Melty Blood/MBAACC/Aoko Aozaki/Half Moon

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Overview

Playstyle
link H-Aoko is the rushdown-oriented Aoko, boasting a myriad of tools that help her pressure, she can suffocate opponents with blockstrings that move her forward a lot.
Pros Cons
  • Pressure: HAoko's 5B and 2C move her forward a lot, which in combination with rebeating and her 5A6AA allows her to stay in for a long time. When her opponents downback, she can start using fuzzies, multiple overheads and a decent strike/throw to open them up. All of this is further enhanced by the use of NE orbs.
  • Mobility: Similarly to C and F Aoko, she has a second airdash and a good run speed.
  • Neutral: With an access to the infamous laser rain, air orbs, grounded NE orbs, 236X lasers and H-Moon unique ground projectiles, as well as good, disjointed normals, H-Aoko can make neutral tough for her opponents to play.
  • Poor defence: H-Aoko lacks good reversals. Inability to exguard, and being forced into H-Moon shield counter also doesn't help.
  • Awkward "A" normals: Both 5A and 2A do not hit low while look like they hit legs.

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
5A
5A~6A~6A
MBCAoko5A.png
MBHAoko5A6A.png
MBHAoko5A6AA.png
5A Damage Red Damage Proration Cancel Guard
350 192 70% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 9 -1 2.8% -

A short downward kick towards the legs.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -

A follow-up forward kick.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 17 -3 7.0% -

A third one that launches the opponent.

5B
MBHAoko5B.png
Damage Red Damage Proration Cancel Guard
700 480 85% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 5 15 -5 4.9% -

A punch that moves Aoko forward.

5C
5C
5[C]
MBCAoko5C.png
MBCAoko5XC.png
MBCAoko5XCLaser.png
5C Damage Red Damage Proration Cancel Guard
850 528 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 7 14 -3 7.0% -

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

5[C] Damage Red Damage Proration Cancel Guard
1200 960 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
29 2 16 0 8.4% -
(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 3.5%*3 (10.5%) -

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


Crouching Normals

2A
MBCAoko2A.png
Damage Red Damage Proration Cancel Guard
300 192 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 9 0 2.1% -

A very short elbow poke.

2B
MBCAoko2B.png
Damage Red Damage Proration Cancel Guard
600 336 85% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 7 15 -7 5.6% -

A deceptively long range low kick.

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 8.4% -

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


Aerial Normals

j.A
MBCAokojA.png
Damage Red Damage Proration Cancel Guard
300 144 75% (O) N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 2.1% -

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

j.B
MBHAokojB.png
Damage Red Damage Proration Cancel Guard
600 384 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 5 - - 4.2% -

A downward aerial kick.

j.C
MBHAokojC.png
Damage Red Damage Proration Cancel Guard
900 672 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 5 - - 6.3% -

Another kick similar to the above.


Command Normals

3C
MBCAoko3C.png
Damage Red Damage Proration Cancel Guard
800 480 65% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 3 21 -6 6.3% Clash 6-12

Aoko's standard launcher. Has a clash hitbox.

4C
4C
4[C]
MBCAoko4C.png
4C Damage Red Damage Proration Cancel Guard
1000 720 70% (O) SP, EX LH
First Active Active Recovery Frame Adv Circuit Invuln
15 1 19 -5 (vs Stand.), -2 (vs. Crouch) 7.0% -

Aoko swings her leg downward for an axe kick.

4[C] Damage Red Damage Proration Cancel Guard
1000 720 50% (O) SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
25 1 16 -2 7.0% -

A charged version of 4C that becomes an overhead.


Universal Mechanics

Ground Throw
MBCAokoThrow.png
Damage Red Damage Proration Cancel Guard
1000 384 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, and not comboable from on most characters.

Air Throw
Air Throw
j.4/6A+D
MBCAokoAirThrow.png
Damage Red Damage Proration Cancel Guard
1600 576 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
Auto after a successful Shield
MBFAokoShieldCounter.png
MBCAoko2C.png
MBFAokoAirShieldCounter.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 40% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 2 20 -4 3.5% -

Same animation as 3C.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% SP, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same hitboxes as 2C.

