Melty Blood/MBAACC/Sion TATARI/Full Moon: Difference between revisions

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*'''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.  
*'''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.  
*'''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.  
*'''Has one of the fastest overheads in the game''': Usually used to finish off opponents, since j.214A leaves you quite far away 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.   
*'''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.  
*'''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.  

Revision as of 22:32, 23 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

MBAACC VSion Color 28.png

NA Netplay and Locals Active She's likely the most knowledgeable F-V.Sion in the world at this point.
softdrinks#0263

MBvsioncolor33.png

NA Netplay Active Currently updating the wiki, ask them anything about F-V.Sion!

Overview

Unlike her other moons, F-V.Sion has a stepdash that travels a set distance and cannot be stopped, and a subsequent command dash (6AB only, not 66) that looks really cool.
Playstyle
MBfvsionheadtransparent.png F-V.Sion is a unique rushdown character with high mobility, great evasion, and a plethora of plus frames.
Pros Cons
  • 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 leaves you quite far away 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.
  • 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.

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

Please block.



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.
  1. Use attack X with Y follow-up input.
  2. 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

5A
MBFVSion5A.png
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
5B
5[B]
MBCVSion5B.png
MBFVSion5XB.png
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
5C
5[C]
MBFVSion5C.png
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

2A
MBAACC Vsion 2A.png
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. Great for stagger pressure and abare.

2B
MBFVSion2B.png
"Head Invul"
"Head Invul"
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%) -

Disjointed, two-hit low claw swipe; easy to hit confirm off of and zero on block. Good in neutral after a dash to start a combo or pressure. You're probably going to start most of your combos with this.

2C
MBFVSion2C.png
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 ~ 8 9.0% -

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.

Aerial Normals

j.A
MBFVSionjA.png
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% -

Swift shoulder-level hand swipe. Very useful horizontal hitbox. Great when used rising to deter reckless ground-to-air approaches or IADs, or to jumpstart air-to-air offense.

j.B
MBHVSionjB.png
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% -

Awkward jumping split kick that crosses up very well. Mostly reserved for IADs and mixup situations due to the hurtbox. You can also do an instant j.214a after it crosses up for a cheeky double overhead 50/50.

j.C
MBCVSionjC.png
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% -

Downright dastardly flip kick. Fast, damaging, and sporting a great hitbox, this is your go-to air-to-air tool. It can be used rising to quickly snipe air approaches for huge reward, or to chase bad air techs. If used properly, opponents will never want to be above you. Ever.

Command Normals

6B
6B
6[B]
MBHVSion6B.png
MBHVSion6XB.png
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%) -

Etherlite drill from V.Sion's hand. Good for close quarter, preemptive anti-airing. Can stuff some abare options close range, but will likely get blown up by crouching buttons due to the hitbox not extending downward. Decent at baiting whiff punish attempts due to its relatively short recovery. Can be crouched and/or dashed under.

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%) -

Charged version becomes a huge drill that becomes a great anti-air. Due to its long startup, however, you generally want to use it preemptively at mid range to stuff IADs or ground approaches, or wait until your opponent expends all of their air options to snipe their landing and to keep them stranded in the air. Loses to downward angled jump normals at close range, so be mindful of your opponents position before committing. Can still be crouched and/or dashed under.

6C
6C
6[C]
MBCVSion6C.png
MBCVSion6XC.png
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% -

Absolutely unreactable overhead flip kick. Great combo starter, weak to shield and mash (grants air CH).

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 plus on block. Serves a different purpose to its uncharged version, becoming almost useless in pressure due to its high startup making it incredibly easy to shield, but the hitbox increase makes it great for catching jump outs in the corner. Most effective at the end of a blockstring, where you're pushed away from your opponent the furthest.

j.2B
MBCVSionj2B.png
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% -

Patented V.Sion divekick. Useful in pressure, as a meaty post air throw in the corner, and for movement in general. Used often in combos. Relaunches OTG.

Universal Mechanics

Ground Throw
MBCVSionThrow.png
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 tosses them. Ground techable, but comboable in the corner. 214C after throw midscreen to secure the corner for meter.

Air Throw
Air Throw
j.6/4A+D
MBCVSionThrowAir.png
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.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHVSionSC.png
MBHVSionSCAir.png
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.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCVSion214D.png
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.

Blood Heat
Blood Heat
A+B+C during MAX
MBCVSionHeat.png
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.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCVSionCSpark.png
MBCVSionCSparkAir.png
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

236X
Busy Bug
236A/B/C
MBFVSion236A.png
MBFVSion236B.png
MBFVSion236C.png
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% -

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.

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% -

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.

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. Can be used in pressure to steal more plus frames and to manage meter, but is weak to EX guard.

623X
MBCVSion623A.png
MBCVSion623B.png
MBCVSion623C.png
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. Can be used to fish for counter hits if your opponent tries to jump out of your pressure in the corner.

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 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 DP with sizable vertical range. Great reversal that HKDs.

214X
Etherlite Thrust
214A/B/[B]/C
MBFVSion214AB.png
MBFVSion214C.png
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% -

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.

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% -

Combo fodder drill punch. Less safe than 214A, and launches.

[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% -

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.

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

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.

22X
Chain Letter
22A/B/C (No EX)
MBFVSion22ABC.png
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% -

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.


Aerial Specials

j.214X
Slide Air
j.214A/B/C
(j.214C~6/4)
MBFVSionj214A.png
MBFVSionj214B.png
MBFVSionj214C.png
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)

Hitgrab divekick. Can be tiger knee'ed to become the fastest overhead in the game. Save this for the finishing blow, as you'll be too far away to apply further pressure. It's also an abysmal -19 (at worst) on block, so be precise and unpredictable.

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)

Unblockable version. Extremely slow with an audio cue.

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)

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.

Arc Drive

Cruel Blood
41236C during Max/Heat
MBCVSionAD.png
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 an expensive reversal.

Another Arc Drive

Cruel Blood
41236C during Blood Heat
MBCVSionAAD.png
TATARI Jumpscare
TATARI Jumpscare
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, damage, and healing.


Last Arc

No Ark
Grounded EX Shield during Blood Heat
MBCVSionLA.png
MBCVSionLA2.png
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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