standing overheads in 6[A] and 4C, as well as a variety of unique ways to reset pressure, allowing her pressure to quickly become overwhelming when all her options are used effectively, despite the individual moves being reactable or gimmicky. Here's a comparison of each of her reset options:

  • Redash: The most basic and reliable option. Best at close range.
  • IAD: Slow, but can high profile some abare options. See the section on aerial pressure for more details on how to convert from it.
  • tk.623A: Doesn't cover distance as quickly as a redash, but is plus enough on block to give you a gapless dash 2A, which makes it more rewarding midscreen in terms of corner carry. Also high profiles some abare options and blows up low shield, making it a decent way to punish a throw tech attempt.
  • 421A/B: Slow, but can trade with abare options in your favor and is plus. Most characters can sweep this on reaction to trade in their favor and take their turn, so be judicious. If you think your opponent will respect it and you're feeling greedy, you can delay the detonation for more plus frames or even simply not detonate it and begin orb pressure. That will only work if your opponent either is deathly terrified of you or if they dropped their controller, though.
  • 624B/624C/22B/623B: See their sections in the move list.
  • 22A/B 214C: This string has many variants for different purposes depending on range and how long you hold the orb. When spaced properly, you can either hold C to move the orb into them for plus frames and to beat mashing and jumps (if they air block the orb you can air unblockable with dash 3C) or leave it right next to the opponent. The orb will detonate if they move their collision box into it, limiting their defensive options. Since the orb will detonate if you throw them, it will make your throw do more damage and be harder to tech. The orb will also automatically detonate after 3 seconds, so if you keep them there long enough, you'll have another opportunity for a pressure reset. You can also use the automatic orb detonation to convert off of certain moves in unique ways (e.g. 4C -214C detonation- 5[C] 4C etc.) A 22B 214[C] ground blocked at long range can be +29 with no gaps between the 22B and 214C, which is enough time to set up a high IAD mixup. However, beware of forward moving long range bunkers, as they can invulnerably detonate the orb. The spacing can be adjusted by doing 5C 22B 214C instead of 3C 22B 214C, which can punish every single bunker in the game if you do it from far enough.
  • 22B 421C: Allows you to mix up when you detonate 421C for more reward. Detonate it immediately for a frame trap, with a slight delay to give you more plus frames, or forgo the detonation and begin EX orb pressure if you're feeling courageous. Also note that even if Aoko is hit while the orb is moving, as long as she released the button by that point, the orb will detonate anyway. This makes 22B 421[C]~2]C[ a fairly strong option, since it will give significant plus frames when respected while still beating abare. However, it won't cover jumps, which you have to cover by not moving the orb.
  • 22A 22D: +20, just like 624C. It costs more meter than 624C but is safe against reaction bunker. Decent in max.

Air pressure

Due to her extra midair jump and airdash as well as C Moon's ability to airdash cancel, C Aoko has a lot of options from an air button on block, and can even do several of the options listed below in succession. Some of these are a bit gimmicky, but similarly to her ground pressure, they become hard to deal with when combined.

  • High j.C airdash j.B/C: A classic mixup, pretty much unreactable. The j.C forces the opponent into standing guard and makes the j.B hit earlier, making it even more difficult to react. Because j.C has more blockstun than hitstun, it's gapless on block but has a gap on hit.
  • High airdash j.CB: A double overhead that makes for a difficult to react to mixup when combined with high airdash j.[C] empty land 2B, which hits on the same frame as the j.B. Easier to react to than her fuzzy mixups, and the low can be fuzzy mashed if Aoko doesn't have a negative edge orb to cover the gap. The airdash can't be too high, just slightly higher than an IAD. When performed correctly, it can even hit on crouchers.
  • j.B/C dj.C fuzzy: Has a lot of proration* and you need an orb to convert from it**. Completely unreactable. Impossible on Miyako and Necos, and requires 2 consecutive frame perfect inputs against Aoko, Len, WLen, and Satsuki (making it vulnerable to EX Guard and more or less unviable on those characters.) *The proration can be avoided with by partially charging the j.C, which makes the fuzzy harder and only possible on some characters. **Orbless fuzzy (j.C dj slight delay j.C slight delay j.B 2A) is possible on Ryougi, Sion, VSion, Kohaku, Kouma, all Akihas, Ciel, Ries, Nero, and Wara, though it's extremely difficult on every character aside from Nero and Wara.
  • j.B j.214A/B: Has a large gap, but is relatively safe because the orb will prevent the opponent from getting a strong punish. Gives immense plus frames (up to +37) when respected. The best counterplay is generally preemptive reversals and preemptive jumps. If they jump too late, they'll often be forced to air block the orb, which Aoko can punish with a 3C or by doing an air blockstring into air throw. You can also throw before the j.214A/B hits as a mixup if you set it low enough.
  • j.B dj delay j.C: Reactable and has a fairly large gap, but you can usually get away with using it to extend pressure if they're wary of your other options.
  • j.[C]BA: A reactable double overhead, but you can get people that don't have matchup experience with this.

