Melty Blood/Aoko Aozaki/Crescent Moon

From Mizuumi Wiki
Jump to navigation Jump to search

Combos

This page is a translation from the French wiki BasGrosPoing.

Original can be seen at : http://wiki.basgrospoing.fr/index.php/Melty_Blood/Aoko_Aozaki/Crescent_Moon

Bread and Butter

  • 2A > (5B) > 2B > 2C > 5C > 3C > jBC > jABC > jABC > Airthrow

Basic BnB

  • 2A > (5B) > 2B > 2C > 5C > 3C > jBC > jBC > iad B> JBC > Airthrow

Combo that tries to corner carry.

  • 2A > (5B) > 2B > 6ABC > 236C > 421-orb hold / 214-orb

Deals slightly less damage but ensures a good okizeme.


Bread and Butter with orb

  • 2A > (5B) > 2B > 6ABC > release orb > 214C > jB > (2A) > 2B > 6ABC > 236C > hold orb.

Note: Replace "jB" with "AirDash jA > jB" if you are too far.

  • 2A > (5B) > 2B > 6AB > relacher orbe > 623B > 236A > jCAB > Land > 3C > jBC > jABC > jABC > Airthrow

Optimized version of the earlier BnB.


BnB after counter hit

  • 4C > 2C > 5C > 3C > jCB > jBC > jBC > airthrow
  • 4C > 623B > 236A > jC be > jAB > Land > 3C > jBC > jABC > jABC > Airthrow

Works both midscreen and corner.


BnB with Meter

  • 2A > (5B) > 2B > 6ABC > 236C > AD
  • 2A > (5B) > 2B > 2C > 5C > 214 C > 4C > 2C > 5C > 3C > jCB > jBC > jBC > airthrow (25% meter)
  • 2A > (5B) > 2B > 2C > 5C > 214 C > 4C > 623B > 236A > jC be > jab > land > jCB > jBC > jBC > airthrow (25% meter)

Optimised version of the earlier combo.

  • with orb: 2A > (5B) > 2B > 6AB > release orb > 623B > 236A > jC be> 236B (quick cancel before it hits) > 214C > Land > 5C be > 4C > orbe 421 (25% meter)

Good damage, gives an excellent okizeme.

  • with orb: 2A > (5B) > 2B > 6AB > release orb > 623B > 236A > jC be> 236B (quick cancel before it hits) > 214C > Land > 4C > 2C > 5C > 3C > jBC > jBC > jBC > Airthrow (25% meter)

Slightly more damage.

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Crescent

Spacing

Pressure

Move Descriptions

2A
2A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Absolute: - SE, SP, EX, (J), N HL - - - + on Hit

+ on Block

-

A very short elbow poke.

5A
5A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Absolute: - SE, SP, EX, (J), N HL - - - + on Hit

+ on Block

-

A short downward kick towards the legs.

6[C]
6A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, N HL - - - + on Hit

- on Block

-

A forward punch, and the starter for the Aoko One Two Three rekka. Can only be cancelled into specials, supers, or the rest of Aoko One Two Three on block or hit.

6[C]
6[A]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, N H - - - + on Hit

- on Block

-

A charged version of 6A, which causes it to become an overhead. It's fairly quick for an overhead, but can be mashed out of and still can only be cancelled into specials, supers, or the rest of Aoko One Two Three.

2B
2B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Absolute: - SP, EX, (J), N L - - - + on Hit

+ on Block

-

A deceptively long range low kick.

5B
5B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - SP, EX, (J), N HL - - - + on Hit

- on Block

-

A lunging gut punch. Moves Aoko forward considerably.

2C
2C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N L - - - Hard Knockdown on Hit

- on Block

-

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

5C
5C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - + on Hit

- on Block

-

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

6C
5[C]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - + on Hit

- on Block

-

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.

6[C]
3C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - + on Hit

- on Block

-

Aoko's standard launcher.

6[C]
4C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N H - - - + on Hit

- on Block

-

Aoko swings her leg downward for an axe kick.

j.A
j.A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - - -

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

j.B
j.B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N H - - - - -

An upwards angled kick. Mostly used as combo filler due to its upward hitting nature.

j.C
j.C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N H - - - - -

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

j.[C]
j.[C]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N H - - - - -

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

Special Moves

Browning Starmine 「」 - 236ABC
  • (Description) -
I'll kick you over!  「」 - 623ABC
  • (Description) - ...
Floating Starmine 「」 - 214ABC
  • (Description) - ...
Floating Starmine 「」 - 421ABC
  • (Description) - ...
Blazing Starmine 「」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
Repeat Magic 「」 - 22D
  • (Description) - ...
Aoko One Two Three「」 - 6A~B~C~236C/214C
  • (Description) - ...
  • (6A) - ...
  • (6[A]) - ...
  • (~B) - ...
  • (~C) - ...
  • (~236C) - ...
  • (~214C) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -

Arc Drive

Severe Break 「」
  • (Description) - Assumes a similar stance to her 236X but instead of pointing forwards with her finger, she pulls her left arm back before she thrust forward like she would punch someone. A giant laser beam then extends out of her fist. After the first beams disappears she then repeats the same move with her right arm.


Another Arc Drive

Severe Break Slider「」
  • (Description) - Similar to her AD, except she extends it after the second laser beam by jumping upwards and shooting down a laser from her foot that makes the ground explode.

Last Arc

Retroflow - Genesis Light Year「」
  • (Description) - 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. Does somewhere between 3.5k and 6.3k damage, depending on how much meter was left when activated.
Melty Blood Actress Again Current Code
General FAQChangelistControlsGlossaryLinks
Characters

AkihaAkiha (Seifuku)Akiha VermillionAokoArchetype: EarthArcueidCielHisuiHisui & KohakuKohakuKohaku & Mech-Hisui
KoumaLenMech-HisuiMech-Hisui & Neco ArcMiyakoNeco ArcNeco Arc ChaosNero Powerd CielRed ArcueidRiesbyfe
RoaSatsukiShiki NanayaShiki RyougiShiki TohnoSionSion TATARIWarakiaWhite Len

System Information Getting StartedSystem and MechanicsAdvanced Mechanics