Melty Blood/MBAACC/Sion TATARI: Difference between revisions

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[[File:Vsionbanner.png |right]]<br>
[[File:Vsionbanner.png |right]]<br>
''(Click [[Melty Blood/Sion TATARI/PS2|here]] for the original Sion TATARI page)''
''(Click [[Melty Blood/Sion TATARI/PS2|here]] for the original Sion TATARI page)''


=Introduction=
=Introduction=
'''Sion TATARI'''


With her vampiric powers in full action, Sion TATARI is a rushdown character with good setups in Half and Crescent Moon, and a more tactical, spacing character in Full Moon. All styles for her are viable, however Half is the most common choice, while a few people play Full. Very few players choose Crescent Style, because it has downsides that Half Moon typically covers without introducing more problems.
Sion who has succumbed to her vampiric impulses. She loses her gun and opts to use her claws to pound on the opponent with ambiguous blockstrings, versatile normals and frametraps. She has summons to set up tick throws, make overheads safe, etc. Great run and walk speed let her keep up the attack, plus a very useful divekick to keep the pressure up. Only has a reversal with meter, which can be hard to come by. Although her strengths are mostly on offense, her speed and great frame data on normals like j.C let her rumble in neutral quite well.


=Moon Overview=
=Moon Overview=
'''Sion TATARI'''
[[Melty Blood/Sion TATARI/Crescent Moon|Crescent]]<br>
[[Melty Blood/Sion TATARI/Crescent Moon|Crescent]]<br>
Crescent Moon Sion TATARI is not a commonly seen character.  Her damage isn't the greatest, and she has fewer tools than Half Moon.  However, with better normals like 5B and 2B, while still maintaining Half 5B as 4B, and unpredictable setups in the corner with reverse summons, she isn't bad, Half is just better in most ways.  Use this character if you like setups, setups, and more setups, because every single combo you will do typically ends with a summon setup.
Crescent Moon Sion TATARI is not a commonly seen character.  Her damage isn't the greatest, and she has fewer tools than Half Moon.  However, with better normals like 5B and 2B, while still maintaining Half 5B as 4B, and unpredictable setups in the corner with reverse summons, she isn't bad, Half is just better in most ways.  Use this character if you like setups, setups, and more setups, because every single combo you will do typically ends with a summon setup.
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[[Melty Blood/Sion TATARI/Full Moon|Full]]<br>
[[Melty Blood/Sion TATARI/Full Moon|Full]]<br>
While Half and Crescent are similar, Full Moon is a completely different character. With a dash resembling MBAC Satsuki's dash, she can't dash during pressure, and rather moves around using air dashes and the fact her j.B is a crossup. With both a divekick, and an instant overhead, along with good normals and damage, Full Moon is a difficult but rewarding character to play.
Loses her summons but get tons of frame traps and great normals that are up to +4 on block. Instead of a run, she has a command dash that has an extremely laggy startup, making her ground mobility very poor, though her good air movement, decent walkspeed and forward-moving attacks help alleviate this somewhat. New series of rush punch specials and a Wara-esque drill 22x series give her some tools to fight at midrange. Lots of tricky tools, good abare, strong ability to convert any hit into hard knockdowns with which-way mixups and a decent metered reversal for pressure situations mean she still has the ability to win. Good damage but executing consistently can be tricky. A good combination of gimmicks and solid tools, a strong understanding of how to win “scramble” situations is necessary to do well with this character.