Orb pressure

C Aoko's pressure is greatly accentuated if she has a 421 orb set on top of the opponent. An orb detonation will allow her to reset off moves that would normally be minus, and if she opens up the opponent without using the orb, she can use it in her combo for extra reward (especially with an ex orb.) Additonally, many opponents will be more cautious when they have an orb on top of them and will try to wait a bit for the orb detonation before attempting an escape option. This allows Aoko to find pressure resets where she normally might not be able to. Slide holding is very important for flexible orb pressure, and is one of the more difficult parts of the character, but it's very rewarding once mastered.

Orbs also improve Aoko's strike throw game, since the throw tech window will end if the opponent is hit by an orb. If the orb detonates with the right timing, the tech window can be as short as 4 frames. This makes for an extremely effective mixup, albeit a low reward one.

If the opponent is crouching under a 214 orb, they'll have to stand up into it to detonate it or they'll be unable to jump out or abare with standing normals. Additionally, if they tech a throw, the tech animation will detonate the orb and force them to block it, allowing Aoko to continue pressure. Aoko can take advantage of this situation by using lows to try to catch them standing into the orb, using iads to force them to stand into the orb and set up a mixup, tk.623A or iad to go over crouching abare options, or going for throws to take advantage of the tech interaction.

Okizeme

C Aoko's okizeme revolves around setting orbs to create plus frames and reversal-safe setplay. Aoko has a wide variety of oki setups, all of which have their own strengths. This section is not an exhaustive list of all of Aoko's setups, but instead will cover some that I personally find useful, and provide general information on interactions.

Corner Air Throw Ender

The least exciting ender, but an important one to discuss nonetheless. Aoko can always get a meaty dash 2B, which will also bait slower heats. To beat low shield, you can use 3C or 6A, both of which will still catch jumps (but 3C can be mashed, so beware.) However, 2B leaves Aoko a bit far for good pressure, so sometimes you might want to commit to a dash 2A or an iad (which also serves as a good way to beat low shield.) Against characters with slow wakeups, like Aoko, Kouma, Len, Nero, Warc, and Ries, you can meaty with a dash tk.623A or a dash 2A, which grant better pressure options and can be used in OSes to cover some reversals. Using airdash under air throw, explained in this video, you can get meaty 2A on everyone except Arcueid and Necos.

Differences between orbs

421 orbs are usually the most rewarding and flexible, but they also take longer to set compared to 214 orbs. Including the neutral frame, 214A/B and tk.214[A]/[B] take 41 frames to set, whereas 421A/B take 50 frames. If you're too close to the opponent, you'll probably want to use a proxy orb instead of a 421 orb, since the 421 orb might be set too far forward to hit the opponent. Additionally, proxy orbs don't actually hit meaty against certain characters due to their collison box on their wakeup animation, the details of which you can find here. 421C takes the same time to set as 421A/B, but provides additional combo options if you have it available when you open them up, and it can be moved after it's placed. It's usually worth it to spend meter on 421C when the opportunity presents itself if you have your combos and orb pressure down.

Interactions with reversals

Aoko can always bait reversals by simply meatying with an orb, waiting, and punishing the reversal on reaction, but the wait is often not even necessary. Non-EX orbs are very active at 16f, so they will still hit many reversals after their iframes run out even when detonated meaty. This means that Aoko can often set up a mixup without fear as long as she has a meaty orb, since on trade the orb will air counterhit the opponent's reversal and Aoko will be able to confirm. Meaty orbs actually hit every single meterless reversal in the game besides Nanaya 623B, and against metered reversals, Aoko can typically react to the superflash and evade. Of course, this is still fairly dependent on the oki setup you actually decide to use.

  • Heat Activation: All heat activations have enough iframes to avoid meaty orb detonation, so Aoko must avoid them and manually punish on reaction.
  • Shield: Shielding meaty orbs is a decently strong option. Aoko can throw the opponent for shielding, but this can't be done on reaction against C Moon if the opponent opts to ex shield jump. However, it's decent against H Moon and F Moon (depending on their specials,) since shield counter startup is throwable.
  • Shield Bunker: Bunkering against meaty orbs works similarly to shielding but is easier to deal with. It's very punishable on whiff and can be thrown/shielded/dodged on reaction.

Midscreen vs corner oki

When midscreen it's more difficult to be ambiguous about when you'll detonate a 421 orb, since if you pressure too much, they'll end up pushed past it. You also have to cover backdash, and you can't set up airdash mixups easily since you might airdash over the opponent and Aoko's air normals aren't great at hitting behind her. Aoko does have a couple decent left/right mixups midscreen, though. In the corner you have a lot more freedom to set up nasty high/low mixups and use orbs to their full potential, so most of her setups there will focus on that.

Notes on crossup protection

To generalize, for an attack to cross up, the attacker and defender must be facing each other. If this condition is not met, the attack can be blocked in either direction. This severely limits your options for crossup mixups in the air, since the only ways to turn around are double jumping or airdodging. Airdodge is reactable and difficult to make ambiguous because it locks your momentum, and double jumping will often limit your ability to hit the opponent quickly. There are some extra nuances to crossup protection as well. First off, Aoko's orbs have their own orientation independent of Aoko herself. That means that if someone is facing the direction Aoko was facing when the orb was set (which will happen if Aoko sets an orb and then goes to the other side of the opponent,) they'll be able to block the orb in either direction, so Aoko can't use double jump+orb detonation as an instant crossup. The other nuance limits crossups out of blockstun. The defender will not turn around until 7 frames after blockstun ends, so they cannot be crossed up during that time unless they cancel the blockstun animation on their own. This means that any mid-blockstring crossup must have a sizable gap in order to be a real crossup, large enough to mash or throw. With that said, there are still various ways to circumvent crossup protection and create unreactable left/right mixups.

