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| {{MoveData | | {{MoveData |
| |image=MBFVSion5C.png | | |image=MBFVSion5C.png |
| |caption= F-V.Sion's worst/best move. | | |caption= |
| |name=5C | | |name=5C |
| |linkname=5C | | |linkname=5C |
Revision as of 13:52, 7 November 2021
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
To-do
|
- Combos:
- Add damage, meter gain/given numbers and video links to the pre-existing combos.
|
- Additional Ressources/Players to watch/ask
- If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
- Overview/General Gameplan:
- Add a short summary of this character with a list of strengths and weaknesses
- Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
- Combos:
- Add combos for non-(2A) 5[B] starters. (ex: Corner throw, Raw airthrow)
- (If necessary, add Starters/Enders/OTG Pickup combo sections)
|
Additional Resources
F-V.Sion Match Video Database
Players to watch/ask
Name |
Color
|
Region |
Common Venues |
Status |
Details
|
Branch#2410 |
|
NA |
Netplay and Locals |
Active |
She's likely the most knowledgeable F-V.Sion in the world at this point.
|
Overview
Playstyle
File:MBAACC vsion head.png F-V.Sion is a unique rushdown character with high mobility, great evasion, and a plethora of plus frames. |
Pros |
Cons |
|
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
Combos
Combo Notation Help
|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
For more information, see Glossary and Controls.
|
X > Y
|
X input is cancelled into Y.
|
X > delay Y
|
Must wait for a short period before cancelling X input into Y.
|
X, Y
|
X input is linked into Y, meaning Y is done after X's recovery period.
|
X+Y
|
Buttons X and Y must be input simultaneously.
|
X/Y
|
Either the X or Y input can be used.
|
X~Y
|
This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
|
X(w)
|
X input must not hit the opponent (Whiff).
|
j.X
|
X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
|
sj.X
|
X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
|
dj.X
|
X input is done after a double jump.
|
sdj.X
|
X input is done after a double super jump.
|
tk.X
|
Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
|
(X)
|
X is optional. Typically the combo will be easier if omitted.
|
[X]
|
Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
|
]X[
|
Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
|
{X}
|
Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
|
X(N)
|
Attack "X" should only hit N times.
|
(XYZ)xN
|
XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
|
(XYZ^)
|
A pre-existing combo labelled XYZ is inserted here for shortening purposes.
|
CH
|
The first attack must be a Counter Hit.
|
Air CH
|
The first attack must be a Counter Hit on an airborne opponent.
|
66
|
Performs a ground forward dash.
|
j.66
|
Performs an aerial forward dash, used as a cancel for certain characters' air strings.
|
IAD/IABD
|
Performs an Instant AirDash.
|
AT
|
Performs an Air Throw. (j.6/4A+D)
|
IH
|
Performs an Initiative Heat.
|
AD
|
Performs an Arc Drive.
|
AAD
|
Performs an Another Arc Drive.
|
Some of the combos are taken and translated from the French wiki BasGrosPoing. See here for the original.
Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- 2AAA > 5[B] > 2B > 5C/2C > 214B > j.ABC > dj.ABC > AT
|
4747
|
|
Meter Gained: 74.7% |
Meter Given (vs C-Moon): ??? |
Basic combo for beginners. Doing the combo with 2C instead of 5C will do a lot less damage, but it's required if 2B hits near its maximum range. |
|
|
Normal starter, grounded opponent
|
- 2AAA > 5[B] > 2B > 2C > 214A > 9j.B > j.2B > j.ABC > dj.ABC > AT
|
4771
|
|
Meter Gained: 84.6% |
Meter Given (vs C-Moon): ??? |
Good combo to use as it is easy and gives decent meter. Easier with more 2A's and more damage. |
|
|
Normal starter, grounded opponent
|
- 2AAA > 5[B] > 2B > 5C > 214B > 9j.2B > 214A > 623B > j.C > dj.BC > AT
|
4992
|
|
Meter Gained: 91.8% |
Meter Given (vs C-Moon): ??? |
Hard combo, but doesn't require stupid ass 214A > 214B link. 214A cancel into 623B timing is late, but not difficult. Hardest part is probably doing 214A quickly. |
|
|
Normal starter, grounded opponent
|
- 2AAA > 5[B] > 2B > 5C > 214B > j.C > IAD > j.B > delay > j.C > land > j.C > dj.BC > AT