=Statistics=
=Statistics=
{| class= cellspacing="8" style="width:500px;border:2px solid silver;"
{| class= cellspacing="8" style="width:500px;border:2px solid silver;"
!  style="background-color:#bfff7f;text-align:center;" | Character
!  style="background-color:#bfff7f;text-align:center;" | Stance
!  style="background-color:#bfff7f;text-align:center;" | 100%
!  style="background-color:#bfff7f;text-align:center;" | 100%
!  style="background-color:#bfff7f;text-align:center;" | 75%
!  style="background-color:#bfff7f;text-align:center;" | 75%
!  style="background-color:#bfff7f;text-align:center;" | 50%
!  style="background-color:#bfff7f;text-align:center;" | 50%
!  style="background-color:#bfff7f;text-align:center;" | 25%
!  style="background-color:#bfff7f;text-align:center;" | 25%
!  style="background-color:#bfff7f;text-align:center;" | Estimated Health
!  style="background-color:#bfff7f;text-align:center;" | Net Health
|-
|  style="background-color:#F8F8F8;" | '''Jump'''
|  style="background-color:#F8F8F8;text-align:center;" | 0.880
|  style="background-color:#F8F8F8;text-align:center;" | 0.809
|  style="background-color:#F8F8F8;text-align:center;" | 0.741
|  style="background-color:#F8F8F8;text-align:center;" | 0.717
|  style="background-color:#F8F8F8;text-align:center;" | 14,582
|-
|  style="background-color:#F8F8F8;" | '''Stand'''
|  style="background-color:#F8F8F8;text-align:center;" | 1.000
|  style="background-color:#F8F8F8;text-align:center;" | 0.920
|  style="background-color:#F8F8F8;text-align:center;" | 0.843
|  style="background-color:#F8F8F8;text-align:center;" | 0.815
|  style="background-color:#F8F8F8;text-align:center;" | 12,825
|-
|-
|  style="background-color:#F8F8F8;" | '''Sion TATARI'''
|  style="background-color:#F8F8F8;" | '''Crouch'''
|  style="background-color:#F8F8F8;text-align:center;" | 1.00
|  style="background-color:#F8F8F8;text-align:center;" | 1.080
|  style="background-color:#F8F8F8;text-align:center;" | 0.95
|  style="background-color:#F8F8F8;text-align:center;" | 0.993
|  style="background-color:#F8F8F8;text-align:center;" | 0.90
|  style="background-color:#F8F8F8;text-align:center;" | 0.910
|  style="background-color:#F8F8F8;text-align:center;" | 0.90
|  style="background-color:#F8F8F8;text-align:center;" | 0.880
|  style="background-color:#F8F8F8;text-align:center;" | ???
|  style="background-color:#F8F8F8;text-align:center;" | 11,879
|-
|-
|  style="background-color:#F8F8F8;" | '''Average'''
|  style="background-color:#F8F8F8;" | '''Average'''
|  style="background-color:#F8F8F8;text-align:center;" | ?
|  style="background-color:#F8F8F8;text-align:center;" |
|  style="background-color:#F8F8F8;text-align:center;" | ?
|  style="background-color:#F8F8F8;text-align:center;" |
|  style="background-color:#F8F8F8;text-align:center;" | ?
|  style="background-color:#F8F8F8;text-align:center;" |
|  style="background-color:#F8F8F8;text-align:center;" | ?
|  style="background-color:#F8F8F8;text-align:center;" |
|  style="background-color:#F8F8F8;text-align:center;" | ?
|  style="background-color:#F8F8F8;text-align:center;" | '''13,095'''
|}
|}



Revision as of 03:44, 28 October 2018

Vsionbanner.png


(Click here for the original Sion TATARI page)

Introduction

Sion TATARI

Sion who has succumbed to her vampiric impulses. She loses her gun and opts to use her claws to pound on the opponent with ambiguous blockstrings, versatile normals and frametraps. She has summons to set up tick throws, make overheads safe, etc. Great run and walk speed let her keep up the attack, plus a very useful divekick to keep the pressure up. Only has a reversal with meter, which can be hard to come by. Although her strengths are mostly on offense, her speed and great frame data on normals like j.C let her rumble in neutral quite well.

Moon Overview

Crescent
Crescent Moon Sion TATARI is not a commonly seen character. Her damage isn't the greatest, and she has fewer tools than Half Moon. However, with better normals like 5B and 2B, while still maintaining Half 5B as 4B, and unpredictable setups in the corner with reverse summons, she isn't bad, Half is just better in most ways. Use this character if you like setups, setups, and more setups, because every single combo you will do typically ends with a summon setup.

Half
Half Moon Sion TATARI is back to her unnerfed status, and has even taken some buffs. She is a simple rushdown character with strong normals, good anti-air with BE6B, and high damage combos, often ending in summon setups. She isn't the most difficult character to play, so often beginners like to pick this character for her easy rushdown.

Full
Loses her summons but get tons of frame traps and great normals that are up to +4 on block. Instead of a run, she has a command dash that has an extremely laggy startup, making her ground mobility very poor, though her good air movement, decent walkspeed and forward-moving attacks help alleviate this somewhat. New series of rush punch specials and a Wara-esque drill 22x series give her some tools to fight at midrange. Lots of tricky tools, good abare, strong ability to convert any hit into hard knockdowns with which-way mixups and a decent metered reversal for pressure situations mean she still has the ability to win. Good damage but executing consistently can be tricky. A good combination of gimmicks and solid tools, a strong understanding of how to win “scramble” situations is necessary to do well with this character.

Statistics

Stance 100% 75% 50% 25% Net Health
Jump 0.880 0.809 0.741 0.717 14,582
Stand 1.000 0.920 0.843 0.815 12,825
Crouch 1.080 0.993 0.910 0.880 11,879
Average 13,095

Palettes

Vsion-colors.png

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