Generalized mixups

  • Orb L/R: While crossup protection prevents orbs from hitting crossup, it doesn't prevent them from hitting sameside. Because of this, you can create a left/right mixup by threatening an actual crossup (usually landing and using a ground normal) or crossing back to the original side as you detonate the orb.
  • Airdash momentum L/R: Aoko's airdash momentum will depend on when she does an air normal out of it, allowing her to create an unreactable left/right by doing an iad and cancelling it at different times to land on either side of the opponent.
  • Double overhead high/low and airdash high/low: Detailed in the air pressure section.
  • Orb dodge crossup: If you get on the other side of the opponent after setting orb, the orb will push them toward you when blocked. You can use this to create a tricky crossup by dodging and allowing the opponent to be pushed through you. Since this is a mid-blockstring crossup, it has a large gap, but many opponents won't be ready for it.
Setups

Anywhere

  • 6ABC 236C 214/421A orb set: A simple and effective orb setup. You have a myriad of pressure options afterwards. Midscreen, a solid option is j.9 orb det j.C to catch backdash and avoid DPs while maintaining pressure. In the corner, you can do a high airdash to avoid most DPs and set up a high/low mixup.
  • 624A 214/421 orb set: You can still get a meaty orb off 624A, but it won't be as plus as off 6ABC 236C since you aren't cancelling into it. You have your standard orb pressure options afterwards.
  • 624A 421C: Since 624A is ex cancellable, 421C will give you more frame advantage than a regular orb set. In fact, after 6ABC 236C 624A 421C, you have enough time to safejump with tk.623A or airdash j.C afterwards, depending on the opposing character's wakeup timing and reversal speed. Off of a high 624A, you'll be more plus, and can even meaty with an orb set. 421C is difficult to use midscreen, but with practice, you can move it with you as you do your pressure.

Midscreen only

  • 6ABC 236C 421B orb set: Instead of placing the orb on top of the opponent, a 421B orb will give you more options off of pressure since you can push the opponent a decent distance and then use the orb to gain plus frames or set up orb+throw. After the orb set, you can meaty with a normal of your choice or with tk.623A (except on Hime, Ries, and WLen.) The tk.623A will safejump against characters with slow wakeups or against slow reversals.
  • 4C 421B~6 sj9 orb left/right: For sameside, do a tk.623A just as you pass over the opponent to go back over them and detonate the orb so it hits sameside, then hitconfirm with 6A. For crossup, land and do a 2A/5A depending on spacing. This setup is the easiest one to make unseeable. If your sj9 would go too far to meaty with 5A/2A, you can reduce your momentum by whiffing a j.A at the beginning of the superjump. Doesn't meaty on Miyako, and doesn't work on Necos. (Video)
  • 6ABC 236C 624A iad left/right: 6ABC 236C 624A will leave you at the perfect spacing for an airdash left/right, though it's more reactable than the sj9 left/right. Make sure to delay the iad, though, too early and it'll be more reactable. Doesn't work on Hime. (Video)
  • 4C 421B~6 dash iad left/right: 4C ender gives you enough time to set up an airdash left right with the help of a neg edge orb as insurance, though it's more reactable than the sj9 left/right. If you go crossup, you can use the orb to set up another mixup afterwards, since it was set on the original side. You can either do tk.623A orb det for an unreactable crossup if they crouch, or go for a dodge mixup (which will also bait heat.) Doesn't work on Hime, Kouma, Satsuki, Len, and WLen. (Video)

Near corner only

  • 4C 214B~[C] 421B(~6): This is for when the 4C would put the opponent in the corner, so you can't go for a L/R. Instead, you can use the plus frames to set up your corner mixups.

Corner only

  • 4C 421A/C 214B: Double orb setup, allowing you to immediately transition into strong orb pressure. A very flexible and safe setup. Replacing the 421A with a 421C will allow for more reward if you open the opponent up.
  • 236[C] 421A~[C] 22D 236B~]C[~236A~236A: Unblockable setup that does 3.8k and no knockdown for the low, low, price of 250 meter. Niche, but can be used to close out rounds.

Techtraps

Trapping ground techs is an important part of getting the most out of C Aoko's offense. All ground techs have 2 frames of vulnerability, and each of them has a vulnerability window at a different time. Neutral tech is vulnerable f22-23, back tech is vulnerable f26-27, and forward tech is vulnerable f27-28. Ground techs can also be delayed by up to 2 frames (though this is somewhat difficult to do consistently.) Therefore, to cover all tech options, we need to hit as early as f23 and as late as f29, or in other words, a 7f active move. This means that Throw 2B is guaranteed in the corner, because 2B has 7 active frames. Techable groundbounces have different frame data on delay tech, which means Aoko cannot cover every ground tech option at once after 623A. Even so, in the corner she can cover all non-delayed techs rather easily. Typically, the risk-reward of attempting a delay tech isn't great, both because of the tight timing window and because Aoko could potentially call it out, but it still is something to bear in mind.

