(Normals and Specials description)
Throws Ground Throw 4 or 6+E
Air Throw In Air 4 or 6+E
Command Normals
3C(Mid)
Her signature uppercut that’s available in all forms, it has clash frames when she starts to raise her fist all the way to its complete extension. It’s still used in her combos and pegging opponents when you expect a jump.
4C(Mid)
Another signature move her axe kick, this move alone is no longer over head, but now it can be used in blockstrings and no longer ground bounces aerial opponents only floor plants. Opponents get up slightly faster if used to floor the opponent for any type of orb setup.
BE4C/4[C](High)
The charged version of her axe kick is over head it’s still special and ex cancelable on hit or block. Note: Strangely jump cancelable on hit
Normals Standing
5A(Mid)
Aoko lifts her leg and juts out her knee, a simple move used to start combos , mash out, or tick throw setups. It comes out in 3 frames active for 1 frame.
5B(Mid)
A forward kick that hits mid it comes out in 4 frames, and is usually used in blockstrings and can be used in meaties seeing as you can simply cancel into slider into blue fire shenanigans. The hitbox is around the entirety of her leg to the thigh of the other.
5C(Mid)
Her universal 5C high kick that’s unusable in her normal BNB, but can be used in Aerial Counter Hit combos. Though don’t let that discourage you some of it’s old tricks can still be used, semi charge 5C into slider and it’s also usable in block strings and aerial 214C ender combos. Also it is air unblockable and It comes out in 7 frames and is active for 1 frame.
BE5C/5[C](Mid)
The charged version of 5C makes its triumphant return, once 5C is fully charged she fires a beam from her foot that stretches infinitely that is blockable in the air. This can be used to snipe unsuspecting foe who are just jumping in the air.
Crouching
2A(Low)
A new 2A that’s a fast low kick and must be blocked low hallelujah! It’s +2 on block so this is a staple in starting pressure, mixups, combos etc.
2B(Mid)
A new mid hitting crouching straight punch, pretty fast but not as fast as 2A, this normal is used in combos, blockstrings, and etc nothing spectacular. +3 on block though and takes away a considerable amount of guard meter.
2C(Low)
Her signature low sweep that’s in all her celestial counterparts, it has a plethora of uses and applications asides from her normal BNB. Though it’s a little on the slow side and it moves her forward slightly, it comes out in 5 frames and is active for 1.
Jumping
JA(Mid)
A new jump A which has been changed from an extended fist to an elbow, this move can be used for combo fillers and aerial lockdown or something. =/
JB(High)
Another new jump B where she kicks forward. Useful as an air to air and also can be used in IAD pressure and for crossups where J.C won’t hit.
JC(High)
A new J.C that has a huge hitbox, this can be used to peg opponents who are running in and IAD pressure. Also this can be used in J.C whiff shenanigans seeing as how the blade will still show up, but whiff. This move can be used to crossup , but it’s slightly harder the with J.B.
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Special Moves
236A / B / C - Magic Draw(?) [Arrow]
A(High)
A new faster energy shot that’s used for zoning with fast recovery and very hard to punish. Yes it’s very spammable and ex cancelable. It goes full screen and nets 7.6% of magick circuit and can be instant heated and can be ducked.
BEA(High)
Charged version of 236A, it nets 14.5% of magick circuit and is plus on block with more hits. Though the charge is quite slow, if fully charged and hit the shot will still come out. You can also Instant Heat this shot.
B(High)
A slower energy shot that’s ex cancelable this can be used to change the tempo and firing rate. This move can also be Instant heated if need be.
C(High)
The ex version of her new 236 series where she creates a magick circle and 5 shots come out. You become active again after the 3rd shot so you have more than enough time to advance on the opponent. This move is mostly used to push the opponent into the corner, this technique also requires 100% magick circuit.
623A / B / C - Aoko Moonsault [Somersault] - (can be performed in air)
A(Mid)
A new mid hitting flash kick whose hit box stretches along the entirety of her body which ever side she’s kicking on. It’s the fastest of the three and it only hits once.
