Melty Blood/MBAACC/Sion Eltnam Atlasia/Half Moon: Difference between revisions
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(→j.B: Fixed bad english, attempted to decipher what was meant here. Someone else can fix this if its not true.) |
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== Additional Resources == | == Additional Resources == | ||
[http://mbaacc.melty.games/?p1moon=h&p1char=sion H-Sion Match Video Database]<br> | [http://mbaacc.melty.games/?p1moon=h&p1char=sion H-Sion Match Video Database]<br> | ||
[https://youtu.be/oZGgiG4UwTo?t=393 H-Sion Basic Resources] | |||
== Notable Players == | == Notable Players == | ||
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| [http://mbaacc.melty.games/?page=2&p1moon=h&p1char=sion&p1name=rosha+%28%E3%82%8D%E3%81%97%E3%82%83%29 rosha<br>(ろしゃ)]|| style="text-align:center;"| | | [http://mbaacc.melty.games/?page=2&p1moon=h&p1char=sion&p1name=rosha+%28%E3%82%8D%E3%81%97%E3%82%83%29 rosha<br>(ろしゃ)]|| style="text-align:center;"| | ||
[[File:MBAACC_Sion_Palette25.png|53px]] | [[File:MBAACC_Sion_Palette25.png|53px]] | ||
| Japan || A-cho, KorewaMelty || Inactive || | | Japan || A-cho, KorewaMelty || Inactive || Knows the character very well with notable plays to learn. | ||
|} | |} | ||
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::This is one of your trickiest setups. Depending on how much you held down 4, 6[C] will either ''cross up your opponent'' or simply make you land ''on the same side''. It is '''extremely''' ambiguous, sometimes it's hard for even yourself to notice exactly on which side you're going to land. From this, you can do whatever you want - you will always be in range. | ::This is one of your trickiest setups. Depending on how much you held down 4, 6[C] will either ''cross up your opponent'' or simply make you land ''on the same side''. It is '''extremely''' ambiguous, sometimes it's hard for even yourself to notice exactly on which side you're going to land. From this, you can do whatever you want - you will always be in range. | ||
::''Note: This does not work on Archetype Earth'' | ::''Note: This does not work on Archetype Earth'' | ||
:'''(...) 214A j.66 j.A/B/C(w)''' | |||
::The most standard one but the one works the most. It has many variants this mix, either if you delay the jump before airdash or delay the air normals before hitting the ground, you can get to change sides or stay on same side. Normally for sameside you'd press the air normals earlier or do an instant airdash in order to work that. It's the most essential as it's the most simple but effective way to mix. | |||
:'''(...) 214A sj.9 j.214A''' | :'''(...) 214A sj.9 j.214A''' | ||
::This one is pretty simple to understand: superjump forwards, use '''j.214A''' to slide down on top of your opponent while they're still getting up. It'll take a while to get used to the spacing, but once you get it down you'll be landing 50/50 mix-ups on your opponent frequently. | ::This one is pretty simple to understand: superjump forwards, use '''j.214A''' to slide down on top of your opponent while they're still getting up. It'll take a while to get used to the spacing, but once you get it down you'll be landing 50/50 mix-ups on your opponent frequently. | ||
:'''(...) | |||
==== 2C Drift Knockdown ==== | |||
While 214A as ender does have great options for mixups, 2C drift is also another great option for ender to a mixup, as the following goes: | |||
:'''(...) 5A6A 2C dj~6''' | |||
It's an option that works generally if you have a very high hitcount so 214A can make the enemies tech or if the 214A ender doesn't hard knockdown on characters like Hime. The mix works depending if you delay the jump after 2C or not, if you delay it, you get to change side since the 2C moves her forward towards the opponent, but if you don't delay it, you get same side. | |||
=== Defense === | === Defense === | ||
Line 107: | Line 113: | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage=4568 | ||
|metergen= | |metergen=59.5% | ||
|metero= | |metero=25.5% | ||
|link= | |link= | ||
|input= * | |input= * 2AA > 5C > 5B > 2B > 2C > 3C > j.ABC > sdj.BC > j.66 > j.C > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
[[File:Hsion meterless1.mp4|480px|thumb]] H-Sion's most basic "works anywhere" combo. Her other combos are much better though. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 133: | Line 129: | ||
