Melty Blood/MBAACC/Sion TATARI/Full Moon: Difference between revisions
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==Additional Resources== | ==Additional Resources== | ||
[http://mbaacc.melty.games/?p1moon=f&p1char=vsion F-V.Sion Match Video Database]<br> | [http://mbaacc.melty.games/?p1moon=f&p1char=vsion F-V.Sion Match Video Database]<br> | ||
[https://youtu.be/L1olVYJ__dw?t=179 F-V.Sion Basic Resources] | |||
== Overview == | == Overview == | ||
[[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 (6AB only, not 66) that looks really cool.]] | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro=[[File: | |intro=[[File:MBfvsionheadtransparent.png]] '''F-V.Sion (FVS)''' is a unique rushdown/anti-zoner character with great evasion, and excellent metered options. | ||
|pros= | |pros= | ||
*''' | *'''Strong abare options''': 2A is quick, and 214C can be hard to punish and has high reward on hit. | ||
*'''Flexible meter use''': FVS has simple meter management and can stick (multiple) EX moves into most combos. MAX mode isn't bad either, giving her a healing command grab. | |||
*'''Unique movement''': Command dash (66 6AB), 214[B], and J.2B allow for tricky, yet committal, movement. | |||
*'''Decent mixups''': 623C gives FVS air drift mix midscreen and a left/right in the corner with proper routing. J.B is also a crossup normal. | |||
*'''Strong air-to-air''': FVS air buttons are quick and large, and she gets some of her best damage off of air counter hits. | |||
*'''Good pressure''': While prone to shield, FVS has excellent frame traps and a lot of plus frames. | |||
*'''214C''': Bionic arm. One of the best reversals in the game. | |||
*'''TK J.214A''': Unreactable overhead. Best used for closing out rounds due to it being minus on hit. | |||
|cons= | |cons= | ||
*''' | *'''Trades oki for damage (and vice versa), or needs meter''': FVS doesn't get a hard knockdown from her air throw, and her HKD routes tend to do less damage or cost meter. | ||
*'''Meter reliant''': See above. | |||
*'''Fast, but vulnerable''': FVS's dash is inactionable for the entirety of the animation, so she cannot dash block, jump, or cancel it into normals. | |||
*'''Low reward off of stray hits''': Low damage and no oki off of most stray hits, most notably 22X, which suffers from high proration. | |||
*'''Mediocre corner carry without meter''': Needs 214C for decent corner carry. | |||
*'''Execution barrier''': FVS combos can be easy, but tend to give far less reward than her more difficult routes. | |||
*'''Suffers greatly against top tiers''': Proceed with caution. | |||
|tablewidth=80 | |tablewidth=80 | ||
}} | }} | ||
== General Gameplan == | == General Gameplan == | ||
FVS thrives on being unhittable. Abusing the momentum gained by dashjumping is necessary in making your evasive capabilities better. Dash under air approaches to keep opponents on their toes and punish their landing. Despite her laggy dash, | |||
FVS is still very fast; keep this in mind when playing against characters with summons or laggy neutral tools (Aoko orbs, Len cats, Nero summons, C-Roa orbs, etc.) so you can scout the best opportunity to (command) dash in their face and punish. Keep your | |||
air-to-air presence scary by scouting air approaches with 7j.A/C, IAD back j.C, or rising j.C. Air counter hit j.C is some of FVS' best damage, so use j.C liberally. J.A is also strong for boxing out opponents extending hurtboxes in the air. | |||
22X buffer jump is a great option for disrupting setplay, as you can jump over active hitboxes on the ground (Nero snake, etc.). 214C is also great at this, sporting long range and instantly turning the tables on hit. | |||
=== Neutral === | === Neutral === | ||
'''j.A and j.C are your best friends.''' Neutral/rising jump j.A is good for stuffing air approaches due to its massive horizontal hitbox and fast startup, not to mention you can do two in a single neutral jump. j.C's vertical hitbox is excellent and | |||
will beat most air normals when below the opponent. On the ground, dash 2B and 5B/5[B] are great for checking grounded opponents and are easy to confirm off of. 214[B] whiff cancel into 214C can cover a considerable distance and can whiff punish from nearly | |||
full screen. 6[B] is massive, disjointed, and is whiff cancellable as well, so cancel into 623C if you get jumped in on during the active frames. | |||
=== Pressure === | === Pressure === | ||