Throw, Corner

  • dl 2B 4A: When timed and spaced properly, this will OTG on no tech and beat any possible delay tech. The 4A will become a 6A on forward tech. (Video)
    • Neutral/back tech confirm: 2B 4A 5B 6ABC
    • Forward tech confirm: 2B 6ABC
    • No tech confirm: 2B 4AAA (5B) 2C, then move to corner post OTG techtrap

623A, Corner

  • Dash OS 5C~A: Also known as the Ultimate Kick Ass setup, named by Jeffrey Manson. With a well-timed 456 input, you'll get a dash towards the opponent on forward tech and no dash on any other tech option. A well-timed 5C can cover everything except a 2f delay back tech, and on forward tech, the 5C will get eaten by the dash and 5A will punish every forward tech variation. On no tech, you can air combo. You can also slightly charge the 5C to cover delay back tech instead of neutral tech.
    • Neutral/back tech confirm: 5C 2B 6ABC
    • Forward tech confirm: 5A 2B etc.
    • No tech confirm: 5C air combo
  • 4A 2B: Loses to 1-2f delay back tech and 2f delay neutral tech, but provides more reward (especially in terms of meter gain and okizeme potential) than Ultimate Kick Ass on no tech against many characters. However, you only have a 1 frame window to hit neutral tech and back tech at the same time, so it's less consistent than UKA. On forward tech, 4A will become 6A and will punish every forward tech variant.
    • Neutral/back tech confirm: 4A 2B (optional 5B/5C) 6ABC
    • Forward tech confirm: 6AB
    • No tech confirm: 4A(w) 2B 2C (Character specific, see the combo section for more details)

Post OTG, Corner

  • Dash 4A 2B: Vulnerable to 1-2f delay back tech, but since it's done from an OTG, it's basically impossible for the opponent to time a delay tech on reaction. This setup will require you to bait DP manually by omitting the 2B.
    • Neutral/back tech confirm: 4A 2B 6ABC
    • Forward tech confirm: 6ABC
    • On no tech: 2B hits meaty
  • 214A: The way this option works will depend on how far away the opponent is when you set the orb. On midscreen techtraps, it's good for covering tech forward, and if they do anything else you'll return to neutral with an orb up. This is a similar situation to doing it after Throw 2B 5AA 5B 6AB in the corner. Alternatively, in the corner you can do Throw 2B 4AAA 2C 214A, which will punish neutral tech, back tech, be minus but safe against forward tech, and let you get orb oki against no tech. This setup compliments the above 4A 2B techtrap well because 4A 2B will condition no tech, and orb set will let you set up strong oki on no tech with relatively low risk.

Defense

Aoko's defensive options aren't fantastic, and she's fairly reliant on C-Moon system mechanics being strong. She has no meterless reversal, and her metered reversals (623C, AD, and AAD) aren't the greatest. She does fairly well at escaping bad situations after a jump out due to her multitude of air options. All of her wakeup animations are slower than normal, allowing for unique oki against her. You'll usually rely a lot on EX Guard and try to find opportunities to jump out or mash.

Abare

2A, 2B, 2C, and 6A are usually your best options depending on range. 2C has the added bonus of moving Aoko out of the corner, which will occasionally cause scramble situations if the opponent jumps or IADs over you as you do it.

Reversals

  • Heat: Aoko's heat is slow and small, but it's pretty rewarding, since she'll usually get an opportunity to set up an orb or two on hit. How much you'll use it will depend on how much meter you want to save for your offense.
  • EX Shield:
    • 5/2A: Your fastest buttons, and good options out of EX Shield. Neither hits especially high, though, so they aren't great for anti airing.
    • 6A: Air blockable, but hits higher than 5/2A while still being relatively fast.
    • Jump: A good escape option, usually used against setups involving projectiles.
  • Normal Shield:
    • 623A: A solid anti air, and your primary option out of shield.
    • Orb set: Generally used against projectiles when Aoko isn't immediately threatened. Can cause a trade in Aoko's favor if the opponent isn't ready for it, though.
  • 623C: Air unblockable, but has an early superflash, so it can be rather vulnerable to baits. Very punishable on block.
  • AD/AAD: Typically used to react to projectiles or projectile-based setplay, since it reaches full screen and Aoko is invulnerable the whole time (over a full second.) Unsafe, and has a gap between the lasers where the opponent can shield.
  • Shield Bunker: A fairly standard bunker with below average but serviceable range. Important in niche situations.

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.

The number of route variations C-Aoko has might be intimidating at first, but as a beginner C-Aoko player, a basic air combo will be pretty much all you need. Once you know more combos, your route decision making might look something like this off a generic starter:

Damage

  • If midscreen, go into a launcher into an air combo
  • If in the corner, go into a techtrap

Okizeme

  • If you don't want to spend meter, go into 6ABC 236C
  • If you're midscreen and want to spend meter, go into 6ABC 236C 22B etc.
  • If you're in the corner and want to spend meter, go into 6ABC 236C 624A 421C

Since C-Aoko's combo structure is very mix-and-match, there are so many combinations and variations of combo pieces that listing every single combo you should use would be counterproductive. Instead, portions of combos will be listed here, and will be formatted like (^Starter) [Combo piece] (^Continuation). In damage/metergain calculation, the first route of each section in the parentheses will be used unless otherwise specified. Any move in parentheses with an asterisk is optional (not always used due to difficulty or due to character/hitcount restrictions,) and will not be included in damage/metergain calculation.