|metero=21% | |metero=21% | ||
|link= | |link= | ||
|input= * | |input= * 2A > 2B > 2C > 5C > j.ABC > dj.BC > j.66 > j.C > AT | ||
|simput= | |simput= | ||
|note=Easy confirm off of a stray 2B hit. | |note= | ||
[[File:Hsion meterless2.mp4|480px|thumb]] Easy confirm off of a stray 2B hit. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage=4191 | ||
|metergen=58.8% | |metergen=58.8% | ||
|metero=25.2% | |metero=25.2% | ||
Line 146: | Line 143: | ||
|input= * 2A > 2B > 2C > 5C > j.A~B~~C > dj.[C] > j.214A(w), land j.BC > sdj.BC > AT | |input= * 2A > 2B > 2C > 5C > j.A~B~~C > dj.[C] > j.214A(w), land j.BC > sdj.BC > AT | ||
|simput= | |simput= | ||
|note=Harder confirm combo off of far range 2As. Can also be used as a hit confirm combo when using anti-backdash 2A 2C okizeme. Done by delaying the hits as much as possible between j.A~B~~C in order to be low enough to the ground for the rejump to connect. | |note= | ||
[[File:Hsion meterless3.mp4|480px|thumb]] Harder confirm combo off of far range 2As. Can also be used as a hit confirm combo when using anti-backdash 2A 2C okizeme. Done by delaying the hits as much as possible between j.A~B~~C in order to be low enough to the ground for the rejump to connect. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage=4936 | ||
|metergen= | |metergen=67.2% | ||
|metero= | |metero=28.8% | ||
|link= | |link= | ||
|input= * 5B > 2B > | |input= * 2AA > 5C > 5B > 2B > 2C > 3C > j.[C] > dj8~4.[C] > j.214A(w), land j.BC > sdj.BC > j.66 > j.C > AT | ||
|simput= | |simput= | ||
|note=Your main BnB if you can't do the airdash variation consistently. Nets high damage; the only really hard part is the 3C j.[C] link. Make sure to delay the dj.[C] as much as possible so that you're as close to the ground as possible. | |note= | ||
[[File:Hsion meterless4.mp4|480px|thumb]] Your main BnB if you can't do the airdash variation consistently. Nets high damage; the only really hard part is the 3C j.[C] link. Make sure to delay the dj.[C] as much as possible so that you're as close to the ground as possible, not mention also do a little drift back to avoid any side switch. While you can switch side if you don't drift, that's character specific only. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage=5102 | ||
|metergen= | |metergen=72.1% | ||
|metero= | |metero=30.9% | ||
|link= | |link= | ||
|input= * 5B > 2B > 2C > 3C > j.[C] > | |input= * 2AA > 5C > 5B > 2B > 2C > 3C > j.[C] > dl~j.66 > j.[C] > dj8~4.[C] > j.214A(w), land j.BC > sdj.BC > j.66 > j.C > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
[[File:Hsion meterless5.mp4|480px|thumb]] Same as the previous combo, only a little tougher. For the first dj.[C] you have to drift a bit back or else you're gonna side switch the combo, and you have to delay the airdash j.[C] a bit so that you dash into their hitbox, not under them. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= 5196 | ||
|metergen= | |metergen= 72.8% | ||
|metero= | |metero= 31.2% | ||
|link= | |link= | ||
|input= * 5B > 2B > | |input= * 2AA > 5C > 5B > 2B > 2C > 3C > j.[C] > dl~j.66 > j.[C] > dj8~4.[C] > j.214A(w), land j.BC > dj.[C] > dl~j.66 > j.[C]AB > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
[[File:Hsion meterless6.mp4|480px|thumb]] The same as the previous one but the toughest it can get. For the last dj.[C] you gotta delay a bit of the airdash to get right into the enemy to hit the j.[C]AB, or else AB are going to whiff and won't let you end it. You can do j.214C if you need to waste meter. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 190: | Line 192: | ||
|input=* Raw AT, land 214A | |input=* Raw AT, land 214A | ||
|simput= | |simput= | ||
|note=Lazy pickup combo, just to ensure some added damage. Guaranteed okizeme, like always. | |note= | ||
[[File:Hsion meterlessAT1.mp4|480px|thumb]] Lazy pickup combo, just to ensure some added damage. Guaranteed okizeme, like always. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input=* Raw AT, land 66 > 5B > 5C > j.(A)BC > dj.BC > j.66 > j.C > AT | |input=* Raw AT, land 66 > 5B > 5C > j.(A)BC > dj.BC > j.66 > j.C > AT | ||
|simput= | |simput= | ||
|note=Midscreen version of your airthrow combo. It is imperative that you ''land and dash'' instead of simply ''airdash'' - you won't be in range for the 5B to connect if you airdash. | |note= | ||