|
4902
|
|
Meter Gained: 85.5% |
Meter Given (vs C-Moon): ??? |
Easier combo, but doesn't generate as much meter and a bit less damage. |
|
|
Normal starter, grounded opponent, 100% Meter
|
- 2AAA > 5[B] > 2B > 5C > 236C > 5A > 5[B] > j.ABC > j.ABC > AT
|
5078
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Metered BnB for damage. It's also a good way to dump meter for meter management. |
|
|
Normal starter, grounded opponent, 100% Meter
|
- 2AAA > 5[B] > 2B > 5C > 214B > TK j.2B, 5C > 623C
|
4949
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Metered BnB for getting a hard knockdown into okizeme. |
|
|
Corner Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- 2AAAA > 5[B] > 2B > 5C > 214A > 214B > j.2B > 5C > 623B > j.C > dj.BC > AT
|
5232
|
|
Meter Gained: 102.6% |
Meter Given (vs C-Moon): ??? |
214A into 214B is hard. Required 4 2A's for spacing to be consistent. CMV combo. |
|
|
Normal starter, grounded opponent, 100% Meter
|
- 2AAAA > 5[B] > 2B > 5C > 214A > 214B > j.A > delay > j.B > delay > j.C > land > 236A > TK j.2B > 5A > 6B > 623C
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Sets up a gap in the corner for left/right mixups. CMV combo. |
|
|
Corner Throw Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Throw starter
|
- Throw > 5A > 5[B] > j.ABC > dj.ABC > AT
|
2606
|
|
Meter Gained: 46.3% |
Meter Given (vs C-Moon): ??? |
Basic combo. Decent damage, poor meter gain. |
|
|
Throw starter
|
- Throw > 5A > 5[C] > j.ABC > dj.ABC > AT
|
2785
|
|
Meter Gained: 46.3% |
Meter Given (vs C-Moon): ??? |
Basic combo 2. Good damage, poor meter gain. |
|
|
Throw starter
|
- Throw > 2C > 214A > j.ABC > dj.ABC > AT
|
2748
|
|
Meter Gained: 50.4% |
Meter Given (vs C-Moon): ??? |
Better combo. Good damage, decent meter gain. |
|
|
Throw starter
|
- Throw > 2C > j.2B > 5C > 623B > j.C > dj.BC > AT
|
2795
|
|
Meter Gained: 62.1% |
Meter Given (vs C-Moon): ??? |
Intermediate combo. Good damage, good meter gain. |
|
|
Throw starter
|
- Throw > 214A > j.B > j.2B > j.ABC > dj.ABC > AT
|
2855
|
|
Meter Gained: 54.9% |
Meter Given (vs C-Moon): ??? |
Intermediate combo 2. Good damage, decent meter gain. |
|
|
Throw starter
|
- Throw > 2C > j.2B > 2C > 214A > 623B > j.C > dj.BC > AT
|
2981
|
|
Meter Gained: 69.3% |
Meter Given (vs C-Moon): ??? |
Optimal combo. |
|
|
Throw starter, 100% Meter
|
- Throw > 2C > j.2B > 5A > 6B > 623C
|
2748
|
|
Meter Gained: 50.4% |
Meter Given (vs C-Moon): ??? |
Oki with 50/50 using your command dash. |
|
|
Move Descriptions
Frame Data Help
|
Header
|
Tooltip
|
Move Box Colors
|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
|
Damage
|
Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
|
Red Damage
|
Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage.
|
Proration
|
The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
|
Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
|
Cancel
|
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
|
Guard
|
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
|
Startup
|
Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
|
Active
|
The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
|
Recovery
|
Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
|
Advantage
|
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
|
Invul
|
Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
|
Normal Moves
Standing Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
252
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
3
|
6
|
3
|
3.15%
|
-
|
Quick jab, +3 on block. Good for point-blank anti-airing and tick throws.
|
|
|
5B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
505
|
100%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
3
|
9
|
3
|
7.2%
|
-
|
Fast knee strike. Excellent meaty and frame trap tool, especially into 2A and 5B/5[B]. Can combo into itself on counter hit. Use dash momentum to use 5B multiple times in pressure, like a stubby (but plus on block) F-Aoko 5B.
|
5[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
707
|
100%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
3
|
15
|
-3
|
9.0%
|
-
|
Chargable version, trades plus frames and startup for a chunky hitbox and more damage. Combo fodder, but useful on occasion to catch jumps.
