Melty Blood/MBAACC/Sion TATARI/Full Moon: Difference between revisions
Softdrinks (talk | contribs) m (→Overview) |
Softdrinks (talk | contribs) (updated special move descriptions, added pros/cons list, added self in "players to ask/watch") |
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[[File:MBAACC_VSion_Color_28.png|50px]] | [[File:MBAACC_VSion_Color_28.png|50px]] | ||
| NA || Netplay and Locals || Active || She's likely the most knowledgeable F-V.Sion in the world at this point. | | NA || Netplay and Locals || Active || She's likely the most knowledgeable F-V.Sion in the world at this point. | ||
|- | |||
|[http://mbaacc.melty.games/?p1moon=f&p1char=vsion&p1name=softdrinks softdrinks#0263] || style="text-align:center;"| | |||
[[file:MBvsioncolor33.png|50px]] | |||
| NA || Netplay || Active || Currently updating the wiki, ask them anything about F-V.Sion! | |||
|- | |- | ||
|} | |} | ||
== Overview == | == Overview == | ||
[[File:MBFVSionDash.png|thumb|right|upright=2.0|Unlike other moons, F-V.Sion | [[File:MBFVSionDash.png|thumb|right|upright=2.0|Unlike her other moons, F-V.Sion has a stepdash that travels a set distance and cannot be stopped, and a subsequent command dash (5AB only, not 66) that looks really cool.]] | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro=[[File: | |intro=[[File:MBfvsionheadtransparent.png]] '''F-V.Sion''' is a unique rushdown character with high mobility, great evasion, and a plethora of plus frames. | ||
|pros= | |pros= | ||
*''' | *'''High mobility''': Her (command) dash along with her fast IAD and divekick make F-V.Sion incredibly nimble. Slight hitbox shrink on her dash adds to her evasive capabilities. | ||
*'''High potential damage''': Optimal starters/combos can net up to 5k+. | |||
*'''Lots and lots of frame advantage''': F-V.Sion has an overwhelming amount of plus frames on her moves, making her quite sticky in pressure. | |||
*'''Strong pressure, albeit weak to shield''': Lots of tools to refresh frame advantage, like 214[B], 6[C], and 5[C], among others. Though, the high startup on some of her options make them weak to reactive shield. | |||
*'''Great strike/throw''': Combo throw! Her dash also makes it difficult to react to her throws. | |||
*'''Has one of the fastest overheads in the game''': Usually used to finish off opponents, since j.214A is -3 on hit, but an 11 frame overhead is nothing to underestimate. | |||
*'''Simple meter management''': EX moves are easy to stick into any combo for slightly more damage (236C) or for oki (623C). Hitting MAX also grants her a health restoring, frame 0 command grab. | |||
*'''Flexible combo routes''': Many of F-V.Sion's combos involve the same key moves, like 214A/B or 2C, making it easy to pick up combos on the fly. | |||
*'''Excellent reversals''': 623C and 214C are extremely potent, and immediately turn the tables when successful, especially 214C. | |||
*'''Incredible air-to-air''': j.C. Use it. | |||
|cons= | |cons= | ||
*''' | *'''Trades oki for damage (and vice versa), or needs meter''': Getting HKD is only attainable through 236A, 214C, or 623C. 236A routes do less damage without meter. | ||
*'''Ground techable air throw''': Since F-V.Sion doesn't have a run, it makes her post air throw oki weaker than her other moons. | |||
*'''Horrible backdash''': Severely lacking in distance. | |||
*'''Struggles against zoners''': Despite her relatively large buttons, her dash is too commital to gain meaningful distance on zoners in neutral and air approaches are inherently risky. | |||
*'''Requires precise and intentional movement''': Vulnerable frames on (command) dash can be stuffed easily if used clumsily. | |||
*'''Slight execution requirement''': Optimal combos and oki can be a little difficult. Can be mitigated with lower damage combos that lack oki. | |||
*'''Polarizing match-ups against top tiers''': This con outweighs the others. Prepare to work hard. | |||
|tablewidth=80 | |tablewidth=80 | ||
}} | }} | ||
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=== Defense === | === Defense === | ||
'''Please block.''' | |||
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|active=18 | |active=18 | ||
|recovery=9 | |recovery=9 | ||
|frameAdv=-9 | |frameAdv={{Tooltip | text=-9 ~ 8| hovertext=Distance dependent.}} | ||
|invuln= | |invuln= | ||