[[File:Hsion meterlessAT2.mp4|480px|thumb]] Midscreen version of your airthrow combo. It is imperative that you ''land and dash'' instead of simply ''airdash'' - you won't be in range for the 5B to connect if you airdash. | |||
}} | }} | ||
}} | }} | ||
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|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage=4942 | ||
|metergen= | |metergen=93.4% | ||
|metero= | |metero=65.3% | ||
|link= | |link= | ||
|input= * (5B > 2B > 5C >) 5A6AA > 214B, 66 > 5B > 2B > 5C > 5A6AA > 214B, 66 > 5B > 2B > 5C > 2C > 214A | |input= * (5B > 2B > 5C >) 5A6AA > 214B, 66 > 5B > 2B > 5C > 5A6AA > 214B, 66 > 5B > 2B > 5C > 5A6A > 2C > 214A | ||
|simput= | |simput= | ||
|note=Basic whip-loop combo. This is as much damage as you can get without wasting meter while still having a chance at okizeme afterwards. This combo will carry your opponent from one corner to the other. | |note= | ||
[[File:Hsion whiploop1.mp4|480px|thumb]] Basic whip-loop combo. This is as much damage as you can get without wasting meter while still having a chance at okizeme afterwards. This combo will carry your opponent from one corner to the other. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 232: | Line 237: | ||
|input= * (5B > 2B > 5C >) 5A6AA > 214B, 66 > 5B > 2B > 5C > 2C > 3C > j.ABC > dj.BC > AT | |input= * (5B > 2B > 5C >) 5A6AA > 214B, 66 > 5B > 2B > 5C > 2C > 3C > j.ABC > dj.BC > AT | ||
|simput= | |simput= | ||
|note=Another whip-loop combo. Has a higher damage output than the previous combo at the cost of losing okizeme. Optimally, only use this combo when you're sure that it will kill your opponent. | |note= | ||
[[File:Hsion whiploop2.mp4|480px|thumb]] Another whip-loop combo. Has a higher damage output than the previous combo at the cost of losing okizeme. Optimally, only use this combo when you're sure that it will kill your opponent. | |||
}} | }} | ||
}} | }} | ||
Line 250: | Line 256: | ||
|input= * air CH, (2B >) 5B > 5C > j.BC > dj.BC > j.66 > j.C > AT | |input= * air CH, (2B >) 5B > 5C > j.BC > dj.BC > j.66 > j.C > AT | ||
|simput= | |simput= | ||
|note=Your highest damage combo when it comes to picking up aerial counterhits.(damage calculated with a j.C starter) | |note= | ||
[[File:Hsion airCH1.mp4|480px|thumb]] Your highest damage combo when it comes to picking up aerial counterhits.(damage calculated with a j.C starter) | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 261: | Line 268: | ||
|input= * air CH, 214B > (whip-loop^) > 5B > 2B > 5C > 2C > 214A | |input= * air CH, 214B > (whip-loop^) > 5B > 2B > 5C > 2C > 214A | ||
|simput= | |simput= | ||
|note=Requires you to be relatively close to the ground/grounded when the aerial counterhit occurs. It will put your opponent in the corner, no matter where you started it. Use this when you need meter, since it builds more meter than the previous one. | |note= | ||
[[File:Hsion airCH2.mp4|480px|thumb]] Requires you to be relatively close to the ground/grounded when the aerial counterhit occurs. It will put your opponent in the corner, no matter where you started it. Use this when you need meter, since it builds more meter than the previous one. | |||
}} | }} | ||
}} | }} | ||
Line 274: | Line 282: | ||
|condition=Standing shield counter starter | |condition=Standing shield counter starter | ||
|character= | |character= | ||
|damage= | |damage= 2896 | ||
|metergen= | |metergen= 48.3% | ||
|metero= | |metero= 19.2% | ||
|link= | |link= | ||
|input= * 5D, (6) 2B > 5B > 5C > j. | |input= * 5D, (6) 2B > 5B > 5C > j.BC > dj.BC > j.66 > j.C > AT | ||
|simput= | |simput= | ||
|note=H-Sion's standing shield counter knocks her opponent straight up and has a fairly decent hitbox, giving you ample time to position yourself correctly for the combo. | |note= | ||
[[File:Hsion shieldcounter1.mp4|480px|thumb]] H-Sion's standing shield counter knocks her opponent straight up and has a fairly decent hitbox, giving you ample time to position yourself correctly for the combo. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Standing shield counter starter | |condition=Standing shield counter starter | ||
|character= | |character= | ||
|damage= | |damage= 2507 | ||
|metergen= | |metergen= 65.4% | ||
|metero= | |metero= 29.8% | ||
|link= | |link= | ||
|input= * 5D, 214B, 66 > (whip-loop^) > 5B > 2B > 5C > 2C > 214A | |input= * 5D, 214B, 66 > (whip-loop^) > 5B > 2B > 5C > 2C > 214A | ||