FVS has good plus frames on her normals. 2A stagger is strong, but a little less effective than other Full Moon characters due to her inactionable dash. 5B is +3 and frametraps into 2A easily point blank. 5[C] is another standoutat +4. | |||
214[B] is jump cancelable on block, allowing for all kinds of mix, like IAD j.BC for a double overhead, j.2B, whiffed j.2B, empty hop throw/low; the possibilities are endless. However, 214[B] is very easy to shield, so buffer 7 after connecting on an opponent's | |||
shield to block the shield counter (EX Shield -> 5A will likely hit you though since it is air unblockable). 6[C] is good for catching jump outs and occasionally for stealing back a turn, but again, is easily shieldable. | |||
214A is plus at max distance, so space with 2B pushback to gain maximum frame advantage. Midscreen, to keep the opponent respectful of your pressure, end strings in 22A/B/C (depending on distance) to catch potential jump outs | |||
or aggressive action. Buffer jump after every 22x to combo afterward on hit. | |||
=== Okizeme === | |||
FVS' oki is pretty lackluster compared to other characters, but still isn't bad.Post airthrow, F-V.Sion gets nothing midscreen, but you | |||
can airdash after to gain some screen presence. FVS air throw becomes far more potent in the corner. She can j.2B in order to meaty neutral or back tech, and can whiff cancel airthrow recovery with a jump normal to chase forward tech. If the opponent doesn't | |||
tech, then F-V.Sion gets real oki. 5B is an excellent meaty with high reward on counterhit (it can also combo into itself on CH point blank) and is +3. Combos ending in 236A set up a safejump with cross up potential midscreen. 623C gives an air drift mixup | |||
midscreen, but can give a left/right mix in the corner with proper routing. | |||
=== Defense === | === Defense === | ||
'''Please block.''' But other than that, FVS has a ton of defensive tools. Her 2A abare is strong, and she has two excellent reversal options for different uses. 623C provides a hard knockdown, side switch (if you want to), L/R mix, and vaccuums insanely well. | |||
214C provides instant corner carry and a safejump, and is difficult to punish at max distance. Generally, EX guard often and exploit large gaps in pressure (charge moves, summons, etc.) by using 214C on reaction. If FVS has meter, her defense is very good. | |||
== Move Descriptions == | == Move Descriptions == | ||
Line 253: | Line 83: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=3 | |active=3 | ||
|recovery=6 | |recovery=6 | ||
|frameAdv=3 | |frameAdv=3 | ||
|invuln= | |invuln= | ||
|description=Quick jab, +3 on block. Good for point-blank anti-airing and tick throws. | |description=Quick elbow jab, +3 on block. Good for point-blank anti-airing and tick throws. | ||
}} | }} | ||
}} | }} | ||
Line 279: | Line 109: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=6 | ||
|active=3 | |active=3 | ||
|recovery=9 | |recovery=9 | ||
Line 295: | Line 125: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery=15 | |recovery=15 | ||
Line 320: | Line 150: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=12 | ||
|active=3 | |active=3 | ||
|recovery=15 | |recovery=15 | ||
Line 336: | Line 166: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=17 | ||
|active=4 | |active=4 | ||
|recovery=10 | |recovery=10 | ||
Line 360: | Line 190: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=4 | ||
|active=4 | |active=4 | ||
|recovery=5 | |recovery=5 | ||
|frameAdv=3 | |frameAdv=3 | ||
|invuln= | |invuln= | ||
|description=A low kick. +3 on block. | |description=A low kick. +3 on block. Great for stagger pressure and abare. | ||
}} | }} | ||
}} | }} | ||
Line 372: | Line 202: | ||
{{MoveData | {{MoveData | ||
|image=MBFVSion2B.png | |image=MBFVSion2B.png | ||
|caption= | |caption="Head Invul" | ||
|name=2B | |name=2B | ||
|linkname=2B | |linkname=2B | ||
Line 383: | Line 213: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=7 | ||
|active={{Tooltip | text=4| hovertext=2, 2}} | |active={{Tooltip | text=4| hovertext=2, 2}} | ||
|recovery=13 | |recovery=13 | ||
|frameAdv=0 | |frameAdv=0 | ||
|invuln= | |invuln= | ||
|description= | |description=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. | ||
}} | }} | ||
}} | }} | ||
Line 406: | Line 236: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=10 | ||
|active=18 | |active=18 | ||
|recovery=9 | |recovery=9 | ||
