Melty Blood/Aoko Aozaki/Full Moon
Be sure to check this article about F-Aoko: https://drunkardshade.com/2015/07/13/melty-bits-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
(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).
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.
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).
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.
| Blazing Starmine 「」 - 22ABC
| AC / Magic Draw 「」 - 236ABC
| Aoko Moonsault 「」 - 623ABC
| Floating Starmine 「」 - 214ABC
| Artillery Starmine 「」 - 421ABC
| Aoko Floor Sweep 「」 - 63214ABC
| Severe Break 「」41236 C
Another Arc Drive
| Severe Break Slider「」41236 C
| Retroflow - Genesis Light Year「」