|simput= | |simput= | ||
|note=More meter gain than the previous combo. Guaranteed okizeme as well; unless you're sure the previous combo will kill, use this one. Sion moves forward a bit with her 214B - be careful not to cross yourself up. | |note= | ||
[[File:Hsion shieldcounter2.mp4|480px|thumb]] More meter gain than the previous combo. Guaranteed okizeme as well; unless you're sure the previous combo will kill, use this one. Sion moves forward a bit with her 214B - be careful not to cross yourself up. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Crouching shield counter starter | |condition=Crouching shield counter starter | ||
|character= | |character= | ||
|damage= | |damage= 1542 | ||
|metergen= | |metergen= 21.0% | ||
|metero= | |metero= 8.6% | ||
|link= | |link= | ||
|input= * 2D, 214A | |input= * 2D, 214A | ||
|simput= | |simput= | ||
|note=H-Sion's crouching shield counter has ridiculous range. As simple as this combo might be, though, that 214A follow-up is essential to completely shift the momentum in your favour because it puts her opponent at the exact distance that makes Sion's okizeme game scary. | |note= | ||
[[File:Hsion shieldcounter3.mp4|480px|thumb]] H-Sion's crouching shield counter has ridiculous range. As simple as this combo might be, though, that 214A follow-up is essential to completely shift the momentum in your favour because it puts her opponent at the exact distance that makes Sion's okizeme game scary. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Crouching shield counter starter, 100% meter | |condition=Crouching shield counter starter, 100% meter | ||
|character= | |character= | ||
|damage= | |damage= 3298 | ||
|metergen= | |metergen= 38.6% | ||
|metero= | |metero= 37.0% | ||
|link= | |link= | ||
|input= * 2D, 214C, (whip-loop^) > 5B > 2B > 5C > 2C > 214A | |input= * 2D, 214C, (whip-loop^) > 5B > 2B > 5C > 2C > 214A | ||
|simput= | |simput= | ||
|note=If you have the meter to waste, go right ahead and do this instead. The end results are very much the same when it comes to spacing, except it deals more damage. | |note= | ||
[[File:Hsion shieldcounter4.mp4|480px|thumb]] If you have the meter to waste, go right ahead and do this instead. The end results are very much the same when it comes to spacing, except it deals more damage. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Aerial shield counter starter | |condition=Aerial shield counter starter | ||
|character= | |character= | ||
|damage= | |damage= 1933 | ||
|metergen= | |metergen= 51.8% | ||
|metero= | |metero= 20.7% | ||
|link= | |link= | ||
|input= * j.5D, land (6/4) | |input= * j.5D, land (6/4) 2B > 5B > 5C > j.BC > dj.BC > j.66 > j.C > AT | ||
|simput= | |simput= | ||
|note=The follow-up for j.5D can hit your opponent when he's either on the ground or in the air. In either situation, this combo is viable; just remember to position yourself correctly after landing before attempting it. | |note= | ||
[[File:Hsion shieldcounter5.mp4|480px|thumb]] The follow-up for j.5D can hit your opponent when he's either on the ground or in the air. In either situation, this combo is viable; just remember to position yourself correctly after landing before attempting it. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Aerial shield counter starter, airborne opponent | |condition=Aerial shield counter starter, airborne opponent | ||
|character= | |character= | ||
|damage= | |damage= 1719 | ||
|metergen= | |metergen= 68.9% | ||
|metero= | |metero= 31.3% | ||
|link= | |link= | ||
|input= * j.5D, 214B, 66 > (whip-loop^) > 5B > 2B > 5C > 2C > 214A | |input= * j.5D, 214B, 66 > (whip-loop^) > 5B > 2B > 5C > 2C > 214A | ||
|simput= | |simput= | ||
|note=This one is ''highly'' situational. Your opponent needs to be airborne at a reasonable height for it to work. Overall, not worth using but still worth knowing. | |note= | ||
[[File:Hsion shieldcounter6.mp4|480px|thumb]] This one is ''highly'' situational. Your opponent needs to be airborne at a reasonable height for it to work. Overall, not worth using but still worth knowing. | |||
}} | }} | ||
}} | }} | ||
Line 345: | Line 359: | ||
|condition=Normal starter, grounded opponent, 100% meter | |condition=Normal starter, grounded opponent, 100% meter | ||
|character= | |character= | ||
|damage= | |damage= 4478 | ||
