Melty Blood/Aoko Aozaki/Full Moon

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Be sure to check this article about F-Aoko:


General combo theory

The most basic structure in F-Aoko's combos is

  (2A) 5B 2B 2C

Most if not all combos start with this string which can be followed by a knockdown + oki setup or a launcher which opens more combo routes. Due to her strings being so straightforward, a confirm from any of these 3 buttons (in an ideal situation you don't start from 2A since you do less damage) can become a starter for a high damage combo. Keep in mind, however, that, due to the differences in range, if you connect 5B at max range you must follow inmediately with 2C and omit 2B entirely sacrificing a bit of damage.

Also, strictly speaking, F-Aoko doesn't have corner specific combos, all of her strings work anywhere, althought some of them are more ideal and/or easy to execute in the corner.


Knockdown + Oki

  • The next 2 combos work great for corner pressure setups
  (2A) 5B 2B 2C 4C 214A/B or TK 214A/B

Most basic setup for doing pressure with orbs

  (2A) 5B 2B 2C 63214A 214A/B or TK 214A/B

More damage than the string above replacing 4C with a 63214 sweep

Launcher combos

  (2A) 5B 2B 2C 3C jc j.ABC djc j.ABC AT

Basic string with launcher, you can omit either one or both j.A for easier execution since the loss in damage inflicted is insignificant. Although you can't follow up with orb oki, doing this combo in the corner gives you the chance to do a meaty 5B confirm at max range.

  (2A) 5B 2B 2C 3C jc j.ABC djc j.ABC j.623B

More damage than the string above but zero chances for any kind of follow up pressure or meaty since your opponent can do an air tech and land safely. Do this if you go for the kill, you can get even more damage spending meter and doing j.623C instead (omiting j.A for easier execution also applies here).

With Meter

About the 3C launcher

All meter combos that include 3C look like this

  (2A) 5B 2B 2C 3C jc j.(A)BC djc j.C j.214C

With some characters such as Nanaya and Aoko herself, you have to replace the double jump cancel with a super jump cancel, otherwise 214C won't hit. Is very likely that you will change sides by doing this which could make the rest of the string very awkward to do or straight up whiff, to fix positioning simply take a step backwards while your opponent falls from the 214C hit.

Afterwards you have different options:

  (2A) 5B 2B 2C 3C jc j.(A)BC djc j.C j.214C land 2C 63214B 214A/B or TK 214A/B

Basic oki setup after EX orb, you can also do 421A/B for diagonal orbs, this works specially well in the corner where chances are the orb will go off screen and the 421X OH follow up will hit the opponent from behind.

  (2A) 5B 2B 2C 3C jc j.(A)BC djc j.C j.214C land 2C 4C 214A/B

Alternative oki setup which allows you to continue pressure with a j.C OH. To do this, after placing the orb take one step forward and inmediately jump with 9. If done properly, j.C will hit the oponent while he wakes up blocking the orb above him.

  (2A) 5B 2B 2C 3C jc j.(A)BC djc j.C j.214C land 2C 22A jc j.BC djc j.BC AT

High damage combo with 100% meter. Hold 9 while 22A is hitting the opponent to jump right after it ends so that you don't mess up the timing and get an invalid combo.

  (2A) 5B 2B 2C 3C j.B j.C dj.C 214C land 2C 63214C j.C dj.B dj.C AT

For the price of 200% meter, you get an equally damaging combo with a slightly easier timing (you still have to pay atention not to do 63214C too early). You can start attacking right after the third hit of the EX Sweep and since you do de air throw at such a low height, you end up at a shorter distance from your opponent, easily covered by a dash + 5B.

  (2A) 5B 2B 2C 3C jc j.(A)BC djc j.C j.214C land j.BC djc j.C j.214C land j.BC djc j.BC AT

Another high damage combo that consumes 200% meter. You can actually do more than 2 air combo loops, but the damage scaling makes it a waste of resources (and you would need unlimited meter anyways). Depending on the character and how close he is to the ground after the first and second 214C you may have to adjust your position and do a super jump cancel instead, or maybe you will need to jump with 9 instead of 8 or vice versa, it's totally dependant on the matchup and how fast you react to the opponent falling. This combo is easier to do in the corner, just be careful to not jump too high above your opponent.