|frameAdv=-9 | |frameAdv={{Tooltip | text=-9 ~ 8| hovertext=Distance dependent.}} | ||
|invuln= | |invuln= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
==== Aerial Normals ==== | ==== Aerial Normals ==== | ||
Line 431: | Line 260: | ||
|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=10 | |recovery=10 | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description= | |description=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. | ||
}} | }} | ||
}} | }} | ||
Line 454: | Line 283: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=8 | ||
|active=6 | |active=6 | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description= | |description= 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. | ||
}} | }} | ||
}} | }} | ||
Line 477: | Line 306: | ||
|cancel=SP, EX, J | |cancel=SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=6 | ||
|active=3 | |active=3 | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description= | |description=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 ==== | ==== Command Normals ==== | ||
Line 505: | Line 333: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=13 | ||
|active={{Tooltip | text=10| hovertext=4, 4, 2}} | |active={{Tooltip | text=10| hovertext=4, 4, 2}} | ||
|recovery=12 | |recovery=12 | ||
|frameAdv=4 | |frameAdv=4 | ||
|invuln= | |invuln= | ||
|description= | |description=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. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 521: | Line 349: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=27 | ||
|active={{Tooltip | text=12| hovertext=2, 2, 8}} | |active={{Tooltip | text=12| hovertext=2, 2, 8}} | ||
|recovery=9 | |recovery=9 | ||
|frameAdv=1 | |frameAdv=1 | ||
|invuln= | |invuln= | ||
|description= | |description=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. | ||
}} | }} | ||
}} | }} | ||
Line 547: | Line 375: | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=27 | ||
|active=5 | |active=5 | ||
|recovery=12 | |recovery=12 | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|invuln= | |invuln= | ||
|description= | |description=Absolutely unreactable overhead flip kick. Great combo starter, weak to shield and mash (grants air CH). | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 563: | Line 391: | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=34 | ||
|active=9 | |active=9 | ||
|recovery=8 | |recovery=8 | ||
|frameAdv={{Tooltip | text=1 ~ 8| hovertext=Distance dependent.}} | |frameAdv={{Tooltip | text=1 ~ 8| hovertext=Distance dependent.}} | ||
|invuln= | |invuln= | ||
|description=Charged version increases damage, range, and hitboxes, along with making it | |description=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. | ||
}} | }} | ||
}} | }} | ||
Line 586: | Line 414: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=11 | ||
|active={{Tooltip | text=X| hovertext=Active until landing.}} | |active={{Tooltip | text=X| hovertext=Active until landing.}} | ||
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | ||
|frameAdv=1 ~ -4 | |frameAdv=1 ~ -4 | ||
|invuln= | |invuln= | ||
|description= | |description=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 === | === Universal Mechanics === | ||
Line 612: | Line 439: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=V. Sion grabs the opponent and | |description=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. | ||
}} | }} | ||
}} | }} | ||
Line 636: | Line 463: | ||
|cancel=(Any if Raw) | |cancel=(Any if Raw) | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 662: | Line 489: | ||
|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 678: | Line 505: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 703: | Line 530: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 719: | Line 546: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 743: | Line 570: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=21 | ||
|active=5 | |active=5 | ||
|recovery=23 | |recovery=23 | ||
Line 769: | Line 596: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 785: | Line 612: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 815: | Line 642: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=16 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
|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 | ||
Line 831: | Line 659: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=31 | ||
|active=4 | |active=4 | ||