|metergen= | |metergen= 45.6% | ||
|metero= | |metero= 35.0% | ||
|link= | |link= | ||
|input= * 5B > 2B > | |input= * 2AA > 5C > 5B > 2B > 2C > 3C > 214C, 5B > 2B > 5C > 5A6A > 2C > 214A | ||
|simput= | |simput= | ||
|note= | |note= | ||
[[File:Hsion metered1.mp4|480px|thumb]] Your basic 214C combo extension. You can pretty much do anything into 2C into 214C for some added damage (you can do 3C 214C as listed above. This is, however, character and combo-hit-count specific; experiment and see what works). Use it if you need to waste meter to avoid entering HEAT mode prematurely. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent, 100% meter | |condition=Normal starter, grounded opponent, 100% meter | ||
|character= | |character= | ||
|damage= | |damage= 5140 | ||
|metergen= | |metergen= 53.8% | ||
|metero= | |metero= 30.6% | ||
|link= | |link= | ||
|input= * 5B > 2B > | |input= * 2AA > 5C > 5B > 2B > 2C > 3C > j.[C] > dj.[C] > j.214C(w), land j.[C] > dj.[C] > j.214A, land j.BC > sdj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
[[File:Hsion metered2.mp4|480px|thumb]] High damage metered version of the easier j.[C] combo. This does almost as much damage as the highest damage corner combos; the hard part is knowing all the j.[C] delays. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent, 100% meter | |condition=Normal starter, grounded opponent, 100% meter | ||
|character= | |character= | ||
|damage= | |damage= 5002 | ||
|metergen= | |metergen= 84.7% | ||
|metero= | |metero= 51.3% | ||
|link= | |link= | ||
|input= * (whip-loop^)x2 > 5B > 2B > 5C > 2C > 3C > 236C | |input= * 5B > 2B > 5C > (whip-loop^)x2 > 5B > 2B > 5C > 2C > 3C > 236C | ||
|simput= | |simput= | ||
|note=Another way of wasting unwanted meter. You get okizeme out of this. Sion reloads her gun with 236C, so use this if you need those extra bullets in your magazine ASAP. | |note= | ||
[[File:Hsion metered4.mp4|480px|thumb]] Another way of wasting unwanted meter. You get okizeme out of this. Sion reloads her gun with 236C, so use this if you need those extra bullets in your magazine ASAP. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Raw airthrow starter, 100% meter | |condition=Raw airthrow starter, 100% meter | ||
|character= | |character= | ||
|damage= | |damage= 2952 | ||
|metergen= | |metergen= 24.6% | ||
|metero= | |metero= 32.5% | ||
|link= | |link= | ||
|input=* Raw AT, land 214C, (whip-loop^) > 5B > 2B > 5C > 2C > 214A | |input=* Raw AT, land 214C, (whip-loop^) > 5B > 2B > 5C > 2C > 214A | ||
|simput= | |simput= | ||
|note=Another possible way to pick up off of an airthrow. Knowing when to abuse Sion's 214C is key to managing your meter correctly. | |note= | ||
[[File:Hsion meteredAT.mp4|480px|thumb]] Another possible way to pick up off of an airthrow. Knowing when to abuse Sion's 214C is key to managing your meter correctly. | |||
}} | }} | ||
}} | }} | ||
Line 405: | Line 412: | ||
|condition=Raw airthrow starter | |condition=Raw airthrow starter | ||
|character= | |character= | ||
|damage= | |damage= 3162 | ||
|metergen= | |metergen= 41.3% | ||
|metero= | |metero= 17.7% | ||
|link= | |link= | ||
|input=* Raw AT, land 2B > 5B > 5C > j. | |input=* Raw AT, land 2B > 5B > 5C > j.BC > sdj.BC > j.66 > j.C > AT | ||
|simput= | |simput= | ||
|note=Corner variety of the same combo. Since your opponent isn't sent back as much because of the stage boundaries, you can tack in an extra hit with 2B. | |note= | ||
[[File:Hsion cornerAT.mp4|480px|thumb]] Corner variety of the same combo. Since your opponent isn't sent back as much because of the stage boundaries, you can tack in an extra hit with 2B. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent, 100% meter | |condition=Normal starter, grounded opponent, 100% meter | ||
|character= | |character= | ||
|damage= | |damage= 5160 | ||
|metergen= | |metergen= 57.6% | ||
|metero= | |metero= 66.8% | ||
|link= | |link= | ||
|input= * (2A >) 5B > 2B > 5C > 2C > 3C > 421C(3) > j.214A(w), land 214B, 66 > (whip-loop^) > 5B > 2B > 5C > 2C > 214A | |input= * (2A >) 5B > 2B > 5C > 2C > 3C > 421C(3) > j.214A(w), land 214B, 66 > (whip-loop^) > 5B > 2B > 5C > 2C > 214A | ||
|simput= | |simput= | ||
|note=Deals very good damage for 100% meter with okizeme to boot. The j.214A 214B link is somewhat tight; be mindful of it - buffering the 214B whilst airborne might help. | |note= | ||
