More information from here:
http://www3.atwiki.jp/aokoaa/Same deal as the previous post.
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Full Moon rayoko bogard mode<General>- It's
impossible to airdash cancel regardless of hit or block in Full Moon.
- In addition to the lack of reverse beat, cancels involving normals of the same strength (outside of A's) are also gone. Meaning, Aoko can't do things like 5b -> 2b. Exceptions to this rule are command normals like her 3C uppercut or 4C.
-
Double Airdash is still
present but
Triple Jumping is
gone in Full Moon.
<Normals>
- 2A is low in F moon. Mash it plz
- In contrast, 2b isn't. Terry Bogard crouch punch.
- It's possible to cross up with j.C (Air beam sword attack).
- 4C Axe Kick. Cancelable. Becomes an overhead on BE. If the opponent is hit in the air, the BE version induces an untechable ground bounce.
Shield Counter:- Ground Version: Attacks with her 3C uppercut. It's possible to follow up afterwards but the damage scaling is huge.
- Crouch Version: Also attacks with 3C animation, but it isn't possible to follow up afterwards. Instead, an OTG is guaranteed.
- Air Version: Attacks with mbac j.B kick. As of now, it's unknown if it is possible to follow up from this attack.
<Specials>236 BIG TORNADO:- A version is a high speed projectile attack. Great for zoning against characters that can't dash under it (...)
- The charged A version is 4 hits. The charge time is noticeably shorter than a charged B laser. Super-cancelable.
- B version flies slower than A version.
- C version shoots multiple projectiles of varying heights. Aoko is free to move as soon as she's done casting, allowing her to pressure further.
623 Aoko Moooooooooonsault (can be done in air):- A version has upper body invincibility. Anti-air durr. On counter hit, the opponent gets launched fairly high so follow ups are possible/convenient.
- B version has full invincible startup and is air-unblockable.
- For whatever the reason, C version does not have invincibility but is air-unblockable. Best for air combos?
214 Starmines (can be done in air):- A and B versions are the same as MBAC. The air versions are BE-able.
- C version activates numerous exploding orbs. Due to the multiple hits, it's possible to follow up on hit or pressure on block. Aoko is invincible until the move is fully active (?).
421 Artillery Starmine:- A version causes Aoko to set an orb diagonally upwards in front of her. The delay afterwards is slightly longer than a normal hold mine. Due to the follow up command, only one Artillery Starmine can be placed on screen. Otherwise, it functions just like other hold orbs.
- B version sets the mine further than A version.
- C version sets a 214C-sized mine (normal Aoko) in a position similiar to the B Artillery Mine.
- While holding an orb, another 421x can be inputted to cause a laser to launch from the placed orb.
- The laser emitted from a C version Artillery is a mutli-hit laser that can be blocked in any direction.
- Lasers from the A or B version are blazing fast
overheads.
63214 Aoko Slider: i'll pretend this is DYNAMITE tackle- Has the same animation as the slider from Aoko's 123 Slider special. Hits low.
- A version is quick and safe on block. Super cancelable.
- B has longer reach than A but has longer startup and delay.
- C version follows up with an ex Wheel Kick.
22 Pillars:- They are available in F and function the same.
<Listed Combos>2A > 5B > 2B > 2C > 3C > (JBJC) x 2 > Airthrow- A basic Fullmoon combo.
2A > 5B> 2B >5C > 63214B > EX 214 >????JC> land > JB>JC>JB>JC>Moonsault or Airthrow- I dunno why this one is listed in the wiki if they claim stuff like 5B -> 2B doesn't work anymore. JAPAN?!!!!!
BE4C>63214A>EX 421 or EX Moonsaultblah blah>2C>3C>J9C>J8C>EX 214>land>BE4C>setup 421>????EX 2142C > 3C > 22A > High Jump B>(JB)JC>Air throw