Ground Strings

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 2B (^Launch String/6A Combo)
4206
Meter Gained: 98% Meter Given (vs C-Moon): 29.4% (Video)
The most common ground starter. The 2B can be hitconfirmed from the 2AAs if you slightly delay the second one.
Normal starter, grounded opponent
  • 2B > 5B (^Launch String/6A Combo)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Low confirm. Good scaling, so it's also a good ground string for when you already know you can combo (after a jump in starter, for example.) Be careful: 5B has a lot of pushback, so if you're too far, you won't be able to get 2C or 6A afterwards.

Launch Strings

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (^Ground String) 2C > delay 5C > 3C (^Air Combo)
4206
Meter Gained: 98% Meter Given (vs C-Moon): 29.4% (Video)
This is the best launcher to confirm into from a generic starter. Delaying 5C will let you get more hits in the air combo.
Normal starter, grounded opponent
  • 2C > 5A > 3C (^Air Combo)
3701


Meter Gained: 78% Meter Given (vs C-Moon): 23.4%
Basic combo from the 2C 5A hitconfirm.
Normal starter, grounded opponent
  • 3C (^Air Combo)
3343


Meter Gained: 62% Meter Given (vs C-Moon): 18.6%
Basic combo from the 3C j.A hitconfirm.
Normal starter, grounded opponent
  • 2C > 5C > 624A
1804


Meter Gained: 32% Meter Given (vs C-Moon): 9.6%
Used when you got a 2C starter, but want to keep oki instead of going for an air combo. The 5C can be replaced with other normals if need be. Not seen often except maybe in the corner when you have meter you want to burn on 624A 421C, since the damage, metergain, and corner carry from an air combo is usually better.
Normal starter, grounded opponent, 421 orb
  • 2C > 5C > 4C~]A[ (^623B Combo)
4760


Meter Gained: 150% Meter Given (vs C-Moon): 45%
Orb confirm from 2C starter. The 5C can be replaced with other normals if need be. Low hitcount corner 623B combo used for calculation.
Normal starter, grounded opponent, 421C orb
  • 2C > 5C > 3C~]D[, dash 5[C] > 4C (^623B Combo)
6465


Meter Gained: 105.9% Meter Given (vs C-Moon): 50%
EX Orb confirm from 2C starter. Low hitcount corner 623B combo used for calculation.

Air Combos

Condition Notation Damage
vs V.Sion
Notes
Air combo
  • (^Launch String) j.AAAB > sdj.ABC > sdj.ABC > j.66, AT
4206
Meter Gained: 98% Meter Given (vs C-Moon): 29.4% (Video)
The most consistent and optimized air combo. Usually your best option for damage, metergain, and corner carry, at the cost of oki. If the opponent is too high after the launcher, reduce the number of j.As. If the opponent is too low after the launcher, replace j.AAAB with j.CAB. If the opponent is too low for sdj.ABC, replace it with j.BC (and if you're too high after that, add a j.A.) If the opponent is too high for a j.C after the j.B, omit it. If the opponent is too far horizontally for the j.B to connect after j.AAA, omit it, and stick to sdj.AAA until you're close enough.
Air combo, 100% meter
  • (^Launch String) j.AAAB > sdj.ABC > sdj.ABC > j.236C
4346
Meter Gained: -2% Meter Given (vs C-Moon): 34.9% (Video)
j.236C ender is used to squeeze out extra damage and close out rounds, or while midscreen in MAX mode.
Air combo
  • (^Launch String) delay j.BC > j.66, j.B > sdj delay j.BC > j.66, j.B > sdj.ABC > AT
4370
Meter Gained: 108% Meter Given (vs C-Moon): 32.4% (Video)
Optimized air combo. Each j.B is a 2f link, and the height requirement is finicky, especially midscreen. Adds good damage and corner carry.

Air Counter Hit/Air Throw Pickups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, aerial opponent, counter hit
  • j.A > 2C > delay 5C > 3C (^Air Combo)
3824
Meter Gained: 87% Meter Given (vs C-Moon): 26.1% (Video)
Basic air counterhit pickup. Works from any air button. If they got hit meaty by the 2C and you're too far away, you won't be able to delay the 5C to move forward. In that case, skip it and go directly to 3C.
Normal starter, aerial opponent, counter hit
  • j.A, 2A > 3C (^Air Combo)
3284


Meter Gained: 68% Meter Given (vs C-Moon): 20.4%
For when you don't have enough time for 2C.
Normal starter, aerial opponent, counter hit
  • j.A, 2A > 3C (^Air Combo)
3284


Meter Gained: 68% Meter Given (vs C-Moon): 20.4%
For when you don't have enough time for 2C.
Normal starter, aerial opponent, counter hit
  • j.A, 6AB (^Air Combo)
3552