Air Damage Red Damage Proration Cancel Guard
500 (303) 174 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 3.5% -

Same animation as C-Moon's j.B.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCAokoShieldBunker.png
MBHAoko214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0% Strike 1-7

Disjointed shield bunker punch.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 22 -7 -100.0% -

H-Moon specific reversal bunker. Loses the extended hurtbox.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
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
(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 5.6% -

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

B Damage Red Damage Proration Cancel Guard
500*6 (2763) (1593) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
34 12 19 -10 ~ 15 3.5%*6 (21.0%) -

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

[B] Damage Red Damage Proration Cancel Guard
500*5 (2342) (1350) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
93 10 46 - 3.5%*5 (17.5%) -
~236A Damage Red Damage Proration Cancel Guard
500*2 (984) (567) 100% - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - 5.0%*2 (10.0%) -

Aoko spends some quality time charging before she fires a full screen laser that is unblockable. This isn't that great, since it can be dodged on reaction as it takes so damn long to come out. It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen, but it's not going to hit very often. This version doesn't hit opponents right next to you, but has a wider hitbox.

Inputting 236A > 236A after the charge flash makes a few more lasers come out. Always do this if you do 236[B] as it adds on some damage and looks cool (that's the important part).

EX Damage Red Damage Proration Cancel Guard
100, 350*14 (~2800) (~2360) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+14 2 (16)
2 (2) x14
23 -3 -100.0% Full 1-8

EX lasers. Aoko opens a portal and a lot of small lasers fire out of it.

623X
MBCAoko623A.png
MBCAoko623B.png
MBCAoko623C.png
A Damage Red Damage Proration Cancel Guard
1000, 800 (1682) (1059) 100%, 60% (O) (N), (SP), (EX), (J) LHA, HA
First Active Active Recovery Frame Adv Circuit Invuln
5 10 (8) 3 23 -8 5.6%*2 (11.2%) High 1-6

A version of the wheelkick hits twice and the second hit is an overhead. This move is good as an antiair or to beat mashing. It's not fully invincible on startup but it's ok for antiairing if you use it cleanly. Caution: -8 on block. This move is used in combos to set up Kicking Ass!, leaving you a very strong tech punish setup.

B Damage Red Damage Proration Cancel Guard
800 624 100% - HA
First Active Active Recovery Frame Adv Circuit Invuln
31 3 9 6 8.0% -

This has some startup time (you can easily get mashed out of it) and hits overhead. +6 on block.

EX Damage Red Damage Proration Cancel Guard
1000, 800*2 (2342) (1573) 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.

214X
Magic Draw
214A/B/C
MBHAoko214AB.png
A/B
A/B
MBHAoko214C.png
C
C
A Damage Red Damage Proration Cancel Guard
1000 768 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 X 29 -4 7.0% -

Aoko puts her hand on the ground and shoots a shockwave of energy. You can have up to two out on the screen at a time. This version of the move travels the slowest. This move's main use is to keep your opponent from sitting on the other side of the screen when you have some held orbs up. It's -4 on block if you do it at point blank range so don't use it in a blockstring unless you pushed yourself a decent distance away. After, 3C from its max effective range with a jumpcancel/rebeat or special cancel to 214C

B Damage Red Damage Proration Cancel Guard
1000 768 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 X 36 -8 7.0% -

This travels faster than the A version. This is mainly used to peg opponents who want to sit away from you in fullscreen, and in the 4[C] combo in midscreen. Always, always cancel into 214C if you're using it after 4[C] because its -8 on block at point-blank range.

C Damage Red Damage Proration Cancel Guard
400*3, 1000 (2028) (1446) 100%*3, 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
5+6 X 32 14 -100.0% -

EX version. This causes circuit break on hit and you are very plus if all 4 hits are blocked. This move is great if you combo into it since it takes away all metered wakeup options your opponent has.

421X
Floating Starmine
421A/[A]/B/[B]/C/[C]
(No EX)
(421X~8)
MBCAoko421A.png
MBCAoko421B.png
MBHAoko421C.png
A (Min) Damage Red Damage Proration Cancel Guard
800 624 70% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
32/40 X 17/9 8 5.6% -

Generates an orb in front of Aoko. Its explosion can be delayed indefinitely by holding A, B or C. Up to two orbs can be there at a time. Inputting 8 while holding sends the orb ~double jump height from the ground. Very useful for controlling air space and discouraging jump-ins in certain matchups.