|recovery=14 | |recovery=14 | ||
|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 | ||
|header=no | |header=no | ||
|version=EX | |version=EX | ||
|damage= | |damage=1000*3 (1836) | ||
|reddamage=(1298) | |reddamage=(1298) | ||
|proration=50% (O) | |proration=50% (O) | ||
Line 847: | Line 676: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup=7+ | |startup=7+9 | ||
|active=9 | |active=9 | ||
|recovery=12 | |recovery=12 | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 874: | Line 704: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
|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 | ||
Line 887: | Line 718: | ||
|reddamage=(870) | |reddamage=(870) | ||
|proration=85%*2 (M) | |proration=85%*2 (M) | ||
|circuit=7.2% | |circuit=7.2%*2 (14.4%) | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=11 | ||
|active={{Tooltip | text=2| hovertext=1, 1}} | |active={{Tooltip | text=2| hovertext=1, 1}} | ||
|recovery=32 | |recovery=32 | ||
|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 | ||
Line 906: | Line 737: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=6+ | |startup=6+4 | ||
|active=2 | |active=2 | ||
|recovery=41 | |recovery=41 | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 932: | Line 763: | ||
|cancel=(SP), -EX-, (J) | |cancel=(SP), -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=12 | ||
|active=8 | |active=8 | ||
|recovery=13 | |recovery=13 | ||
|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 | ||
Line 948: | Line 781: | ||
|cancel=-EX-, (J) | |cancel=-EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=12 | ||
|active=8 | |active=8 | ||
|recovery=17 | |recovery=17 | ||
|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 | ||
Line 964: | Line 797: | ||
|cancel=-EX-, J | |cancel=-EX-, J | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=26 | ||
|active=8 | |active=8 | ||
|recovery=17 | |recovery=17 | ||
|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 | ||
Line 980: | Line 814: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=2+ | |startup=2+8 | ||
|active=12 | |active=12 | ||
|recovery=23 | |recovery=23 | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 1,005: | Line 843: | ||
|cancel=-EX-, (J) | |cancel=-EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=16 | ||
|active=10 | |active=10 | ||
|recovery=21 | |recovery=21 | ||
|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, air unblockable, and launches | ||
the opponent at the cost of high scaling. Not great in neutral due to the hitbox being extremely small and specific, not to mention the absurd amount of recovery, but is decently useful in ending blockstrings to catch backdash or jump attempts when combined with a buffered jump forward. Mix between 22x enders to reset to neutral and 214[B] to extend pressure to keep your opponents on their toes. | |||
}} | }} | ||
}} | }} | ||
==== Aerial Specials ==== | ==== Aerial Specials ==== | ||
Line 1,034: | Line 872: | ||
|cancel= | |cancel= | ||
|guard=H<br>(Whiffs vs Air.) | |guard=H<br>(Whiffs vs Air.) | ||
|startup= | |startup=12 | ||
|active={{Tooltip | text=X| hovertext=Active until landing.}} | |active={{Tooltip | text=X| hovertext=Active until landing.}} | ||
|recovery={{Tooltip | text=22| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=22| hovertext=Landing recovery.}} | ||
|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 | ||
Line 1,050: | Line 889: | ||
|cancel= | |cancel= | ||
|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
|startup= | |startup=30 | ||
|active={{Tooltip | text=X| hovertext=Active until landing.}} | |active={{Tooltip | text=X| hovertext=Active until landing.}} | ||
|recovery={{Tooltip | text=22| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=22| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln=High (while active) | |invuln=High (while active) | ||
|description= | |description=Unblockable version. Slow with an audio cue, but is good for finishing out rounds, especially after 214C. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,065: | Line 904: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup=3+ | |startup=3+2 | ||
|active={{Tooltip | text=X| hovertext=Active until landing.}} | |active={{Tooltip | text=X| hovertext=Active until landing.}} | ||
|recovery={{Tooltip | text=22| hovertext=Landing.}} | |recovery={{Tooltip | text=22| hovertext=Landing.}} | ||
