Aoko Aozaki (MBAC)

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Aoko.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)

The orbs from Aoko's 214X variants of Floating Starmine (both ground and air) will dissipiate under the following conditions:

  • The area around the orb is struck by your opponent (with an attack).
  • An orb of the same button and state is placed (ground A orb > ground A orb again). This does not apply to orbs placed in a different state or with a different button (so 214A, 214B will result in two orbs, along with 214A, j.214A).
  • After seven seconds have passed.

214B orbs can be considered held by holding C, but this is not true for 214A orbs.

The orbs from Aoko's 421X variants of Floating Starmine will dissipiate under the following conditions:

  • Aoko is hit by the opponent (blocked or not).
  • The Aoko player releases the corresponding button.

Furthermore, you can only have two of the 421 orbs on screen at once, but they can be held for an indefniniate period of time. However, the orbs will slowly fall down the screen (and can fall off the screen if you leave them there long enough).

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).

After a ground throw from midscreen, if your opponent techs backwards or neutral you can do 22C and they will get creamed for another 2,000 damage. If you think they are going to tech forward, just place a 214 orb in their flight path instead.

Bunker canceling into her 214C is a useful option (although a bit pricey meterwise). This beats most followups clean (allowing for an air combo afterward) and will always at least trade (netting you a knockdown). Even in the worst case (where you bunkered something they whiff canceled into an A with the intent of canceling into a shield), you are safe as you recover fast enough. For a meter-free bunker cancel, use her backdsah (especially in the corner). She has enough invinciblity to phase through most followups, and the recovery can be canceled into moves so you can punish whiffs.

One thing to do on wakeup is to lay a 421[A] orb where they are waking up, switch buttons, and then start charging her 6[A]. If they try to hit you out of the charge attack, release the orb and go into a 6ABC sequence.

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.

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.

If you land a 6ABC in the corner with an orb overlapping, you can release the orb to go into a loop of sorts. Do 6ABC (release orb) 214C (extension of 6ABC) (dash) j.B (land) 2A 2B 5B 6ABC 236C (extension of 6ABC). From there you can either reset pressure with a new orb or go into her Arc Drive (if available).

Fun Situtational Held Orb Combos

From midscreen: 412A (hold, switch to another button) 6[A]B (release) 623B 2A 2B 2C 5C 3C (jump cancel) j.B (jump cancel) j.BC (jump cancel) j.BC airthrow.

In the corner: 421A (hold, switch to another button) 2AA 2B 6AB (release) 63214B (dash) 2A 2B 2C 5C 3C (jump cancel) j.B (jump cancel) j.BC (jump cancel) j.BC airthrow.

In the corner: 421A (hold) 2B 5B (release) 214A (hold) (dash) 2A 2B 6ABC 236C (EX) 214X (orb will not combo).

In the corner: 412A (hold, switch to C) 2A (hold A, release C) 2B 5C (release A) (instant air dash) j.C (land) 2A 2B 6ABC 236C (6ABC extension) 214X (orb will not combo).

Changes Between Arcade and PS2 Versions

  • 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.
  • 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, a 2A can be linked (the timing is fairly tight).
  • EX Raining Starmine total damage reduction by 500.
  • B Keritobasu Wayo initial hit removed.
  • Long recovery on landing after air dash.