Meter Gained: 66.5% Meter Given (vs C-Moon): 19.9%
For when you're too far away for 2A or 2C. Omit the B if necessary. This is a combo where you'll often need to use j.C instead of j.A.
Air throw starter
  • AT > (2B*) > 2C dl > 5C > 22A > j.AAB > dj.ABC > dj.ABC > j.66 AT
3496
Meter Gained: 88% Meter Given (vs C-Moon): 26.4% (Video)
Gold air throw combo. 2B only works on Aoko, Miyako, Sion, VSion, Kohaku, Arc, Mech, and Satsuki.
Orb starter, aerial opponent, counter hit
  • Orb detonation, 4C (^623B Combo)
5619


Meter Gained: 119% Meter Given (vs C-Moon): 35.7%
4C pickup off of an air counterhit orb. 421 orb and midscreen j.236A route used for calculation.
Orb starter, aerial opponent, counter hit
  • Orb detonation, 5[C] > 4C (^623B Combo)
6029


Meter Gained: 131% Meter Given (vs C-Moon): 39.3%
5[C] is slower than 4C, but adds damage. 421 orb and midscreen j.236A route used for calculation.

6A Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (^Ground String) 6ABC > 236C
2658
Meter Gained: 41.5% Meter Given (vs C-Moon): 12.4% (Video)
Basic meterless okizeme ender. You'll be using this a lot, especially midscreen.
Normal starter, grounded opponent
  • (^Ground String) 6ABC > 236C > 624A
3035
Meter Gained: 51.5% Meter Given (vs C-Moon): 15.4% (Video)
624A ender from 6ABC 236C. Mainly used for an airdash L/R or in the corner if you aren't confident in your techtraps but want 624A 421C okizeme.
Normal starter, grounded opponent, corner
  • (^Ground String) 6ABC > 236C > 623A > 4~6~5C (^Air Combo)
4801


Meter Gained: 120.5% Meter Given (vs C-Moon): 36.1%
Dash OS 5C techtrap. Covers all tech options on all characters when performed correctly.
Normal starter, grounded opponent, corner
Works On: All except Kouma and Wara. Hitcount requirements on Ries, Len, Hime, VAkiha, Seifuku and Hisui
  • (^Ground String) 6ABC > 236C > 623A, [4]A(w) > 2B > 2C > delay 5{C} > 623A, [4]A(w) > 2B > 2C > delay 5{C} > 3C > 624A
5236


Meter Gained: 152.5% Meter Given (vs C-Moon): 45.7%
Oki ender for 4A techtrap. Extremely rewarding damage and metergain. Covers all tech options except delay back tech, but the timing can be adjusted to catch that as well at the cost of not punishing neutral tech. On Warachia and Kouma it never works, on Ries it needs 1 hit before the 6A, 2 hits on Len, 3 on Hime, 4 on VAkiha and Seifuku, and 5 on Hisui. Requires a delay after the 2B on Len, Akiha, Ries, Sion, and Seifuku. Air combo isn't really worth going for after this combo, since the scaling makes it not do much damage and it gives the opponent a lot of meter.
Normal starter, grounded opponent
  • (^Ground String) 6ABC > 236C > delay 22B > 421C, delay 4C
3101


Meter Gained: -45% Meter Given (vs C-Moon): 19.5%
Metered combo for 4C oki. Scales poorly, so continuing the combo after the 4C is typically not worth it. You have a bit of time to adjust your spacing before the 4C, which is necessary for some setups. In the corner, remove the delay before the 22B, since if you're too close, the hitbox will go offscreen and it won't fully connect on some characters.
Normal starter, grounded opponent
  • (^Ground String) 6ABC > 236C > delay 22B > 214C, 4C
3059


Meter Gained: -45% Meter Given (vs C-Moon): 19.5%
Alternate version of the above. Works at more spacings, but does less damage.
Normal starter, corner, grounded opponent
  • (^Ground String) 6ABC > 236C > delay 22B > 421C, 5[C] > 4C
3221


Meter Gained: -42.7% Meter Given (vs C-Moon): 23.1%
Corner only variation. Adds a bit of damage.
Normal starter, grounded opponent
  • (^Ground String) 6AB > 22A (3C*) (^Air Combo)
3960


Meter Gained: 89% Meter Given (vs C-Moon): 26.8%
Launcher combo. Used when you hit a 6A for whatever reason, but you want an air combo. The 3C is hitcount dependent and character specific. Routing into this from a normal starter is never as optimal as going into 2C 5C 3C.
6A starter, grounded opponent
Works On: Everyone except Wara, Kouma, Arc, and WArc
  • 6AB > 22A > 421[C] delay ]C[, dash 5[C] 4C
2889


Meter Gained: -69% Meter Given (vs C-Moon): 13.8%
Typically used to sideswap, if you got 6A as a punish on teching forwards out of the corner. Does not work on Arc, Warc, Wara, and Kouma.
Normal starter, grounded opponent, 421 orb
  • (421A~[C]) (^Ground String) 6A[B]~]C[ > C > 214C~]B[ > j.B, land (^Ground String)
4933


Meter Gained: 149.5% Meter Given (vs C-Moon): 49.9%
Orb combo extension with 6ABC 214C. Adds significant damage and metergain. The j.B may whiff if you're too far away, in which case it can be replaced with j.A.
Normal starter, grounded opponent, 421 orb
  • (421A~[C]) (^Ground String) 6A[B]~]C[ > C, delay ]B[, dash (^Ground String)
4834