B (Min) Damage Red Damage Proration Cancel Guard
800 624 70% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
42/51 X 7/None 18 5.6% -

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

C (Min) Damage Red Damage Proration Cancel Guard
800 624 70% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
46/55 X 3/None 22 5.6% -

C version sends an orb ~full screen distance from her. You can use the C version to punish wakeup heat/backdash after you do an aircombo in midscreen.

A few warnings about this move: --If you're holding A you can't throw or airthrow. --If you're holding B you can't dodge. --If you're holding C if you input 236B you're forced to do 236[B].

22X
MBCAoko22A.png
MBCAoko22B.png
MBCAoko22C.png
A Damage Red Damage Proration Cancel Guard
800*3 (1470) (882) 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 6 36 -2 2.8%*3 (8.4%) -

Summons a pillar directly in front of Aoko. This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it. If your opponent blocks it, it's rock/paper/scissors after it unless you cancel into a super. 3C beats jump, 2A > 2C beats certain backdashes, 623B beats other backdashes, 623A beats mashing, crouching block beats heat or a reversal.

B Damage Red Damage Proration Cancel Guard
800*3 (1470) (882) 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 6 33 1 2.8%*3 (8.4%) -

The pillar comes out further in front of Aoko. This is also a nice away to end pressure if you're a bit further away. It's also RPS after it unless you cancel into a super with your opponent having the same options.

EX Damage Red Damage Proration Cancel Guard
250*20 (3083) (2362) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+16 28 22 -13 -100.0% -

Aoko shoots multiple pillars. This move has only very limited uses. Its main use is for beating super armor (such as Kouma 22C) You can also use it after a 5[C] used as an anti air if your opponent gets hit by that. The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech. The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.

63214X
MBCAoko63214A.png
A
A
MBCAoko63214BC.png
B/C
B/C
A Damage Red Damage Proration Cancel Guard
1000 672 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 2 (2) 2 (2) 2 20 -9 7.0% Reflect 12-21

Quickly forms a circle that hits once. Reflect projectiles.

B Damage Red Damage Proration Cancel Guard
150*8 (1065) (340) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
29 2 (2) x8 17 23 1.05%*8 (8.4%) Reflect 29-58

The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23. If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.) This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.

EX 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. This isn't really that great since Aoko has many better ways to use the meter and it's even 3 less +frames than B version. The only time to use it is after a blocked 22A, preferably if you're in heat.


Aerial Specials

j.236X
Browning Starmine (Air)
j.236A/B/C
j.22A/B/C
MBCAokoj236A.png
MBCAokoj236B.png
MBCAokoj236C.png
A Damage Red Damage Proration Cancel Guard
1000 672 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
17 12 - -16 (TK) 7.0% -

A single hit laser that keeps the momentum in the air that Aoko has. This move is great in conjunction with the rest of her keepaway (IABD j.236A) to stop opponents from rushing at you recklessly.

B Damage Red Damage Proration Cancel Guard
500*3 (1452) (837) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 12 - 2 (TK) 3.5%*3 (10.5%) -

This is much better if your opponent manages to get closer to you than j.236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.

EX Damage Red Damage Proration Cancel Guard
500*5 (2342) (1350) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+10 12 - 2 (TK) -100.0% -

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

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
800 480 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 11 - 12 ~ 14 (TK) 5.6% -

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

B Damage Red Damage Proration Cancel Guard
800 480 70% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
20 8 - -2 ~ 5 (TK) 5.6% -

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

C Damage Red Damage Proration Cancel Guard
800*2 (1276) (766) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 (8) 13 - -1 (TK) 2.8%, 5.6% (8.4%) -

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

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
800 624 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
351/355 16 - 0/24 5.6% -

(A or B) Aoko sets up an orb then falls to the ground with the momentum she had before setting up the orb. You can have one orb up for each A, B and EX version at the same time. This move is great in pressure if your opponent will respect you as it grants lots of +frames. It's also good in conjunction with held orbs in neutral to keep your opponent from reaching you.

([A] or [B]) Aoko sets up an orb then falls to the ground without gathered momentum. There are no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.

EX
(Default Maximum
Orb Duration)
Damage Red Damage Proration Cancel Guard
800 624 50% (M) - 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 great use for it is at the end of an air combo so that you can set up a held orb for oki.