|
|
|
5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
909
|
100%
|
N, SP, EX, (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
3
|
15
|
0
|
9.0%
|
-
|
Far reaching claw smash. Mostly combo/blockstring filler. Unfortunately air blockable...
|
5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600
|
1111
|
100%
|
N, SP, EX, (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
4
|
10
|
4
|
9.0%
|
-
|
Chargeable version becomes +4 on block and does more damage. Great in pressure, but easily shieldable. Can be used multiple times at long range to keep pressure up without committing to redash or 214[B]. Also air blockable...
|
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
121
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
4
|
5
|
3
|
1.8%
|
-
|
A low kick. +3 on block.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 400 (609)
|
(397)
|
80% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
13
|
0
|
2.7%, 3.6% (6.3%)
|
-
|
A two hit low swipe, neutral on block. Decent combo fodder if you're not going for a delayed jump combo.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
60% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
18
|
9
|
-9
|
9.0%
|
-
|
A low slide kick. Less useful in this case due to the fact your only cancels are the overhead and specials, and none of her specials are a really good idea after this on block. Try to avoid using this.
|
|
Aerial Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
181
|
75% (O)
|
SE, N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
10
|
-
|
2.7%
|
-
|
A little hand swipe around shoulder level. Quick and useful for comboing.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
454
|
80%
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
6
|
-
|
-
|
6.3%
|
-
|
An awkward little kick that hits as a crossup very well. This is your most powerful tool in a midscreen IAD. You can even do an instant j.214A after it if it crosses up as a double overhead 50/50 mixup.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
454
|
90% (M)
|
SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
3
|
-
|
-
|
8.1%
|
-
|
One of the best air moves in the game, V.Sion's flip kick is fast, damaging, has a good hitbox, and is just plain scary for opponents.
|
|
Command Normals
|
6B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*3 (871)
|
(525)
|
100%
|
-EX-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
10
|
12
|
4
|
2.7%*3 (8.1%)
|
-
|
A weird little etherlite drill that can be ducked.
|
6[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700*3 (2034)
|
(1467)
|
100%
|
-EX-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
12
|
9
|
1
|
6.3%*3 (18.9%)
|
-
|
When charged, the drill becomes much larger and works very well as an anti-air.
|
|
|
6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
505
|
65% (O)
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
5
|
12
|
-2
|
7.2%
|
-
|
The overhead flip that V.Sion has now.
|
6[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1010
|
65% (O)
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
33
|
9
|
8
|
1 ~ 8
|
13.5%
|
-
|
Charged version increases damage, range, and hitboxes, along with making it + on block.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
606
|
60% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
X
|
9
|
1 ~ -4
|
7.2%
|
-
|
The same dive-kick as the other two styles. Useful in pressure, even more now that she doesn't have a good dash. Relaunches.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
404
|
35%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
20
|
-
|
0.0%
|
-
|
V. Sion grabs the opponent and launches them. Ground techable but you can combo from it in the corner.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw)/1200
|
505
|
30%
|
(Any if Raw)
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1
|
1
|
12
|
-
|
0.0%
|
-
|
Works about the same as Sion's airthrow. Ground bounces the opponent if done raw, ground techable if done as a combo ender.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
50%
|
(SP), (EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
18
|
-4
|
4.5%
|
-
|
Same animation as her 623 series.
|
Aerial
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
50%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
-
|
-
|
4.5%
|
-
|
Same animation as H-Moon's j.236 series.