Situational combos

Golden Air Throw

  gAT 3C jc j.BC djc j.(B)C (Ender)

After 3C the string is pretty much the same as every other listed above so you can chose from any ender previously discussed.

Air Counter Hit

  j.A/B/C counter-hit 2C 3C jc j.BC djc dj.(b)C (Ender)

Same idea as with the golden air throw combo regarding enders. You can replace 2C with 5A if you are in an awkward position and feel 2C won't connect (for example, when you are too close to the falling opponent).

Shield Counter

  D > 236D 2C 3C jc j.BC djc dj.(B)C (Ender)

Again, same idea as before.


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




Move Descriptions

Normal Moves

FAoko 2A.jpg

FAoko 5A.jpg


FAoko 2B.jpg


FAoko 5B.jpg


FAoko 2C.jpg


FAoko 5C.jpg








FAoko 3C.jpg


FAoko jA.jpg


FAoko jB.jpg


FAoko jC.jpg


Special Moves

Blazing Starmine 「」 - 22ABC
  • (Description) - Aoko puts her hand on the ground and shoots a pillar diagonally upwards. All pillars are air blockable.
  • (A version) - A ver puts the pillar right where she places her hand
  • (B version) - B ver is slightly further away from where she puts her hand down
  • (EX version) - shoots a wave of pillars that goes around half screen lentgh. Pillars also extends higher than non metered ver
AC / Magic Draw 「」 - 236ABC
  • (Description) - Aoko's fireball move. She points her finger forward and shoots out a beamlike projectile
  • (A version) - A ver can also be charged. Increases hits and slightly the size of the projectile.
  • (B version) -
  • (EX version) - She creates a magic circle in front of her that shoots multiple projectiles.
 Aoko Moonsault 「」 - 623ABC
  • (Description) - Aoko does a somersault kick. It's also air ok but loses start up invul on both B and EX ver.
  • (A version) - A ver hits once.
  • (B version) - B ver has startup invul and hits twice
  • (EX version) - C ver is also invul and hits five times.
Floating Starmine 「」 - 214ABC
  • (Description) - Aoko raises her arm in front of her and summons an orb in front of her palm. Also air ok. Orbs placed will not dissappear when Aoko is hit.
  • (A version) -
  • (B version) -
  • (EX version) - Summons a magic circle similiar to 236C but instead of shooting projectiles it just creates multiple orbs in front of it that explodes. Air ver differs from it as it just places a big orb.
Artillery Starmine 「」 - 421ABC
  • (Description) - Aoko points her finger diagonally upwards and shoots out an orb that stays. The button needs to be held for the orb to stay and also won't hit the opponent as long as its held. The button used to hold the orb can be switched at any time between A, B and C. While holding the orb you can input 421X again to have the orb shoot out a laser diagonally downwards that hits overhead.
  • (A version) - Places the orb diagonally upwards at a height slighty above her head. Hits overhead
  • (B version) - Places the orb further away and higher than the A ver.
  • (EX version) - Place a big orb at the same place as the B ver.
Aoko Floor Sweep 「」 - 63214ABC
  • (Description) - Aoko does a leg sweep.
  • (A version) -
  • (B version) -
  • (EX version) - Aoko extends the leg sweep by jumping and ending on a downwards kick. After the kick you can cancel into an Airdash or air normal.

Arc Drive

Severe Break 「」41236 C
  • (Description) - Assumes a similiar 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 dissappears she then repeats the same move with her right arm.

Another Arc Drive

Severe Break Slider「」41236 C
  • (Description) - Similiar to her AD except she extends it after the second laser beam by jumping upwards and shooting down a laser from her with that makes the ground explode.

Last Arc

Retroflow - Genesis Light Year「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.
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