Arc Drive

Severe Break
41236C during Heat
MBCAokoAD.png
Damage Red Damage Proration Cancel Guard
500, 600*6, 500, 600*6 (3344) (2214) 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 beams disappears she then repeats the same move with her right arm.

General Gameplan

Neutral

Pressure

Blockstrings:

Forward moving normals are 5B, 2C, 6AA. For inspiration see here: 1/2 (Niconico) or 1/2 (Youtube)

With held orbs:

I put these strings under strategy/pressure as it is not advisable to use these as canned strings, but to give an idea to orb uses.

Ground strings, assuming an already held orb:
  • Hold [A]: 2B 5B 5C 214B ]A[ 66 etc
If you hold [A] orb, you can use 2AB/5AB 5E 214AB ]A[, for easier execution. Mixup between high and low with 2B or 5B first here.
  • Hold [A]: 2B 5B 5C 236B ]A[ Arc Drive/Any EX that will reach.
If the orb hits before 236B does, cancel 5C into 236B then release the orb after.
You can cancel all the hits from 236B except the last one with an EX or an Arc Drive.
  • Hold [C]: 66 5A6A (delay) 6A (dl) 2B (dl) 2A ]C[
Holding [C] leaves some nice stagger and reverse beat options.


Jump-in strings assuming a held orb:

(these are best in the corner, but you can space stuff like this midscreen too and put teh FEARINTHEM

  • Hold [A]: IAD jB/C (land) 2B 5B 5C 214B ]A[ etc
Can condition the opponent into blocking low after jump-ins for fuzzy fun.
  • Hold [A]: j.C j.236A (land) 2B 5B 5C ]A[
  • Or: (High) j.C 66 j.C 623A (land) 2B 5B 5C ]A[
Leads to pretty much the maximum damage H-Aoko can deliver. Followed by a low-proration combo (66 2B 5B 5C 2C 3C etc) making it damaging.
  • Hold [B]: j.[C] ]B[ 66 j.AB (land) ...(Any combo)
"j.C, 66 j.AB" combos for a high damage 3-hit starter, and can condition the opponent into blocking high for a few hits then low with 2B... see fuzzy combos.


Fuzzy:

The options haven't changed from PS2, see the PS2 wiki and read the meltybread.com threads on Actress Again and Current Code .
Also check videos such as:


  • j.C 66 j.AB 9j.B j.C
Orbless, 9j.B is fuzzy.
  • j.C 66 j.AB 9j.B j.C 623A
Orbless, same fuzzy but 623 combos off of j.C.
  • Hold [A]: IAD deep j.B instant 9j.B ]A[ 66 j.B (land) ...(Any combo)
The "double j.B then orb pop" hits fuzzy on the second j.B and the orb provides hitstun till you land even without the airdash j.B.
  • Hold [B]: j.[C] ]B[ 66 j.AB instant 9j.B ]B[ (land) ...(Any combo)
The fourth hit, the second j.B is fuzzy here again. Extended approach from the third jump-in string above.


With an orb out, cover the charge or combo out of 4[c] overhead.

Example In the corner:

  • Hold [A]: IAD j.B 214[B]~]A[ (land) 4[C] ]B[ 66 ...(Continue combo)
Falling j.B, j.214[B] pops an air orb on them, but keeps the first orb held to use after 4[C].


Carefully placed j.214A/B air orbs will fling the opponent upwards if you throw them into it. If you get a maximum range ground throw onto an air orb you will have enough time to superjump up and confirm them, even connect j.214C and continue on the ground. Just around or above Aoko's head height is ideal placement to work. Doesn't matter about charged orbs or not. Pretty sure all Aokos can do this.


Okizeme

Defense

Combos

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

For more information, see Glossary and Controls.

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

Applies to all air chain sections:

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

Normal Combos

The suggested way to do the "4[C] 66 XX" link is 4[C] 66~[3]~A/B 2C. For example, dash then shift to hold 3 and do a late 3A 2C instead of 2AC.
For corner carry and meterless damage/okizeme, it's important to learn the "4[C] 66 (2A/2B/2C)" combos. They also leave you with a jump cancel for whatever shenanigans. This is stressed even more so against characters who can be hit by 4[C] 66 2B.