|
|
|
Bunker
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
4
|
19
|
-5
|
0.0% (-50.0% in blockstun)
|
Clash 1-10
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
19
|
-5
|
0.0%/-50.0%
|
Strike 1-7
|
A fancier-looking 3C.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
20
|
5
|
23
|
-
|
-100.0% (min)
|
Full 1-25
|
Tied for second longest Heat startup in the game with Aoko and Warachia.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
10
|
20
|
-
|
removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
15
|
-
|
removes all
|
Strike 1-30
|
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
|
|
Special Moves
Grounded Specials
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
404
|
70% (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
4
|
18
|
-4
|
6.75%
|
-
|
Like H-V.Sion's j.236A, except slower and has multiplicative proration. Very little use.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
707
|
50% (O)
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
30
|
4
|
14
|
0
|
8.1%
|
-
|
This version is an overhead and goes much farther.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000x3 (1836)
|
(1298)
|
50% (O)
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+8
|
9
|
12
|
3
|
-100.0%
|
Full 7
|
Used in metered combos to add a bit of damage.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
909
|
70% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
2
|
29
|
-7
|
11.7%
|
High 1-10
|
A single-hit DP with upper body invincibility. Not overly useful, but is air unblockable.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*2 (1379)
|
(870)
|
85%*2 (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
2
|
32
|
-3
|
7.2%x2 (14.4%)
|
-
|
Two-hit upwards claw that is used as a launcher occasionally in combos.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 500*6 (2969)
|
(2329)
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+3
|
2
|
41
|
-25
|
-100.0%
|
Full 1-13
|
Hitgrab-type DP which gives you a hard knockdown on hit, but this character's oki isn't strong enough to really use this, so it's used mostly as a reversal.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
606
|
70% (O)
|
(SP), -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
8
|
13
|
-3 ~ 4
|
7.2%
|
-
|
A dashing punch with etherlite around her hand. Varies from slightly minus to slightly plus frames on block, jump and (non-self) special cancelable on hit, and doesn't launch. Can combo into 623B on airborne opponents, and 214B at a distance on grounded opponents.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
808
|
80% (M)
|
-EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
8
|
17
|
-7 ~ 0
|
10.8%
|
-
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600
|
1010
|
80% (M)
|
-EX-, J
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
8
|
17
|
-7 ~ 0
|
14.4%
|
-
|
A dashing punch that launches. Goes further than 214A, is less safe on block, and is used as her main launcher in combos. Can be charged.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700*2, 1200 (2141)
|
(1472)
|
80% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+7
|
12
|
23
|
-12
|
-100.0%
|
Full 1-2, Strike 3-21
|
A quick dash punch that is invincible, wallslams, gives an odd little double ground bounce, and is useful as a reversal.
|
|
|
A/B C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
650 700
|
404
|
60% (M)
|
-EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
10
|
21
|
-13
|
5.85%
|
-
|
Standard ground spike special, with the distance depending on the button used. Hits low and launches the opponent towards you, but it's slow and has 60% multiplicative proration, so combos with them look cool, but are functionally useless.
|
|
Aerial Specials
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100, 1200 (1262)
|
101
|
100%
|
-
|
H (Whiffs vs Air.)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
X
|
22
|
-19 ~ -12
|
0.9%
|
High (while active)
|
Like Sion's j.214A, but sort of different in that it has no minimum height requirements and has longer recovery like the move did in MBAC, and is an overhead. This can be used as a tiger knee special as one of the fastest overheads in the game off of IADs for a 50/50 mixup. If it's blocked, you are in a world of hurt, though.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100, 800 (875)
|
(385)
|
100%
|
-
|
U (Whiffs vs Air.)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
29
|
X
|
22
|
-
|
0.9%
|
High (while active)
|
Like Sion's j.214B, meaning a slow, slow throw. Unblockable, but easy to avoid.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100, 700*5 (3270)
|
(1403)
|
100%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+1
|
X
|
22
|
-17 ~ -12
|
-100.0%
|
Full 1-4, High (while active)
|
Like Sion's j.214C, but it also has landing recovery on block/whiff. EX combo finisher for untechable knockdown.
|
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3000
|
2248
|
100%
|
-
|
U (Whiffs vs Air.)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13+0
|
2
|
39
|
-
|
removes all
|
Full 1-15
|
This is a command grab with not too much range that gives her a bit of life back. Cannot grab airborne opponents. You generally have better use for meter than this, but can still be used to finish off an opponent that is respecting your pressure a little too much in MAX, or as a desperation reversal.
|
|
Another Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
4200
|
3598
|
100%
|
-
|
U (Whiffs vs Air.)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14+0
|
1
|
39
|
-
|
removes all
|
Full 1-15
|
The above with more range and damage.
|
|
Last Arc
No ArkGrounded EX Shield during Blood Heat
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3500 ~ 7000
|
2900 ~ 5200
|
50% + 50% * remaining BH time
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
1
|
22
|
-
|
removes all
|
Full
|
One of the Last Arcs with a fullscreen hitbox on activation. Summons a giant claw that crashes on the opponent if the LA connects.
|
|
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