|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. 5C and 236A can be used to punish mashing, but the knockdown is generally easy to escape. | ||
}} | }} | ||
}} | }} | ||
Line 1,095: | Line 934: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 1,102: | Line 942: | ||
{{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 | ||
Line 1,119: | Line 959: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 1,140: | Line 980: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=5 | ||
|active=1 | |active=1 | ||
|recovery=22 | |recovery=22 | ||
Line 1,149: | Line 989: | ||
}} | }} | ||
== Combos == | |||
{{ComboLegend-MB}} | |||
Some of the combos are taken and translated from the French wiki BasGrosPoing. See [https://wiki.basgrospoing.fr/index.php?title=Melty_Blood/Sion_TATARI/Full_Moon here] for the original. | |||
'''214A 214B Link:''' You can link 214A into 214B for extra damage. You want to aim to hit 214A in its final active frames and cancel the recovery frames into 214B. Generally, the link is easier and more stable when done after 3 hits of 2A. | |||
Once you get used to doing it, you can gauge the distance pretty easily. It is also easier to do after j.BC double overhead, so keep that in mind. | |||
=== Normal Combos === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage=4747 | |||
|metergen=74.7% | |||
|metero= | |||
|link= | |||
|input=*2AAA > 5[B] > 2B > 5C/2C > 214B > j.ABC > dj.ABC > AT | |||
|simput= | |||
|note= 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. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage=4771 | |||
|metergen=84.6% | |||
|metero= | |||
|link= | |||
|input=*2AAA > 5[B] > 2B > 2C > 214A > 9j.B > j.2B > j.ABC > dj.ABC > AT | |||
|simput= | |||
|note=Good combo to use as it is easy and gives decent meter. Easier with more 2A's and more damage. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage=4992 | |||
|metergen=91.8% | |||
|metero= | |||
|link= | |||
|input=*2AAA > 5[B] > 2B > 5C > 214B > 9j.2B > 214A > 623B > j.C > dj.BC > AT | |||
|simput= | |||
|note=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. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage=4902 | |||
|metergen=85.5% | |||
|metero= | |||
|link= | |||
|input=*2AAA > 5[B] > 2B > 5C > 214B > j.C > IAD > j.B > delay > j.C > land > j.C > dj.BC > AT | |||
|simput= | |||
|note=Easier combo, but doesn't generate as much meter and a bit less damage. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% Meter | |||
|character= | |||
|damage=5078 | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*2AAA > 5[B] > 2B > 5C > 236C > 5A > 5[B] > j.ABC > j.ABC > AT | |||
|simput= | |||
|note= Metered BnB for damage. It's also a good way to dump meter for meter management. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% Meter | |||
|character= | |||
|damage=4949 | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*2AAA > 5[B] > 2B > 5C > 214B > TK j.2B, 5C > 623C | |||
|simput= | |||
|note= Metered BnB for getting a hard knockdown into okizeme. | |||
}} | |||
}} | |||
=== Corner Combos === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage=5232 | |||
|metergen=102.6% | |||
|metero= | |||
|link= | |||
|input=*2AAAA > 5[B] > 2B > 5C > 214A > 214B > j.2B > 5C > 623B > j.C > dj.BC > AT | |||
|simput= | |||
|note=214A into 214B is hard. Required 4 2A's for spacing to be consistent. CMV combo. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% Meter | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*2AAAA > 5[B] > 2B > 5C > 214A > 214B > j.A > delay > j.B > delay > j.C > land > 236A > TK j.2B > 5A > 6B > 623C | |||
|simput= | |||
|note=Sets up a gap in the corner for left/right mixups. CMV combo. | |||
}} | |||
}} | |||
=== Corner Throw Combos === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter | |||
|character= | |||
|damage=2606 | |||
|metergen=46.3% | |||
|metero= | |||
|link= | |||
|input=*Throw > 5A > 5[B] > j.ABC > dj.ABC > AT | |||
|simput= | |||
|note=Basic combo. Decent damage, poor meter gain. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter | |||
|character= | |||
|damage=2785 | |||
|metergen=46.3% | |||
|metero= | |||
|link= | |||
|input=*Throw > 5A > 5[C] > j.ABC > dj.ABC > AT | |||
|simput= | |||
|note=Basic combo 2. Good damage, poor meter gain. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter | |||
|character= | |||
|damage=2748 | |||
|metergen=50.4% | |||
|metero= | |||
|link= | |||
|input=*Throw > 2C > 214A > j.ABC > dj.ABC > AT | |||