[[File:Hsion corner1.mp4|480px|thumb]] Deals very good damage for 100% meter with okizeme to boot. The j.214A 214B link is somewhat tight; be mindful of it - buffering the 214B whilst airborne might help. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent, 100% meter | |condition=Normal starter, grounded opponent, 100% meter | ||
|character= | |character= | ||
|damage= | |damage= 5845 | ||
|metergen= | |metergen= 50.0% | ||
|metero= | |metero= 36.9% | ||
|link= | |link= | ||
|input= * (2A >) 5B > 2B > 5C > 2C > 3C > 421C(3) > j.214A( | |input= * (2A >) 5B > 2B > 5C > 2C > 3C > 421C(3) > j.214A(w), land 2C > 5C > 3C > j.[C] > dj.[C] > j.214A(w), land j.BC > sdj.BC > AT | ||
|simput= | |simput= | ||
|note=Best damage output possible off of 421C. There's a bunch of other variations to it, but this really seems to be the one to go to. | |note= | ||
[[File:Hsion corner2.mp4|480px|thumb]]Best damage output possible off of 421C. There's a bunch of other variations to it, but this really seems to be the one to go to. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent, 200% meter | |condition=Normal starter, grounded opponent, 200% meter | ||
|character= | |character= | ||
|damage= | |damage= 5870 | ||
|metergen= | |metergen= 24.9% | ||
|metero= | |metero= 107.9% | ||
|link= | |link= | ||
|input= * (2A >) 5B > 2B > 5C > 2C > 3C > 421C(3) > j.214A(w), land 2C > 5C > 3C > 421C(2-3) > j.214A(w), land 214B, 66 > (whip-loop^) 5B > 2B > 5C > 2C > 214A | |input= * (2A >) 5B > 2B > 5C > 2C > 3C > 421C(3) > j.214A(w), land 2C > 5C > 3C > 421C(2-3) > j.214A(w), land 214B, 66 > (whip-loop^) 5B > 2B > 5C > 2C > 214A | ||
|simput= | |simput= | ||
|note=Use this if you're in HEAT while performing the previous corner combo for some extra damage while still maintaining okizeme. The number of hits you get out of the second 421C is character specific (two for most of the cast, three for the larger characters). The j.214A 214B link is tighter with this as well; be careful not to input it too late at the risk of being punished for it. | |note= | ||
[[File:Hsion corner3.mp4|480px|thumb]] Use this if you're in HEAT while performing the previous corner combo for some extra damage while still maintaining okizeme. The number of hits you get out of the second 421C is character specific (two for most of the cast, three for the larger characters). The j.214A 214B link is tighter with this as well; be careful not to input it too late at the risk of being punished for it. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% meter | |||
|character= | |||
|damage= 5969 | |||
|metergen= 56.6% | |||
|metero= 47.6% | |||
|link= | |||
|input= * 2AA > 5C > 5B > 2B > 2C > 3C > 421C(3) > j.214A(w), land 2C > 5C > 3C > j.[C] > j.66 > j.[C] > dj.[C] > j.214A(w), land j.BC > sdj.BC > j.66 > j.C > AT | |||
|simput= | |||
|note= | |||
[[File:Hsion corner4.mp4|480px|thumb]] Another variety with 421C but doing 2AA > 5C starter since it's the most go to starter for the character. | |||
}} | }} | ||
}} | }} | ||
Line 672: | Line 695: | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description=A fast arm swing attack. Great range and hitbox. This is | |description=A fast arm swing attack. Great range and hitbox. This is H-Sion's go-to button for both air to air and jump-in attempts. After extended play, this move beats out j.C in terms of usefulness for most situations when the opponent is not directly above you. | ||
}} | }} | ||
}} | }} |
Latest revision as of 13:33, 2 May 2024
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
H-Sion Match Video Database
H-Sion Basic Resources
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
EmeraldPink |
South America | Netplay | Inactive | Korean rising star. | |
momiyama (もみやま) |
Japan | A-cho | Inactive | Uses various palettes. | |
rosha (ろしゃ) |
Japan | A-cho, KorewaMelty | Inactive | Knows the character very well with notable plays to learn. |
Overview
Strengths |
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Weaknesses |
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Unique Mechanics
Sion has an Ammo gauge that affects how many bullets can be shot from her 236 specials. If she runs out of ammo after one of these specials, she will automatically go into a reloading state during the move's recovery, where she loads all bullets back in but is left vulnerable and very minus.