|description=Low slide. Despite its massive hurtbox, it is quite useful for abare, especially against longer range characters. Jump cancel or special cancel into 214C/623C on hit to avoid hazards like Nero snakes. Use sparingly in pressure, as 2C only cancels into 6C and specials, which can end your pressure and make it predictable. Good in neutral as a quick low check against aggressive opponents, and is necessary to snag max range 2B confirms. | |description=Low slide. Despite its massive hurtbox, it is quite useful for abare, especially against longer range characters. Jump cancel or special cancel into 214C/623C on hit to avoid hazards like Nero snakes. Use sparingly in pressure, as 2C only cancels into 6C and specials, which can end your pressure and make it predictable. Good in neutral as a quick low check against aggressive opponents, and is necessary to snag max range 2B confirms. Safe or even plus depending on distance. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description= | |description= Giant forward claw strike with enormous vertical range. Mostly used for netting HKD in combos. | ||
Can be used as an anti-air on reaction for HKD, but you're probably better off doing rising j.C. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=0 | |frameAdv=0 | ||
|invuln= | |invuln= | ||
|description= | |description=Overhead version with much higher startup and range. You can combo off of this, but 6C is faster and generally | ||
more useful. It's decent enough to just throw out every once in a while to keep your opponent on their toes, though. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=3 | |frameAdv=3 | ||
|invuln=Full 7 | |invuln=Full 7 | ||
|description=Used in metered combos to add a bit of damage. | |description=Used in metered combos to add a bit of damage. Can be used in pressure to steal more plus frames and to | ||
manage meter, but is weak to EX guard. | |||
}} | }} | ||
}} | }} | ||
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|frameAdv=-7 | |frameAdv=-7 | ||
|invuln=High 1-10 | |invuln=High 1-10 | ||
|description=A single-hit DP with upper body invincibility. | |description=A single-hit DP with upper body invincibility. Can be used to fish for counter hits if your opponent | ||
tries to jump out of your pressure in the corner. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-3 | |frameAdv=-3 | ||
|invuln= | |invuln= | ||
|description=Two-hit upwards claw that is used as a launcher | |description=Two-hit upwards claw that is used as a launcher in combos. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-25 | |frameAdv=-25 | ||
|invuln=Full 1-13 | |invuln=Full 1-13 | ||
|description=Hitgrab | |description=Hitgrab DP with sizable vertical range. Great reversal that HKDs. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv={{Tooltip | text=-3 ~ 4| hovertext=Distance dependent.}} | |frameAdv={{Tooltip | text=-3 ~ 4| hovertext=Distance dependent.}} | ||
|invuln= | |invuln= | ||
|description=A | |description=Dashing eitherlite punch, A.K.A. drill/rush punch. (Non-self) Special cancelable in its recovery frames. Used in combos | ||
into 623B for airborne opponents, or into 214B on the ground. The double drill punch link is distance dependant, requiring | |||
you to hit 214A at the tail end of its active frames in order to combo into 214B. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv={{Tooltip | text=-7 ~ 0| hovertext=Distance dependent.}} | |frameAdv={{Tooltip | text=-7 ~ 0| hovertext=Distance dependent.}} | ||
|invuln= | |invuln= | ||
|description= | |description=Combo fodder drill punch. Less safe than 214A, and launches. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv={{Tooltip | text=-7 ~ 0| hovertext=Distance dependent. 18 when jump-canceling on block.}} | |frameAdv={{Tooltip | text=-7 ~ 0| hovertext=Distance dependent. 18 when jump-canceling on block.}} | ||
|invuln= | |invuln= | ||
|description= | |description=Chargable version. Becomes jump cancellable on block, and is very useful for extending pressure. Weak to shield, but blocking on reaction | ||
right after the jump cancel will make it safe. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-12 | |frameAdv=-12 | ||
|invuln=Full 1-2, Strike 3-21 | |invuln=Full 1-2, Strike 3-21 | ||
|description= | |description=Multi-hit reversal drill punch. One of F-V.Sion's best moves, if not ''the'' best. Sends the opponent | ||
tumbling into the corner from anywhere on the screen. Use it in combos to setup a safejump and to gain corner | |||
positioning literally instantly. Interrupt slow options in your opponent's pressure (charged moves, Nero summons, etc.) | |||
to immediately turn the tables against them. Abuse this move against characters you cannot afford to return to neutral against. | |||