|simput= | |||
|note=Better combo. Good damage, decent meter gain. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter | |||
|character= | |||
|damage=2795 | |||
|metergen=62.1% | |||
|metero= | |||
|link= | |||
|input=*Throw > 2C > j.2B > 5C > 623B > j.C > dj.BC > AT | |||
|simput= | |||
|note=Intermediate combo. Good damage, good meter gain. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter | |||
|character= | |||
|damage=2855 | |||
|metergen=54.9% | |||
|metero= | |||
|link= | |||
|input=*Throw > 214A > j.B > j.2B > j.ABC > dj.ABC > AT | |||
|simput= | |||
|note=Intermediate combo 2. Good damage, decent meter gain. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter | |||
|character= | |||
|damage=2981 | |||
|metergen=69.3% | |||
|metero= | |||
|link= | |||
|input=*Throw > 2C > j.2B > 2C > 214A > 623B > j.C > dj.BC > AT | |||
|simput= | |||
|note=Optimal combo. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter, 100% Meter | |||
|character= | |||
|damage=2748 | |||
|metergen=50.4% | |||
|metero= | |||
|link= | |||
|input=*Throw > 2C > j.2B > 5A > 6B > 623C | |||
|simput= | |||
|note=Oki with 50/50 using your command dash. | |||
}} | |||
}} | |||
== Players to ask/watch == | |||
{| class="wikitable" | |||
!width="95"|Name!! width="50"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
|- | |||
|[http://mbaacc.melty.games/?p1moon=f&p1char=vsion&p1name=Branch Branch]|| style="text-align:center;"| | |||
[[File:MBAACC_VSion_Color_28.png|45px]] | |||
| North America || Netplay and Locals || Active || Air warrior. Very aggressive and nimble player. | |||
|- | |||
|[http://mbaacc.melty.games/?p1moon=f&p1char=vsion&p1name=Ouytsu Ouytsu] || style="text-align:center;"| | |||
[[file:MBAACC_VSion_Color01.png|45px]] | |||
| Europe || Netplay || Active || Characterized by their non-committal play style and unique pressure. | |||
|- | |||
|[http://mbaacc.melty.games/?p1moon=f&p1char=vsion&p1name=softdrinks softdrinks] || style="text-align:center;"| | |||
[[file:MBAACC_VSion_Color33.png|45px]] | |||
| North America || Netplay || Active || Strong NA player with solid fundamentals and consistent calculated play. Notable oomfie, always willing to offer advice. | |||
|- | |||
|[https://mbaacc.melty.games/?p1moon=f&p1char=vsion&p1name=YuZuRu YuZuRu] || style="text-align:center;"| | |||
[[file:MBAACC_VSion_Color21.png|45px]] | |||
| South America || Netplay || Active || AKA Lks. Plays many characters at a high level. | |||
|} | |||
{{Navbox-MBAACC}} | {{Navbox-MBAACC}} |
Latest revision as of 19:52, 22 February 2023
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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|
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Additional Resources
F-V.Sion Match Video Database
F-V.Sion Basic Resources
Overview
General Gameplan
FVS thrives on being unhittable. Abusing the momentum gained by dashjumping is necessary in making your evasive capabilities better. Dash under air approaches to keep opponents on their toes and punish their landing. Despite her laggy dash, FVS is still very fast; keep this in mind when playing against characters with summons or laggy neutral tools (Aoko orbs, Len cats, Nero summons, C-Roa orbs, etc.) so you can scout the best opportunity to (command) dash in their face and punish. Keep your air-to-air presence scary by scouting air approaches with 7j.A/C, IAD back j.C, or rising j.C. Air counter hit j.C is some of FVS' best damage, so use j.C liberally. J.A is also strong for boxing out opponents extending hurtboxes in the air. 22X buffer jump is a great option for disrupting setplay, as you can jump over active hitboxes on the ground (Nero snake, etc.). 214C is also great at this, sporting long range and instantly turning the tables on hit.
Neutral
j.A and j.C are your best friends. Neutral/rising jump j.A is good for stuffing air approaches due to its massive horizontal hitbox and fast startup, not to mention you can do two in a single neutral jump. j.C's vertical hitbox is excellent and will beat most air normals when below the opponent. On the ground, dash 2B and 5B/5[B] are great for checking grounded opponents and are easy to confirm off of. 214[B] whiff cancel into 214C can cover a considerable distance and can whiff punish from nearly full screen. 6[B] is massive, disjointed, and is whiff cancellable as well, so cancel into 623C if you get jumped in on during the active frames.