General Gameplan
Half-moon style gives Sion the ability to make her rushdown elements even scarier. If you can manage to get your opponent in the corner blocking, you can keep him there for a pretty long time, potentially leading into a Guard Crush. She has several tools to keep her opponent guessing - whether to block high, low or just poke out - and a mistake on their end leads into high damage combos AND more corner pressure.
Simultaneously, Sion has a number of tools that can assist her in some basic zoning (her 236 series) and spacing (her whips). Some areas of the screen become simply too dangerous for your opponent to be in, because Sion can just hit them out of there. Unless, of course, your opponent is blocking, in which case you can quickly move from neutral to the offensive thanks to her swift movement options - her dash and airdash are both very fast!
On the defensive, Sion has access to one great reversal move with 623B. It easily beats most attempts at okizeme your opponent might have; however, it is easily baited and very punishable. Her 421 series also have selective invulnerability properties which can be useful for getting out of corners every now and then, though it's nothing you should entirely rely on. Something else that Sion has access to is her already-abusable 214B: it gives her twenty-five frames of lower body invulnerability, with the whip's hitbox coming out on frame 24. Against moves that hit low and have a noticeable start-up, this is without a doubt one very good trick to know.
Neutral
The air is your best friend. Your j.B is fast and has a great hitbox below H-Sion, it'll beat a lot of your opponent's attempts to hit you from below. If they're at your level or above you, j.C has it covered; it hits everything in front of Sion within a 180º angle and is quite fast.
Should you choose to keep yourself grounded, you can attempt to zone from afar using your 236A/B; they're not exactly amazing, but they're enough to put your opponent on their toes and limit what they can do and where. It also has the bonus of dealing a good amount of chip damage on block; if they don't, and get hit instead, you're no longer in neutral: go in for the kill. And hey, if it was a counterhit? Enjoy the free combo.
If ranged zoning isn't an option, use your whips to scare your opponent. 214A hits low (it is, however, air-blockable) and 214B has an amazing hitbox in front of and above Sion (be careful, though, since it does have a reasonable recovery time).
All things considered, though, you shouldn't need to spend too much time in neutral. Just keep your opponent guessing about your next move and try to get a hit in; once you do, the match is in your favour.
Offense
H-Sion's offense midscreen is fairly decent. 5A6A 2B is a valid frametrap, and easy to convert into damage. As has been stated before, Sion's ground dash is fast. This allows for some hard to read tick throw setups. You can easily do something along the lines of 5AA 2AAA dash grab on opponents that aren't expecting it, and you still get okizeme afterwards.
However, the real fun comes when you get your opponent cornered. Everything you've been doing midscreen works, but better. You also gain access to some other tricks while pressuring (mainly revolving around more tick throw setups, like 2AA 5B 2B 5C 5A(whiff) dash grab). This is just an example of the kind of stuff you can do without even getting into the more complex pressure strings.
Your main goal when you get your opponent in the corner is to "open them up", to break their defense. To help her do this, H-Sion has access to not one, but two overheads: 6B and 6C. Thanks to this, her high-low mixups are strong and unpredictable. Example strings include:
- 5AA 6A 5B 2B 6B 2C 2A(whiff) dash
- 5A 6AA 5C 6B 2AAA 5B 6C
- 5A 6A 2A 6B
Not much detail can go into this section, simply because nothing is established. Hit up the lab for a bit and see what works and what doesn't. Half-moons are all about experimenting and trying things out.
214A Knockdown
Let's get this out there right now: 214A combo enders are your best friend. It forces a guaranteed, untechable knockdown while still giving you plenty of time to mess around on your opponent's wake-up. It is without a doubt your best tool to maintain your momentum at the end of your combos.