B(Mid/Air Unblockable)
This version hits twice and is air unblockable , she also flips slightly higher when she does it and it’s a bit slower.
C(Mid/Air Unblockable)
This version is also air unblockable it’s invincible during the entire startup and it’s active forever seemingly. This version does 5 hits and takes 100% meter to execute.
A (Air)(Mid)
A one hit aerial flash kick that can be used to suddenly hit the opponent if they approach too swiftly.
B (Air)(Mid)
Two hit airblockable flash kick nothing too note worthy here.
C (Air)(Mid)
5 hit airblockable EX version that retains the spectacular properties that it’s ground counterpart wields.
214A / B / C - Floating Starmine [Floating] - (can be performed in air)
A or B(Mid)
Her proximity orbs and the reason I list them together is because they’re exactly the same except which button is used to summon. If the button is held they move across the screen pass the screen limits where they’re useless. You can only have one for each button out at a time. These are a staple to her game in its entirety. They’re used to obstruct and seal of opponent’s options so use them intelligently.
C - Blowdust(?) Starmine (Mid)
Her new 214C “Blue Fiyah!” Aoko creates a magick circle and a plethora of burst happen in its wake. This move is usually used in her corner pressure game, the burst provide perfect coverage in the corner so this is a staple in her mixup potential. It takes 100% of her magick circuit to perform.
A or B (Air)(Mid)
Like their ground counterparts except they can’t be moved , they retain the same functions as the grounded versions.
BEA or B (Air)(Mid)
The charged version of the aerial orbs which stalls her descent to trick her foes. This move can also be TKed in order to set it low and faster instead of the old tactics.
C (Air)(Mid)
Big Blue her signature large orb that when hit the opponent is left helpless in an untechable state. Costs 100% magick circuit to summon. A good way to end her combos for ground orb setups and is a staple in her corner pressure.
421A / B / C - Artillery Starmine [Explosion]
A(Mid)
An old friend with new tricks, altered from her other forms this sets a held orb diagonal a few centimeters from her finger instead of horizontally. Making its uses limited besides corner pressure and zoning tactics.
B(Mid)
Just like 421 A except it’s set diagonally further from her finger.
C(Mid)
This time it’s big blue who comes to play, it’s set at the same distance as 421B and when the opponent is hit with it they’re left untechable. This technique costs 100% magick circuit to perform.
Artillery Starmine then 421A / B / C - "Artillery Rain" [Raining]
A or B version(High)
A new command special that spawns from the 421 series that once input what ever held orb is out disperses and releases a beam that's over head. This is a staple in zoning and in corner pressure and mixups.
C version(Mid)
The EX version of Artillery rain that can only be used from 421C. It's a larger beam that unfortunately isn't over head with multiple hits.
63214A / B / C - Aoko Floor Sweep [Slider]
A(Low)
Her signature move slider now on it’s on with a lot more uses, this move must be blocked low. It comes out surprisingly fast and is a staple in her mixups. This can be used in block strings and setup into corner pressure for blue fiyah seeing as how it’s ex cancelable. This move can also be instant heated and if the opponent is hit they’re put into a knockdown state. With this move you must cancel into an EX technique since you’re negative on block.
B(Low)
A slower slider kick that can also be IHed and must be blocked low.
C(Low ~ Mid)
The EX version of slider that must be blocked low that goes into her wheel kick, unfortunately the wheel kick isn’t overhead it’s mid and you’re minus on block. If you hit the opponent then they’re popped into a techable air state.
22A / B / C - Blazing Starmine [Fire]
A(Mid)
Her signature floor beam that shoots into her air space it still retains all its natural uses; tagging aerial intruders, ending block strings for RPS.
B(Mid)
This beam is a little further out and can be instant heated, unfortunately it’s the one that can be of it’s series. This version is slightly slower then it’s a counter part so use it wisely as you can be mashed out of it.
C(Mid)
The EX version that shoots 5 beams that stretch infinitely off of the screen, use this move if you smell a back tech or for an Anti air of sort if possible. It takes 100% meter to perform this technique.