Midscreen BnBs
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 2B > 5B > 5A6AA > 4[C] > 421[A/B]
2702


Meter Gained: 33.6 Meter Given (vs C-Moon): 14.4
4[C] gives a longer knockdown for more options.
Normal starter, grounded opponent
  • 2A > 2B > 5B > 5A6AA > 2C > 5C > 4C > 421[A/B]
3284


Meter Gained: 49.0 Meter Given (vs C-Moon): 21.0
Orb okizeme BnB.
Normal starter, grounded opponent
  • 2A > 2B > 5B > 5A6AA > 4[C] > 214A > 66 j.ABC > dj.ABC > AT
4290


Meter Gained: 64.8 Meter Given (vs C-Moon): 28.2
Basic corner carry combo.
Normal starter, grounded opponent
  • 2A > 2B > 5B > 5A6AA > 2C > 5C > 3C > j.BC > dj.BC > AT
4466


Meter Gained: 69.3 Meter Given (vs C-Moon): 29.7
Airthrow damage bnb.
Normal starter, grounded opponent
  • 2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5C > 3C > j.BC > j.BC > AT
4532


Meter Gained: 78.4 Meter Given (vs C-Moon): 33.6
Slightly more damaging version. Delay 2C > 5C > 3C a lot or 3C will whiff.
Normal starter, grounded opponent
  • 2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5C > 3C > 63214A > 421[A/B]
3790


Meter Gained: 64.4 Meter Given (vs C-Moon): 27.6
Oki orb variant of the above.
Normal starter, grounded opponent
  • 66 2A > 2B > 5B > 5C > 2C > 3C > j.BC > dj.ABC > AT
4479


Meter Gained: 57.4 Meter Given (vs C-Moon): 24.6
Dash momentum is necessary for 2C to connect. Can't use 2AA either.
Normal starter, grounded opponent
  • 2B > 5B > 5C > 2C > 3C > j.BC > dj.BCA > AT
4702


Meter Gained: 55.3 Meter Given (vs C-Moon): 23.7
The H-Aoko Special.
Corner Throw Followups

H-Aoko can catch all tech options off a throw in the corner with 2B. If they tech, you can confirm into 2C as long as your spacing is right. If they don't, you can use these OTG strings.

Condition Notation Damage
vs V.Sion
Notes
Throw starter
  • Throw, 2B > 5AA > 5B > 2C > 2AAA, dash 5A > 4AA > 5B > 2C > 2A (dash 5A4A)
1781
Meter Gained: 57.4 Meter Given (vs C-Moon): 24.6 (Video)
Meterless throw OTG string that also serves as a techtrap for each possible ground tech point. The final dash 5A4A is another techtrap, in case they tech the second OTG. Also amazing as a meter battery.
Throw starter
Works On: All except Nanaya, Kouma, and Roa
  • Throw, 2B > 5AA > 5B > 2C > 2AAA > 5A > 214C, 624A
1899


Meter Gained: -63.3 Meter Given (vs C-Moon): 15.5 (Circuit Break)
Meterburn variant of the OTG string, which lets you get orb oki off throw. Not usually worth going for air combo here, since it only adds about 150 damage. You'll be able to do the 214C as long as you have at least 66.4 meter when you throw.
Throw starter
Works On: All except Aoko, Tohno, Miyako, PCiel, WArc, VAki, Len, Ryougi, WLen, and Hisui
  • Throw, 2B > 5AA > 5B > 2C > 2AAA > 214C, 624A
1880


Meter Gained: -66.1 Meter Given (vs C-Moon): 14.3 (Circuit Break)
Alternate version of the above for use on Nanaya, Kouma, and Roa. You'll be able to do the 214C as long as you have at least 69.2 meter when you throw.
Midscreen/Fullscreen Whiff Cancel Combos

These combos are examples of meterless, fullscreen carry with different knockdown options. Combining the dash link (4[C] 66 2A/2B/2C) with other BNBs gives aoko great opportunity to land high damage oki setups from any good starter.
There are many variations in whiffcancelling, the ones listed here (in my opintion) seem the most stable.
Note the combos don't use 5[C] before 4[C] midscreen. (Usually there is not enough gravity, but it will work in some combos with added gravity or in the corner)

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 66 2AA > 2B > 5B (> 5A6AA > IAD j.B) or (5A6AA > 4[C] > j9.B) > 2C > 5A(w)6AA etc
variable


Meter Gained: variable Meter Given (vs C-Moon): variable
This works but is difficult to time j.B and 2C against your IAD input.
Normal starter, grounded opponent, midscreen
  • 2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 66 2C > 5C > 3C > j.BC > j.BC > AT
4742