Generally, you have three possible courses of action.
- (...) 214A walk back(slightly) 6[C](whiff)
- This is one of your trickiest setups. Depending on how much you held down 4, 6[C] will either cross up your opponent or simply make you land on the same side. It is extremely ambiguous, sometimes it's hard for even yourself to notice exactly on which side you're going to land. From this, you can do whatever you want - you will always be in range.
- Note: This does not work on Archetype Earth
- (...) 214A j.66 j.A/B/C(w)
- The most standard one but the one works the most. It has many variants this mix, either if you delay the jump before airdash or delay the air normals before hitting the ground, you can get to change sides or stay on same side. Normally for sameside you'd press the air normals earlier or do an instant airdash in order to work that. It's the most essential as it's the most simple but effective way to mix.
- (...) 214A sj.9 j.214A
- This one is pretty simple to understand: superjump forwards, use j.214A to slide down on top of your opponent while they're still getting up. It'll take a while to get used to the spacing, but once you get it down you'll be landing 50/50 mix-ups on your opponent frequently.
2C Drift Knockdown
While 214A as ender does have great options for mixups, 2C drift is also another great option for ender to a mixup, as the following goes:
- (...) 5A6A 2C dj~6
It's an option that works generally if you have a very high hitcount so 214A can make the enemies tech or if the 214A ender doesn't hard knockdown on characters like Hime. The mix works depending if you delay the jump after 2C or not, if you delay it, you get to change side since the 2C moves her forward towards the opponent, but if you don't delay it, you get same side.
Defense
You won't always be in your opponent's face. Sometimes you'll get cornered yourself, and there's nothing you can do about it. When this happens, though, don't get careless: be patient. Wait until you see an opening when you can escape. A little blocking - and by little, I mean anything between 3 and 45 seconds of the ingame timer - can go a long way.
If blocking isn't enough, there are some other ways for you to get out.
- Like everyone else in the cast, H-Sion has access to a shield bunker (214D). However, this is Half-moon we're talking about, and as such you get a better bunker than most. At the cost of 100% Magic Circuit, you can 214D during blockstun and hit your opponent. It deals no damage, but guarantees an untechable knockdown on your opponent whilst Sion is completely invulnerable throughout the entire move's duration (start-up, active frames and recovery, which in total add up to ~30 frames). A costly option, but one that's very much worth it.
- If you notice that your opponent's blockstring is not airtight but is still tight enough to not allow you to jump/dash out, you can attempt to 623B out. It is Sion's reversal move of choice. However, it is easily baited and very punishable on block. Be careful with it; don't use it too often, and even then use it only when you know you'll hit with it.
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. |
As a note for all combos:
- If you don't trust your execution, you can omit the airdash j.C combo enders.
- The first chain is spacing dependant (as in, you may have to omit 5C and/or 5B and can insert 2A/5A in front).
- All combos that end with airthrow are possible to end with j.214C if you can get the necessary height above them (use an sdj to make this easier).
Normal Combos
- Meterless Combos:
- 214B Combos (whip-loops):
- 214B Combos (whip-loops):
Out of all of H-Sion's combos, the ones that use her 214B loops are without a doubt the most finnicky. Having some extra hits before or after each rep can possibly give your opponent an opening to escape by airteching. Be very mindful of how many hits your opponent has while he's being combo-ed to avoid this; this is something you'll only begin to understand fully by trying things out for yourself. Also, since 214B is considered a grab, your opponent can NOT Circuit Spark out of any of these combos after they're hit by it.
'5B > 2B > 5C > 5A6AA > 214B, 66 is your basic whip-loop rep. Learn it.
- Aerial Counterhit Combos:
- Aerial Counterhit Combos:
These combos will also work off of any 236A/B counterhit, regardless of where your opponent is.
- Shield Counter Combos:
- Shield Counter Combos:
Don't expect high damage outputs on these combos - shield counters have very high proration.
Aerial shield counter starters are so very circumstancial that not much can honestly be said.
- Metered Combos:
Corner 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 Moves
5A
5A
5A~6A~6A |
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5B
5C
Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
j.C
j.[C] |
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Command Normals
6B
6B
6[B] |
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3C
6C
6C
6[C] |
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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
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Grounded Specials
236X
Sigma Raiser
236A/B/C |
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623X
Etherlite Air
623A/B/C |
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214X
Etherlite Ground 214A/B/C A A B B EX EX
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421X
Cutting Sync
421A/B/C |
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Aerial Specials
j.214X
Arc Drive
Der bullet Der bullet
|
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