Melty Blood/MBAACC/Sion Eltnam Atlasia/Crescent Moon
Combos
As a note for all combos:
- If the opponent is crouching, 5C will launch them and you will just want to go into air-combo afterwards. If there are specifics needed they will be noted.
- If you don't trust your execution, you can omit the airdash j.C combo enders in all of these.
Be sure to check this article about: https://drunkardshade.com/2015/09/17/melty-bits-c-sion/
Normal Combos
All of these work both midscreen and in the corner.
- 5B 2B 5C 3C j.ABC dj.BC airdash j.C AT/j.623B/j.214C
- Basic combo, basic damage. At midscreen, j.623B ender is preferred.
- 5B 2B 5C 2C 214A/236C
- Basic combo, allows for okizeme afterwards. 214A allows Sion to perform a safe-jump and 50/50 mix-up.
- 5B 2B 5C 3C j.[C] airdash j.[C] dj.[C] j.214A(whiff) rejump j.BC dj.BC airdash j.C AT/j.623B/j.214C
- Also known as the Yuu combo. Nets the maximum damage possible on standing opponents.
- 5B 2B 5C j.BC dj.[C] airdash j.[C] j.214A(whiff) rejump j.BC dj.BC airdashd j.C AT/j.623B/j.214C
- Nets the maximum damage possible on crouching opponents.
- 214B dash 5A 5B 2B 5C 2C 214A/236C
- Off of a raw 214B, the damage output on an air-combo follow-up isn't really worth it. Stick to this unless you're sure that the air-combo will kill.
Metered Combos
- 5B 2B 5C 2C 214C 5A 5B 2B 5C 2C 214A/air-combo/236C
- Basic meter extension off of a 2C. Mainly used for setups and okizeme.
- 5B 2B 5C 3C 421C j.214A(whiff) 5[C] (2A whiff) 6[B] 214B dash 5B 2B 5C 2C 214A/236C
- Corner only. Between the 5[C] and 6[B] you will need to whiff a 2A to get the 6[B] to hit if the opponent is too high. Also if this happens you will have to input 214B as 236C.
Aerial Counterhit
- AirCH land (2B) 5B 5C j.ABC j.BC airdash j.C AT/j.623B/j.214C
- This is your go-to aerial counterhit follow-up. If need be, omit the 2B when you're not sure you can hit with it.
Raw Airthrow
- AT dash 5B 5C j.ABC dj.BC airdash j.C AT/j.623B/j.214C
- Midscreen. A raw airthrow will throw your opponent across the screen bouncing them up a good height. Be careful not to input the dash too early, because this will NOT work if you airdash instead.
- AT 2B 5B 5C j.ABC dj.BC airdash j.C AT/j.623B/j.214C
- Corner only. It is essentially the same as the previous combo, but with a 2B tacked on at the start.
http://www.youtube.com/watch?v=jXoR86IAT3I - YouTube video showing off C-Sion's basic combos. Many thanks to FrostyTempered!
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Crescent
Spacing
Pressure
Move Descriptions
Normal Moves
2A [Low]
- A low kick. Has medium range, combos into itself, a great poke. Primarily used for hit-confirms, tick-throws, and staggers. Your fundamental BnB start-up. |
5A [Mid]
- A downward angle jab. Has good range, combos into itself, hits crouchers. Your main whiff-cancel move. It has frame advantage on block. |
2B [Low]
- A lunging low punch that moves Sion forward and reaches far. Good for poking and hit-confirms. |
5B [Mid]
- A knee that moves Sion forward slightly. |
6B [High]
- An overhead knee attack, cancels into anything on hit, unsafe on block. An essential component of Sion's mix-up game. |
6[B] [High]
- Charged version of Sion's 6B. Can be cancelled on block and comes out pretty fast. Untechable bounce on hit. Terrible in combos now. |
2C [Low]
- Sion sweeps her opponent with her etherlite whip. Similar to her 2C from Act Cadenza, but comes out much faster and can be combo-ed into. Reaches about 1/3rd of the screen. Can be cancelled into specials on hit/block. |
3C [Mid]
- Sion does a double fist volleyball uppercut which launches her opponent. Cancels into anything on hit but is unsafe on block. Your main combo starter. Inputting 8 on hit will allow Sion to do an extra high follow-up jump. |
5C [Mid]
- Sion kicks low and high for a two-hit attack. First hit can be cancelled into anything. At maximum range, first kick hits and second kick whiffs on crouchers. Has no hittable box from her knee out making it sort of useful for anti-airing. Can be used as an anti air, but very risky, and not worth it on some characters. As an example, Ryougi is very easy to anti air with 5C, Nanaya is next to impossible to anti air with it. |
5[C] [Mid]
- Charged version of 5C. Shares the same traits as 5C. Second hit causes a wallslam. Not very useful outside of combos, and even then its uses are limited. |
6C [Mid]
- Sion throws out her whip to hit the opponent about 1/3rd of the screen away. Really slow start-up. Can be cancelled into specials on hit/block. |
> 4C [Mid]
- Sion retracts the etherlite whip she sent out with 6C. Pulls the opponent towards you on block and grants a small frame advantage. Knockdown on hit. |
j.A [Mid]
- A downward angled kick with a rather high hitbox. This is your go-to move to keep people on the ground if you're above them. |
j.B [High]
- An fast arm swing attack. Great range and hitbox. This is your go to move with Sion in the air to air and ground. After extended play this move beats out j.c is most situations when the opponent is not above you. |
j.2C [High]
- A downward double fist attack that will beat out a few anti-airs and generally a better move to jump in with than j.C. Slow but has lots of active frames and a great hit box. |
j.C [High]
- Jumping somersault kick with a nice big hitbox. Your general air-to-anything move. If your opponent is above you, this move is going to beat anything they do 80% of the time; most moves that can beat it while you're under them come out really slow. Unfortunately, if you're ABOVE your opponent it loses to a lot of things if you're bad at timing. |
j.[C] [High]
- Same as j.C but charged. Generally only used for fuzzy guards, fakeout high or combos. On whiff, after you pop up, you retain your air options, meaning you can double jump/air dash and/or use an attack or special. |
Special Moves
Warning Shot 「威嚇射撃」 - 236ABC
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Etherlite Air 「エーテライト・エア」 - 623ABC
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Etherlite Ground 「エーテライト・グランド」 - 214ABC
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Cutting Sync 「カッティング・シンク」 - 421ABC
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Slide Air 「スライド・エア」 - j.214ABC
A and B versions cannot grab opponents in midair. |
Reload 「リロード」 - 22D
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Arc Drive
Barrel Replica 「バレルレプリカ」
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Another Arc Drive
Barrel Replica 「バレルレプリカ」
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Last Arc
Barrel Replica・Obelisk 「バレルレプリカ・オベリスク」
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