Meter Gained: 103.7 Meter Given (vs C-Moon): 67.2
Use this from any where "mid"screen to move all the way to the corner. 66 2C, 2A > 2C or 2B > 2C works in all these combos, see the Character Specifics section.
Normal starter, grounded opponent, midscreen
  • 2A > 2B > 5B > 5A6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 66 2C > 5C > 3C > 63214A
4291


Meter Gained: 91.0 Meter Given (vs C-Moon): 72.3
Meterless damage version you probably won't use.
Normal starter, grounded opponent, midscreen
  • 66 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C]
4109


Meter Gained: 84.0 Meter Given (vs C-Moon): 36.0
Keeps the opponent juggled (high) so the dash link is easier. Requires almost point blank opener.
Normal starter, grounded opponent, midscreen
  • 66 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 2C > 5C > 3C > 63214A > 421A
4529


Meter Gained: 112.7 Meter Given (vs C-Moon): 73.8
Shield knockdown is a little more damage, but less frame advantage.
Normal starter, grounded opponent, midscreen
  • 66 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 4[C] > 66 2A > 2C > 5A(w)6AA > 4[C] > 2C > 5C > 3C > j.BC > j.ABC > AT
4802


Meter Gained: 128.8 Meter Given (vs C-Moon): 93.8
Meterless damage version.
Normal starter, grounded opponent, fullscreen
  • 2A > 2B > 5B > 5A6AA > 4[C] > 66 2B > 2C > 5A(w)6AA > 4[C] > 66 2B > 2C > 5A(w)6AA > (5[C] >) 4[C]
4374


Meter Gained: 98.0 Meter Given (vs C-Moon): 42.0
Use this from one edge of the stage to the other. Only 5[C] if you reach the very corner.
Airthrow followups:

Aoko can 2A > 2C or 2B > 2C into her ground loops from an airthrow, however it is not possible to pickup like this post-airthrow against these characters: (see character specific section too)

The jp video here shows ways to use the pickup and other options : http://www.nicovideo.jp/watch/sm20622328

Condition Notation Damage
vs V.Sion
Notes
Airthrow starter
  • land 2C > 5C > 3C > j.BC > j.BC > AT
3167


Meter Gained: 12.6 Meter Given (vs C-Moon): ???
BnB 1, lands anywhere.
Airthrow starter
  • land 2C > 5C 63214A > 412[B]
    Or land 2C > 4C > 421[A]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
AT into orb for no meter.
Airthrow starter, 100% meter
  • land 2C > 5C > 3C > j.BC > sj9.C > j.214C > land 5[C] > 4[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
*BnB 2. Lands anywhere. You can superjump for ages to get up, dont j.C early.
Air Counterhit Confirms:

See a jp video here (player name, anyone?): MBAACC H青子【コンボ集】 simple to very advanced/situational options


The following basic confirms assume you already have air counterhit with a jumping normal and landed.(these work whatever happens)
note: Air CH from a normal (j.A etc) will not allow the falling opponent to be picked up with 2AC or 2BC.

Condition Notation Damage
vs V.Sion
Notes
Counterhit normal starter, airborne opponent
  • (land) 5B > 3C > j.CB > j.BC > AT
??? ???
Counterhit normal starter, airborne opponent
  • (land) 2C > 5C > 3C > j.BC > j.BC > AT
??? ???
Counterhit normal starter, airborne opponent
  • (land) 2C > 5C > 3C > 63214A
??? ???
Counterhit normal starter, airborne opponent
  • (land) 2C > 5C > 4C > 412[A/B]
??? ???
Counterhit normal starter, airborne opponent
  • (land) 2C > 22A > j.AC > j.BC > AT
??? ???


