Melty Blood/MBAACC/Sion Eltnam Atlasia/Crescent Moon

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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
  • Sion uses bullets to shoot the ground near her opponent. A component of your pressure game. Used in combos for more damage and meter.
  • (A version) - Shoot a bullet at the ground. Hold A to shoot two bullets.
  • (B version) - Shoots 3 bullets at the ground. Hold to shoot up to 5 bullets. Can be delayed very slightly.
  • (EX version) - Uses the remaining amount of bullets to shoot the opponent. Pushes the opponent to the end of the screen for an untechable circuit breaking knockdown, regardless of how many bullets are left. Circuit Break occurs on the last hit. Great for punishing midscreen HEAT activation.
Etherlite Air 「エーテライト・エア」 - 623ABC
  • Sion jumps and uses her etherlite whip, spinning in the air. Air-usable.
  • (A version) - A 2 hit DP that can be EX-cancelled, mainly into 214C and 421C. Has one frame of invincibility and low invulnerability.
  • (B version) - A 7 hit DP that is air unblockable and comes with full start-up invincibility.
  • (EX version) - A 7 hit EX DP that is air unblockable and comes with a lot of invincibility. Generally a waste of meter, being that the only thing it does better than 623B is deal more damage.
Etherlite Ground 「エーテライト・グランド」 - 214ABC
  • Sion uses her etherlite whip to catch her opponent.
  • (A version) - A fast whip used for knockdown. Hits low, comes out fast, sets up Sion's okizeme. Comboable from 2C or 6C.
  • (B version) - A slow whip that brings the enemy closer to you. Hits mid. Dash forward 5A into combo.
  • (EX version) - A fast whip that brings the enemy closer to you and hits 4 times. Hits mid, comes out fast (not as fast as 214A), sets up opponent for combos from 2C or 3C.
Cutting Sync 「カッティング・シンク」 - 421ABC
  • Sion slides towards the opponent. Depending on the version, Sion either launches the opponent or does a fakeout.
  • (A version) - A slide with a kick that launches your opponent. Hold A to fakeout. Fakeout has upper invincibility, can cross up certain characters midscreen if close enough.
  • (B version) - A slide with a kick that launches your opponent. Has lower half invincibility. Air unblockable, jump cancellable, can be continued into air combo.
  • (EX version) - EX slide with a jumping kick that hits the opponent 4 times. Launches, air unblockable, can be cancelled into anything on hit, unsafe on block. A major component of Sion's more damaging corner combos.
Slide Air 「スライド・エア」 - j.214ABC
  • Sion stops her momentum and 'slides' down for a throw at the opponent's neck, flips them over, and drives their head into the ground.
  • (A version) - A fast air slide attack. Safe on block with very fast recovery, even on whiff.
  • (B version) - A slow air slide attack, but is unblockable. Unsafe on whiff.
  • (EX version) - EX air slide. Flips the opponents 5 times. Hold 4 or 6 to control the direction of her throw. Safe on block and whiff.

A and B versions cannot grab opponents in midair.

Reload 「リロード」 - 22D
  • Sion reloads the bullets in her magazine. Much slower in Actress Again compared to Act Cadenza.

Arc Drive

Barrel Replica 「バレルレプリカ」
  • Sion tosses up a bullet into the air and shoots her gun straight up. Untechable knockdown on hit. The tossed bullet is air unblockable. Mash C during move to get more hits.

Another Arc Drive

Barrel Replica 「バレルレプリカ」
  • Sion charges towards her opponent and uses her 3C to launch her opponent. On hit, she flips a bullet into the air and shoots her gun straight up. Mash C for more hits. Fully invincible during charge, untechable knockdown if hit, and unsafe on block. Sion stops after a period of time if the opponent is too far (or in the air).

Last Arc

Barrel Replica・Obelisk 「バレルレプリカ・オベリスク」
  • Performed by EX-Shielding while grounded. Sion spins into a crouch with etherlite circling her, then shoots her Barrel Replica straight ahead. Circuit Breaks the opponent.

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