Aoko Aozaki (MBAC)

From SuperCombo Wiki

http://img155.imageshack.us/img155/3459/aokog013td8.gif

Character Bio

The Blue Gunner, with an infinite supply of mana (who charges magic circut just as fast as everyone else, wtf). Overly dependent on orb traps and projectiles, unfortunately the damage output does not justify the work required to do it, in most instances.

Aoko is considered low-tier, and also the hardest character in the game to play by far. Not a good combination.

Normal Attacks

The notation and definition for the terms in the movelists can be found under Move List Notation (MBAC).

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
5A 350 200 4% 5 70% Ground Any
6ABC 500
500
800
200
300
550
5.5%
5%
8%
? 100%
100%
100%
Any
Any
Any
Any
Any
Any
6[A] 1100 850 12% ? 60% High High
2A 300 200 3% 4 75% Ground Any
j.A 300 150 3% 5 78% Any Any
5B 700 450 8% 10 100% Ground Any
2B 650 400 8% 7 85% Low Low
j.B 600 400 6% 6 80% Upper High
5C 900 600 10% 11 100% Ground High
[5C] 1800 1300 15% 29 100% Ground High
3C 900 540 9% 10 65% Ground High
4C 1000 750 10% 22 100% Upper High
2C 900 600 12% 9 65% Low Low
j.C 900 450 10% 9 85% Upper High
j.[C] 1600+500 1100+300 16%+5% 26 100% Upper High
214D 1200 900 8% 26 100% Any High

(raw data)

Ground throw: 1000/400, 50%r scaling. She throws them in the direction opposite your input (so 6A+D throws them backwards, 4A+D throws them forward). The throw is untechable in the air. Characters can get hit by orbs on screen while being thrown (allowing you to do more combos).

Air throw: 1200/600. Throws them directly onto the ground. Your opponent will pass through any orbs currently on the screen while being thrown. Not techable.

Special Attacks

The notation and definition for the terms in the movelists can be found under Move List Notation (MBAC).

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
Blowing Starmine (Wind)
236A 1000 600 8% ? 100% Any Any
236B 500*6 300*6 5%*6 ? 100% Any Any
236[B]> 500*5 300*5 5%*5 ? 100% Any Any
>236A- 500*2 300*2 5%*2 ? 100% Any Any
-236A 500*2 300*2 5%*2 ? 100% Any Any
236C 100+350*x 0+300*x -100% ? 100% Any Any
Raining Starmine (Rain)
j.236A 500 300 5% ? 100% Any Any
j.236B 500*3 300*3 5*3% ? 100% Any Any
j.236C 500*5 500*5 -100% ? 100% Any Any
Keritobasu Wayo -- I'm Gonna Kick You (Kick)
623A 1000+800 550+650 8+8% ? 100% Any, Upper High
623B 800 650 8% ? 100% Upper High
623C 1000+800*2 550+600*2 -100% ? 100% Ground High
Floating Starmine (Orbs)
214A 800 650 8% ? 70% Any Any
214B 800 650 8% ? 70% Any Any
214C 800 650 -100% ? 50% Any Any
Floating Starmine (Air) (Air Orbs)
j.214A 800 650 8% ? 70% Any Any
j.214B 800 650 8% ? 70% Any Any
j.214C 800 650 -100% ? 50% Any Any
Floating Starmine (Held) (Hold Orbs)
421A 800 650 8% ? 70% Any Any
421B 800 650 8% ? 70% Any Any
421C 800 650 8% ? 70% Any Any
Blazing Starmine (Fire)
22A 800*3 500*3 4*3% ? 50% Any Any
22B 800*3 500*3 4*3% ? 50% Any Any
22C 250*20 200*20 -100% ? 100% Any Any
Blowing Starburst (Mirror)
63214A 100*3 32*3 1*3% ? 100% Any Any
63214B 150*8 50*8 2.5*8% ? 100% Any Any
63214C 150*8 50*8 -100% ? 100% Any Any
Severe Break [Requires Heat or Max Mode]
41236C 415*14 330*14 -300% ? 100% Any Any
Severe Break Slider [Requires Blood Heat Mode]
41236C 410*20 320*20 -300% ? 100% Any Any
Gyakukou Unga (Reverse Channel) [Requires Blood Heat Mode]
D (grd.) 100*40+2000 80*40+1600 -300% ? 100% Unblockable Unshieldable

(raw data)

Strategies, Tactics, and Combos

Strategies and Tactics

Whatever you do, do not complete Aoko's 6ABC sequence on block. The last hit of that move is just massive bunker cancel bait and you will get killed. You have to stop at 6B every time (and lose initative, but that's a lot better than losing tons of health).

Corner Orb Setup From A Landed 2A

The sequence starts as 2A 2B 6ABC 236C 421B. After 421B, you have to then hold C down while still holding B, and then let go of B. From there you have two options:

  • Overhead, by going for 4C (which will release the orb and then do her 4C overhead). If this lands, go into her bread and butter combo.
  • Another overhead, by going for 6[A] (and keep holding A after the move comes out) into BC (release A) 214C (as extention of 6ABC chain) (airdash) j.B (land) 2A 2B 2C (pause) 5C 3C (jump cancel) j.B (jump cancel) j.BC (jump cancel) j.BC air throw.
  • Low, by doing a 2B 6A (hold A) BC (release A) 214C (as extention of 6ABC chain) (airdash) j.B (land) 2A 2B 2C (pause) 5C 3C (jump cancel) j.B (jump cancel) j.BC (jump cancel) j.BC air throw.

Midscreen Tiger Knee Air Orb Gimmick

One option off of a blocked 2C is to jump cancel into a low A air orb (done by inputting 2147A). Off of this, you have two options when you land:

  • Overhead, via 6[A] into 6BC 236C 421B. This also allows for another orb mixup opportunity.
  • Meaty 2B. If this lands, go into her bread and butter combo.

This was seen in early Japanese match videos but is generally passed upon now because the implied damage of the mixup is too low. However, it may catch an opponent offguard when sparingly used.

Combos

Aoko's standard bread and butter combo (when you land a random 2A midscreen with no orbs in consideration) is 2A 2B 2C (pause) 5C 3C (jump cancel) j.B (jump cancel) j.BC (jump cancel) j.BC airthrow.

Changes Between Arcade and PS2 Versions

Significantly Improved:

  • EX Floating Starmine does not disappear when Aoko is hit.
  • Ground throw direction can be controlled with stick input.
  • Severe break slider basic damage up to 8100.
  • Longer 2c.

Improved:

  • A/B Blazing Starmine, B raining starmine are SC'able.
  • A Blowning Starburst is now 100 damage x 3.
  • EX Blowing Starburst individual hit damage up to 150.
  • j.[C] first hit damage up to 1600.
  • EX Raining Starmine comes out faster.
  • EX Raining Starmine has 0 recovery frames on landing.
  • j.B proration changed to 80%
  • j.C proration changed to 85%
  • After B Keritobasu Wayo, 2A is mashable.


Worse:

  • EX Raining Starmine total damage reduction by 500.
  • B Keritobasu Wayo initial hit removed.
  • Long recovery on landing after air dash.