Pressure
FVS has good plus frames on her normals. 2A stagger is strong, but a little less effective than other Full Moon characters due to her inactionable dash. 5B is +3 and frametraps into 2A easily point blank. 5[C] is another standoutat +4. 214[B] is jump cancelable on block, allowing for all kinds of mix, like IAD j.BC for a double overhead, j.2B, whiffed j.2B, empty hop throw/low; the possibilities are endless. However, 214[B] is very easy to shield, so buffer 7 after connecting on an opponent's shield to block the shield counter (EX Shield -> 5A will likely hit you though since it is air unblockable). 6[C] is good for catching jump outs and occasionally for stealing back a turn, but again, is easily shieldable. 214A is plus at max distance, so space with 2B pushback to gain maximum frame advantage. Midscreen, to keep the opponent respectful of your pressure, end strings in 22A/B/C (depending on distance) to catch potential jump outs or aggressive action. Buffer jump after every 22x to combo afterward on hit.
Okizeme
FVS' oki is pretty lackluster compared to other characters, but still isn't bad.Post airthrow, F-V.Sion gets nothing midscreen, but you can airdash after to gain some screen presence. FVS air throw becomes far more potent in the corner. She can j.2B in order to meaty neutral or back tech, and can whiff cancel airthrow recovery with a jump normal to chase forward tech. If the opponent doesn't tech, then F-V.Sion gets real oki. 5B is an excellent meaty with high reward on counterhit (it can also combo into itself on CH point blank) and is +3. Combos ending in 236A set up a safejump with cross up potential midscreen. 623C gives an air drift mixup midscreen, but can give a left/right mix in the corner with proper routing.
Defense
Please block. But other than that, FVS has a ton of defensive tools. Her 2A abare is strong, and she has two excellent reversal options for different uses. 623C provides a hard knockdown, side switch (if you want to), L/R mix, and vaccuums insanely well. 214C provides instant corner carry and a safejump, and is difficult to punish at max distance. Generally, EX guard often and exploit large gaps in pressure (charge moves, summons, etc.) by using 214C on reaction. If FVS has meter, her defense is very good.
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). |
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
|
Normal Moves
Standing Normals
5A
5B
5B
5[B] |
---|
5C
5C
5[C] |
---|
Crouching Normals
2A
2B
"Head Invul" "Head Invul"
|
---|
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
6B
6B
6[B] |
---|
6C
6C
6[C] |
---|
j.2B
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
---|
Air Throw
Air Throw
j.6/4A+D |
---|
Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
---|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Blood Heat
Blood Heat
A+B+C during MAX |
---|
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
---|
Special Moves
Grounded Specials
236X
Busy Bug
236A/B/C |
---|
623X
Terror News (Malice)
623A/B/C |
---|
214X
Etherlite Thrust
214A/B/[B]/C |
---|
22X
Chain Letter
22A/B/C (No EX) |
---|
Aerial Specials
j.214X
Arc Drive
Cruel Blood
41236C during Max/Heat |
---|
Another Arc Drive
Cruel Blood 41236C during Blood Heat TATARI Jumpscare TATARI Jumpscare
|
---|
Last Arc
No Ark
Grounded EX Shield during Blood Heat |
---|
Combos
Combo Notation Help | |
---|---|
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.
|
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:
|
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.
214A 214B Link: You can link 214A into 214B for extra damage. You want to aim to hit 214A in its final active frames and cancel the recovery frames into 214B. Generally, the link is easier and more stable when done after 3 hits of 2A. Once you get used to doing it, you can gauge the distance pretty easily. It is also easier to do after j.BC double overhead, so keep that in mind.
Normal Combos
Corner Combos
Corner Throw Combos
Players to ask/watch
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Branch | North America | Netplay and Locals | Active | Air warrior. Very aggressive and nimble player. | |
Ouytsu | Europe | Netplay | Active | Characterized by their non-committal play style and unique pressure. | |
softdrinks | North America | Netplay | Active | Strong NA player with solid fundamentals and consistent calculated play. Notable oomfie, always willing to offer advice. | |
YuZuRu | South America | Netplay | Active | AKA Lks. Plays many characters at a high level. |