The next advanced confirms assume you already have air counterhit with an orb and are grounded.
note: Air CH from an orb (popped or placed earlier) allows all your loop/pickup options, with good spacing of course. \(^.^)|

Condition Notation Damage
vs V.Sion
Notes
Counterhit orb starter, airborne opponent
  • 2B > 2C > (5A)6AA > 4[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Close range. Goes into the loop only from point blank with 2B > 2C.
Counterhit orb starter, airborne opponent
  • 2B > 2C > (5A >) 2A > 2C > (5A)6AA > 4[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Close range. More gravity and swagger.
Counterhit orb starter, airborne opponent
  • late 5[C] > 4[C] ...(can end in anything: 412[B] / 214B > 214C / Arc Drive / dash 2C jumpcancel)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Close range.
Counterhit orb starter, airborne opponent
  • late 5[C] > 2C > (5A)6AA > 4[C] > 66 2B > 2C > (5A)6AA > 5[C] > 4[C] > 66 2B > 2C > 5C > 3C > j.BC > j.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Close range. Past data noted as 5560dmg and +131.3% meter (damage from a released held orb and versus Aoko)
Counterhit orb starter, airborne opponent
  • 2C > (5A)6AA > 4[C] > 66 2C > (5A)6AA > 4[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Goes into the loop only from mid/max range 2C.


Metered Combos:

H-Aoko can pretty much play without needing to use meter in combos. However, metered combos are good for setups from airthrows, awkwards long distance confirm 2B/2C's into 214C or j214C and easier air counter-hit conversion than the loop. 214C Circuit Break kills your opponents meter on hit but doesn't nearly last long enough; you'll probably be spending the elsewhere.

Any airstring ending on superjC will allow you to combo to j214C, land and continue. Commonly with 5[C]4[C].
The cancel/link between 'j.C and j.214C' is tight, learning the heights that it will whiff at just takes time. j.BC > j.BC > j214C will work with decent delays between 2C > 5C > 3C and gravity taken into consideration.
Remember: only 3 groundbounces (4[C]'s) per combo, and only one '5A6AA 5[C]' will connect.


Examples of j.214C combos:

Condition Notation Damage
vs V.Sion
Notes
Air Counterhit, 100% meter
  • 66 2C > 5C > 3C > j.BC > dj8.C > j.214C > land 5[C] > 4[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This allows you to drop like F-Moon and stay on the same side. Continue the combo or set up oki. delay 2C > 5C > 3C to keep them really low or you wont make the j.C > j.214C link.
Normal starter, grounded opponent, 100% meter
  • 66 2A > 2B > 5B > 5C > 2C > 3C > j.BC > j.BC > j.214C > delay 5[C] > 4[C] > 2A > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C 63214A > 412[A]
5154


Meter Gained: -2.8 Meter Given (vs C-Moon): ???
Orb momentum will throw you forwards after j.214C. Does work if you are not in the corner but you will land and combo back towards the centre. Learn to hit 5[C] late after j.214C, get them low.


Circuit break combos
Note: 214C OTGs and launches with circuit break, so you can empty dash after 4[C] for example, and get closer than '214B xx 214C' will allow.

http://www.youtube.com/watch?v=Fjr5g1MuGng (work in progress still, will notate later)

Corner Combos

All of the midscreeen BnBs still work. Also:

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2AA > 2B > 5B > 5A6AA > 4[C] > walkback 5A > 2C > 5C > 3C > 63214A > 421[A/B]
3866


Meter Gained: 67.2 Meter Given (vs C-Moon): 28.8
Oki orb combo.
Normal starter, grounded opponent,
  • 2AA > 2B > 5B > 5A6AA > 4[C] > 2A > 2C > 5C > 4C > 623A
4088


Meter Gained: 71.4 Meter Given (vs C-Moon): 30.6
Leads to H-Aoko's tech punish options.
Normal starter, grounded opponent,
  • 2A > 5B > 5C > 2C > (5A)6AA > 4[C] etc
variable


Meter Gained: variable Meter Given (vs C-Moon): variable
...Another way to setup 4[C] stuff.


Corner/Near Corner Whiff Cancel Combos

In the corner, '4[C] empty 5A(w)6AA' 5/4[C]' also works. This section is divided between two corner loops and one optimal meter-building loop.