Meter Gained: 140.5% Meter Given (vs C-Moon): 43.2%
Less damage than the above, but works from farther away.
Normal starter, grounded opponent, 421 orb
  • (421A~[C]) (^Ground String) 6AB > 623B~]C[ (^623B Combo)
5025


Meter Gained: 141.5% Meter Given (vs C-Moon): 42.4%
Combo into 623B. Used the 623B combo vs. grounded opponents for the calculation. Notably does not do as much damage as the 6ABC 214C combo into a 623A techtrap. Not a bad route midscreen though, because of the corner carry.
Normal starter, grounded opponent, 421C orb
  • (421C~[D]) (^Starter) 6ABC~]D[ dash 5[C] 4C (^623B Combo)
6424


Meter Gained: 102% Meter Given (vs C-Moon): 51.9%
EX orb confirm. Used the high hitcount air hit corner 623B route for calculation.

Overhead Conversions

Condition Notation Damage
vs V.Sion
Notes
Normal starter, crouching opponent
  • 6[A] (^6A Combo)
2515


Meter Gained: 34% Meter Given (vs C-Moon): 10.2%
6[A] is a useful, long range overhead, but does not scale as well as 6A.
Normal starter, crouching opponent
  • 4C > 22A (^Air Combo)
3728


Meter Gained: 70% Meter Given (vs C-Moon): 21%
Close range meterless confirm from 4C. Note that you won't be able to get j.AAAB sdj.ABC off this launcher; you'll have to omit a j.A.
Normal starter, crouching opponent, 100% meter
  • 4C > 624C, dash (^Ground String)
3700


Meter Gained: -73.4% Meter Given (vs C-Moon): 24.3%
Long range metered confirm from 4C. Doesn't work point blank. You'll mostly be using this in the corner to make it plus on block. 6ABC 236C was used for calculation, but you can do a lot better with a techtrap.
Normal starter, crouching opponent, 421 orb
  • (421[A]) 4C > 623B~]A[ (^623B Combo)
4932


Meter Gained: 128% Meter Given (vs C-Moon): 38.4%
Orb confirm into 623B. Low hitcount corner route used for calculation.
Normal starter, crouching opponent, 421 orb
  • (421A~[B]) 4C > 236A~]B[, dash (^Ground String)
4865


Meter Gained: 124% Meter Given (vs C-Moon): 37.2%
Orb confirm into redash. Typically the best route in the corner due to the availability of techtraps.
Normal starter, crouching opponent, 421C orb
  • (421C~[D]) 4C > 236A~]D[, dash 5[C] > 4C (^623B Combo)
6957


Meter Gained: 102.3% Meter Given (vs C-Moon): 45.5%
Orb confirm into 623B. Low hitcount corner route used for calculation.
623A starter, crouching opponent
  • 623A > 2B (^Ground String)
4343


Meter Gained: 100% Meter Given (vs C-Moon): 30%
2B can be replaced by 2A or 5A for a more forgiving link.
623B starter, crouching opponent
  • 623B, 2A (^Ground String)
5181


Meter Gained: 111% Meter Given (vs C-Moon): 33.3%
If you manage to hit 623B raw, you wont be able to hitconfirm it with the normal 236A cancel. This link is preferable.
Fuzzy j.C starter, crouching opponent, 421 orb
  • (421[A]) j.C > j.66~]A[, j.236A, land (^Ground String)
3642


Meter Gained: 136.5% Meter Given (vs C-Moon): 39.9%
Conversion from fuzzy guard break with 421 orb.
Fuzzy j.C starter, crouching opponent, 421C orb
  • (421[C]~D) j.C~]D[, land 5[C] > 4C (^623B Combo)
5216


Meter Gained: 142% Meter Given (vs C-Moon): 43.7%
Conversion from fuzzy guard break with EX orb. Used the low hitcount corner route for calculation.

Throw Conversions

Condition Notation Damage
vs V.Sion
Notes
Normal starter, standing opponent, corner
  • Throw, delay 2B > 4AAA > 5B > 2C
1412


Meter Gained: 40% Meter Given (vs C-Moon): 12%
Basic throw techtrap. You can techtrap with 4A afterwards.
Throw starter, standing opponent, 421 orb
  • (421A~[C]) Throw~]C[, 2C
1409


Meter Gained: 20% Meter Given (vs C-Moon): 6%
Hard knockdown from throw using an orb. Going into an air combo is not worth it due to scaling, but going into 2C 5C 624A is a decent option if you're in the corner.
Throw starter, standing opponent, 421C orb
  • (421[C]) Throw~]C[, 5[C] > 4C (^623B Combo)
4106


Meter Gained: 89.1% Meter Given (vs C-Moon): 40.7%
Conversion using EX Orb. Low hitcount corner route used for calculation.