Extremely unsafe, but can be difficult to punish at max distance. Strangely, it's grabbable past the first 3 frames. | |||
}} | }} | ||
}} | }} | ||
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|frameAdv=-13 | |frameAdv=-13 | ||
|invuln= | |invuln= | ||
|description= | |description=Etherlite ground spike. Distance depends on the button pressed (no EX). Hits low, jump cancelable on hit, and launches | ||
the opponent. Laggy, high scaling, and relatively small, this move isn't super useful, even in combos. It can be used to pester opponents | |||
at 3/4 or full screen occasionally, or to snipe aggressive approaches, but you're better off using 2C for that. | |||
}} | }} | ||
}} | }} | ||
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|frameAdv=-19 ~ -12 | |frameAdv=-19 ~ -12 | ||
|invuln=High (while active) | |invuln=High (while active) | ||
|description= | |description=Hitgrab divekick. Can be tiger knee'ed to become the fastest overhead in the game. Save this for the finishing blow, for it's -3 on hit, so you won't be able to apply pressure afterwards. It's also an abysmal -19 (at worst) on block, so be precise and unpredictable. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln=High (while active) | |invuln=High (while active) | ||
|description= | |description=Unblockable version. Extremely slow with an audio cue. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-17 ~ -12 | |frameAdv=-17 ~ -12 | ||
|invuln=Full 1-4, High (while active) | |invuln=Full 1-4, High (while active) | ||
|description= | |description=EX version becomes a decent combo ender to tack on some additional damage. Untechable knockdown, but you're even on hit and far away from your opponent. Use 236A afterwards to pseudo-meaty in the corner. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv= | |frameAdv= | ||
|invuln=Full 1-15 | |invuln=Full 1-15 | ||
|description=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 | |description=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 an expensive reversal. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=MBCVSionAAD.png | |image=MBCVSionAAD.png | ||
|caption= | |caption= TATARI Jumpscare | ||
|name=Cruel Blood | |name=Cruel Blood | ||
|linkname=Another Arc Drive | |linkname=Another Arc Drive | ||
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|frameAdv= | |frameAdv= | ||
|invuln=Full 1-15 | |invuln=Full 1-15 | ||
|description=The above with more range and | |description=The above with more range, damage, and healing. | ||
}} | }} | ||
}} | }} |
Revision as of 03:30, 19 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 |
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Additional Resources
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. | |
softdrinks#0263 | NA | Netplay | Active | Currently updating the wiki, ask them anything about F-V.Sion! |
Overview
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
Please block.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
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.
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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:
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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
Corner Combos
Corner Throw Combos
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5B
5[B] |
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5C
5C
5[C] |
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Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
6B
6B
6[B] |
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6C
6C
6[C] |
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j.2B
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Blood Heat
Blood Heat
A+B+C during MAX |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Grounded Specials
236X
Busy Bug
236A/B/C |
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623X
Terror News (Malice)
623A/B/C |
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214X
Etherlite Thrust
214A/B/[B]/C |
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22X
Chain Letter
22A/B/C (No EX) |
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Aerial Specials
j.214X
Arc Drive
Cruel Blood
41236C during Max/Heat |
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Another Arc Drive
Cruel Blood
41236C during Blood Heat |
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Last Arc
No Ark
Grounded EX Shield during Blood Heat |
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