Corrner loop 1 with some possible followups, you've used two ground bounces already, 4[C] again will end the combo with untechable down:
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 2A > 2B > 5B > 5A6AA > 4[C] > 2A 2C > 5A(w)6AA > 5[C] > 4[C]... variable


Meter Gained: variable Meter Given (vs C-Moon): variable
Loop starter.
(Followup from first combo)
  • ...j8~4(driftback) late j.B > 2C > 5A(w)6AA > 4[C] > 421A
4498


Meter Gained: 101.5 Meter Given (vs C-Moon): 65.7
(Followup from first combo)
  • ...2A > 2C > 5C > 3C > 63214A > 421A
4513


Meter Gained: 101.5 Meter Given (vs C-Moon): 65.7
(Followup from first combo)
  • ...walkback 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA > 4[C]
4578


Meter Gained: 110.6 Meter Given (vs C-Moon): ???
Must walk backwards or ensure spacing so that '2A' after '5A > 2C' whiffs.
(Followup from first combo)
  • ...2A > 2C > 5C > 3C > j.BC > j.ABC > AT
4900


Meter Gained: 117.0 Meter Given (vs C-Moon): ???
(Followup from first combo)
  • ...walkback 5A > 2C > 2A(w), 2A > 2C > 5C > 3C > j.BC > j.BC > AT
4952


Meter Gained: 129.5 Meter Given (vs C-Moon): ???


Corrner loop 2 with similar followups although only one ground bounce is used by this point:
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 2A > 2B > 5B > 5A6AA > 2A > 2C > 5A(w)6AA > 5[C] > 4[C]... variable


Meter Gained: variable Meter Given (vs C-Moon): variable
Loop starter.
(Followup from first combo)
  • ...2A > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C > j.BC > j.ABC > AT
4946 ???
(Followup from first combo)
  • ...2A > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C > 63214A > 421A
4740 ???
(Followup from first combo)
  • ...j8~4(driftback) late j.B > 2C > 5A(w)6AA > 4[C] > 421A
4412


Meter Gained: 101.0 Meter Given (vs C-Moon): ???
(Followup from first combo)
  • ...j8~4(driftback) late j.B > 2C > 5A(w)6AA > 4[C] > 2A > 2C > 5C > 3C > 63214A
4805


Meter Gained: 104.0 Meter Given (vs C-Moon): ???


Optimal meter-building loop (corner only):
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2AA > 2B > 5B > 5A6AA > 4[C] > walkback 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA > 5[C] > 4[C] > walkback 5A > 2C > 2A(w), 2A > 2C > 5C > 3C > j.ABC > j.ABC > Airthrow
5210


Meter Gained: 138.0 Meter Given (vs C-Moon): ???
Always walk backwards to near-max 5A range after each 4[C] to keep the loop working. Timings are very char dependent, good luck.

Character Specifics

For more damage, '4[C] > 2B > 2C' works instead of '4[C] > 2A > 2C' or '4[C] > 2C' in all combos but 2B will only connect on half the cast. 2b's active frames and hitbox make for much more lenient timing especially on dash combos. '2B > 2C > (5A)6AA' also ensures that 5A will always whiff, if you're too close after dash 2C, 5A will hit and ruin the 4[C] setup.

The list below shows the character divides for pickups in ground combos,(usually after a ground bounce from 4[C]) while the image below and right shows which characters can be picked up after an airthrow. The only difference is that the purple characters can not be picked up atall with either 2A or 2B after an airthrow. For example, in midscreen ground combos, Nero can be pickedup with either 2A or 2B. However after an airthrow, neither will work.

H-Aoko airborne opponent pickup
H-Aoko pickup/juggle POST AIRTHROW. Purple chars work with a 2a pickup in ground combos.

2B pickup works on :

2A or just 2C instead picks up :

Notes:

  • 2B > 2C pickup actually works against ALL the cast after you pop a held orb for an air CH!
  • Whiff cancel combos midscreen all work VS Nero, but once you reach the very corner most strings will not whiff but hit instead, amking invalids. Use the difficult 'Meter building loop' for max damage potential VS the farm.
  • Have some (pretty much) Nero specific combos : H-Aoko - Nero Corner Specific Loops

Additional Resources

H-Aoko Match Video Database

Notable Players

Name Color Region Common Venues Status Details
chen
(橙))
Color Japan A-cho,
Play Spot BIG ONE 2nd
Inactive The modern day, black shirt C-Aoko champion, and also considered one of the best JP players in MBAACC. Has a few matches as H-Aoko on melty.games.
lou
Color Japan KorewaMelty
A-cho
N/A Aoko player from 2013, not a lot of footage can be found in melty.games but they're still worth checking out.
RiderOfCar
Color North America Boston Blue Beat
Netplay
Active The Modern & Main H-Aoko player in NA who actively demonstrates most of the characters stagger pressure, mix-up and combos.


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