623B Combos

Condition Notation Damage
vs V.Sion
Notes
4C air hit, anywhere
  • (^4C air hit) > delay 623B~236A > dj.8/9 delay j.[C](1) > j.AB, land 3C (^Air Combo)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The sick C-Aoko combo we all know and love. You'll have to adjust the delay on the 623B based on how the 4C hits. This is the simplest rejump variation. Midscreen, use dj.9, but in the corner, use dj.8.
Grounded opponent
  • 623B~delay 236A > dj.8/9 delay j.[C](2) > j.AB, land 3C (^Air Combo)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
When 623B hits a grounded opponent, it's difficult to avoid getting j.[C](2). This means the opponent will be higher after the j.AB, so adjust your pickup accordingly. If you're feeling bold, you could also go for the fuusui rejump (see below.)
4C air hit, midscreen, low hitcount
  • (^4C air hit) > delay 623B~236A > dj.9 delay j.[C](1) > j.A > j.236A, land 3C (^Air Combo)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Optimized variant of the midscreen route. Stops working if there are 12 hits before the j.A. When converting into the air combo, delay your air button as much as possible to give Aoko time to move forward.
4C air hit, corner, low hitcount
  • (^4C air hit) > delay 623B~236A > dj.8 delay j.[C](1) > j.B > j.236A, land (5C*) > 3C (^Air Combo)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Stops working if there are 12 hits before the j.B. 5C is very tight but adds a solid chunk of damage.
4C air hit, corner
  • (^4C air hit) > delay 623B~236A > dj.8 delay j.[C](1) > j.B > j.623A, land 3C (^Air Combo)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Variant for when you have too many hits to do j.236A.
4C air hit, corner
  • (^4C air hit) > delay 623B~delay 236A > dj.8 delay j.[C](2) > dj.9 delay j.[C](1) > delay j.AB, land 3C (^Air Combo)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The fuusui rejump. Very difficult.
EX Orb, corner, normal starter, 100% meter
  • (421C~[D]) 2AA > 2B > 6ABC~]D[ > 5[C] > 4C > 421[C]~]C[ > 5[C] > 4C > 623B~236A > dj.8 delay j.[C](1) > j.B > j.623A, land 3C (^Air Combo)
7026


Meter Gained: -11% Meter Given (vs C-Moon): 69.4%
Easy metered damage increase route for 4C 623B combos in the corner.
EX Orb, corner, normal starter, 100% meter
  • (421C~[D]) 2AA > 2B > 2C > 5C > 3C > 421]D[~[C]~]C[~[D], 4C > 623B~236A > sdj.[C](2) > dj.[C](1), ]D[ land 5[C] > 4C > 623B~236A > dj.[C](2) > dj.[C](2) > j.AB > AT
7103


Meter Gained: 16.4% Meter Given (vs C-Moon): 62%
Harder, but more optimal variation. Requires a normal starter.
EX Orb, corner, normal starter, 100% meter
Works On: Anyone except Aoko, Tohno, Hime, Nanaya, Kouma, Wara, Kohaku, Ryougi, Nero, and Necos
  • (421C~[D]) 2AA > 2B > 2C > 5C > 3C > 421]D[~[C]~]C[~[D], 4C > 623B~236A > sdj.[C](2) > dj.[C](1), ]D[ land 5[C] > 4C > 214A, sj9.[C](2) > sdj.[C](2) > sdj.[C](2) > j.AB > AT
7339


Meter Gained: 28.6% Meter Given (vs C-Moon): 66.3%
More optimal but character specific version of the previous combo.

Additional Resources

C-Aoko comprehensive combo guide
C-Aoko Match Video Database
C Aoko basic sequences


Notable Players

Name Color Region Common Venues Status Details
chen
(橙))
Color Japan A-cho,
Play Spot BIG ONE 2nd
Active The modern day, black shirt C-Aoko champion, and also considered one of the best JP players in MBAACC. His play is super solid and a go-to reference to learn from.
Fuusui
(ふーすい)

Color

Japan Mikado Inactive A legendary Aoko in the old JP days. Unfortunately, it's very rare to come by footage of his gameplay, especially post Ver.1.07. However, he has incredibly creative plays and techs that you can note if you managed to find good footage.
gaku Color North America Netplay,
Lunar Phase
Active Meticulous labber and happy to answer questions about C-Aoko or obscure game mechanics. She also wrote the majority of this page.
gintoki
(銀時)

Color

Japan PORT24 Inactive The golden boy, JP C-Aoko oldie and considered a great C-Aoko back in the day. He's notable for his fortress and defensive play.
Hard Bread

Color

North America Netplay,
Lunar Phase
Active NA's C-Aoko top dog. Very helpful in learning C-Aoko when you ask him questions in meltycord.
JefferyManson
(ジェフリーマンソン)

Color

Japan A-cho Inactive Ancient Aoko player. Plays both C and F Aoko proficiently and a great Aoko sifu. Has a pretty interesting way of setting up her orbs for fortress and a bunch of creative tech you could learn while being controlled in approaching.
MoltyBleed Color Europe Netplay Active(?) Aka EU C-Aoko man. Reps multiple characters in EU but he'll be happy to help answer questions regarding C-Aoko. Found in meltycord. Be sure to say "Hey Molty".
Wizpapa
(ウィズパパ)
Color Japan Play Spot BIG ONE 2nd Active(?) One of Japan's best Aoko players. Similar to Jeffrey Manson, his playstyle is quite defensive, and is a good example to learn from to get better at turtling with C-Aoko.

MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull