Melty Blood/MBAACC/Sion TATARI/Half Moon

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Character Page Progress

This page is mostly complete, consider joining as an editor to help expand finish it up. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Combos:
    • Add combos for non-5A6AA starters. (ex: Corner throw, Raw airthrow, 214X-specific tech)


Additional Resources

Match Video Database
Melty Bits: H-V.Sion

Players to watch/ask

JP:

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NA:

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Overview

Strengths Weaknesses
Strengths
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Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

  • Note that all aerial enders can either be finished with the normal Air Throw or j.236C. Air Throw enders can also be followed up with j.2B. For the rest of this combo guide we'll simply use Airthrow as the notation.
  • Don't bother with j.236B enders unless you desperately need that extremely tiny bit of meter or want the tech chase. Does less damage than Airthrow enders and doesn't give a reliable knockdown, allows for airtech situations.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 5A6AA > 6C, Dash > 6C, Dash > 2C > 5C > 3C > sj8.BC > Airdash > j.C > sdj.BC > Airthrow
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Staple H-Vsion combo, works on everyone. Opts for damage ender.
Normal starter, grounded opponent,
  • 5A6AA > 6C, 5A6A(whiffed)A(hit) > 6C, Dash > 2C > 5C > 3C > sj8.BC > dj.BC > Airthrow
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Optimized version of the above.
Normal starter, grounded opponent,
  • 5A6AA > 6C, Dash > 6C, Dash > 2C > j.2B, 2C > Summon
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Same as the above except now you're opting for okizeme. VSion can do her j.2B about halfway before the apex of her jump, but try to do the divekick about 3/4 through the initial jump, 1/4 before the apex, so that the enemy won't airtech out if hit too quickly, and so they'll be guaranteed to hit the ground.
Normal starter, grounded opponent,
  • 5A6AA > 6C, 5A6A(whiff)A(hit) > 6C, Dash > 2C > j.2B, 2C > Summon
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Optimized but harder version of the above.
Normal starter, grounded opponent,
  • 5A6AA > 6C, 6[C], run > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > Airthrow
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Character specific midscreen combo. No need to use the above combos if you fight the following: Archetype: Earth, Arcueid, Ciel, Kouma, Nero, Riesbyfe, Roa, Sion, Sion TATARI, Warachia

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 5A6AA > 6C, 6[C], j.2[B] > land > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > Airthrow
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Staple H-Vsion corner combo. Replaces the dash with a j.2[B]. Damage variant. Same rules regarding j.2B timing for j.2[B].
Normal starter, grounded opponent,
  • 5A6AA > 6C, 6[C], j.2[B] > land > 2C > j.2B > land > 2C > Summon
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Okizeme variant of the above.

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).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A~6A~6A
MBHVSion5A.png
MBAACC Vsion 5A6A.png
MBAACC Vsion 5A6AA.png
5A Damage Red Damage Proration Cancel Guard
350 144 78% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 9 -1 2.1% -

Quick jab. Long hitbox makes it an excellent string starter as well as a method to tag jumpouts.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -
5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 17 -3 7.0% -

Generic H-moon 5A followup. Extremely useful due to the range on her 5A. Second hit can be canceled into anything, third cancels into anything on hit but only specials, EX moves, and arc drives on block. On hit, cancel the final attack into 6C to continue into her optimal combo options.


5B
MBHVSion5B.png
Damage Red Damage Proration Cancel Guard
600 384 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 2 19 -6 4.2% Clash 7-8

An upward swipe that moves V.Sion forward a bit. Excellent for pressure & comboing due to the forward movement. Very effective anti-air when spaced properly. Often clashes with poorly placed opponent normals.


5C
MBCVSion5C.png
Damage Red Damage Proration Cancel Guard
400, 900 (1009) (647) 70% (O) N, SP, EX, (J) LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 5 15 -3 2.8%, 6.3% (9.1%) -

A 2-hit swipe. Integral to her BnB combo and has a sizable active window which making it useful for meaties and tech punishing.


Crouching Normals

2A
MBAACC Vsion 2A.png
Damage Red Damage Proration Cancel Guard
350 115 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 4 9 -1 1.4% -

Quick low kick, fast but short range.


2B
MBHVSion2B.png
Damage Red Damage Proration Cancel Guard
500 384 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 11 0 3.5% -

A crouching poke that hits mid, has mediocre range but it moves her forward very slightly. Notable for being +0 on block which makes it great for ending a blockstring or starting chain resets.


2C
MBCVSion2C.png
Damage Red Damage Proration Cancel Guard
1200 768 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
10 3 20 -8 8.4% -

A low sweep with good range that gives an untechable knockdown on hit.


Aerial Normals

j.A
MBCVSionjA.png
Damage Red Damage Proration Cancel Guard
300 172 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 11 - 2.1% -

Kick that has a downward attack angle. Does not hit overhead.


j.B
MBHVSionjB.png
Damage Red Damage Proration Cancel Guard
750 432 80% N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 6 - - 4.9% -

Jumping kick that covers a wide area underneath her. Crosses up very nicely for a big combo on hit.


j.C
MBCVSionjC.png
Damage Red Damage Proration Cancel Guard
900 432 90% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 - - 6.3% -

Flipping kick with a large attack arc that covers about 180 degrees in front of her. Comes out relatively quick and has solid priority with a decent amount of stun on both hit and block, making it a very solid air-to-air move.


Command Normals

6B
6[B]
MBHVSion6B.png
MBHVSion6XB.png
6B Damage Red Damage Proration Cancel Guard
300x3 (871) (499) 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
13 10 12 4 2.1%x3 (6.3%) -

V.Sion shoots a spiraling web from her hand that can be ducked but is air unblockable.

6[B] Damage Red Damage Proration Cancel Guard
700x3 (2034) (1395) 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
27 12 9 1 4.9%x3 (14.7%) -

The charged version has significantly increased range & damage, making it an obscenely good anti-air when placed carefully. This version also cannot be ducked when used at close range.


3C
MB H VSion 3C.png
Damage Red Damage Proration Cancel Guard
700 384 80% (O) (SP), (EX), (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 19 -5 4.9% -

A volleyball serve type of attack that launches the opponent in the air. Pressing 8 after it hits causes you to superjump straight up for an aerial followup. Air unblockable, but disadvantageous on ground block.


6C
6[C]
MBCVSion6C.png
MBCVSion6XC.png
6C Damage Red Damage Proration Cancel Guard
800 480 65% (O) - H
First Active Active Recovery Frame Adv Circuit Invuln
27 5 12 -2 5.6% -

A somersaulting kick that hits overhead. Can link into a combo off of it on standing/crouching hit. Causes an untechable ground bounce on air hit. At disadvantage but safe on block.

6[C] Damage Red Damage Proration Cancel Guard
1500 960 65% (O) - H
First Active Active Recovery Frame Adv Circuit Invuln
34 9 8 1 ~ 8 10.5% -

The charged version has significantly more range, does more damage, and is advantageous on block.


j.6A
MB H VSion j6A.png
Damage Red Damage Proration Cancel Guard
320 182 76% (O) SE, N, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 - - 2.66% -

Upward punch. Not particularly useful.


j.2B
j.2[B]
MBCVSionj2B.png
j.2B Damage Red Damage Proration Cancel Guard
800 576 60% (O)
35% (O, OTG)
N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 X 9 1 ~ -4 5.6% -
j.2[B] Damage Red Damage Proration Cancel Guard
1000 672 60% (O)
35% (O, OTG)
N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 X 8 2 ~ -4 7.0% -

Divekick, same as her old one. Causes her to quickly move at a downward angle. Does not hit overhead. It's very useful but can be unsafe when used improperly since it has noticeable landing recovery. When spaced so it hits your opponent as low as possible it is at advantage on block and can be linked into a 2A on hit. On CH it nets you a significantly longer stun which can easily be comboed off of. Can be charged, adding a larger amount of block or hitstun. OTG Relaunches both charged and uncharged.


Universal Mechanics

Ground Throw
6/4A+D
MBCVSionThrow.png
Damage Red Damage Proration Cancel Guard
1000 384 35% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

V. Sion grabs the opponent and launches them. Ground techable but you can combo from it in the corner.


Air Throw
6/4A+D
MBCVSionThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1200 480 30% (J)
(Raw)
U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 13
(Landing)
- 0.0% -

Standard air throw, moves V. Sion towards the opponent afterwards.


Shield Counter
Auto after a successful Shield (Air OK)
MBHVSionSC.png
MBCVSion2C.png
MBHVSionSCAir.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Same animation as her 623 series.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same animation and hitbox as 2C.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 3.5% -

Same animation as her j.236 series.


Shield Bunker
214D in neutral or blockstun
MBCVSion214D.png
MBHVSion214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0% -

A fancier-looking 3C.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 22 -7 -100.0% -

H-Moon specific reversal bunker, with larger hit and hurt boxes.


Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCVSionCSpark.png
MBCVSionCSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 N/A removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15
(Landing)
N/A removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Grounded Specials

Terror News (Lie)
236A/B/[B]/C
MBCVSion236A.png
MBCVSion236B.png
MB H VSion 236BCharged.png
MB H VSion 236C.png
A Damage Red Damage Proration Cancel Guard
900 432 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
14 2 30 -8 3.5% -

Forward claw swipe. Fast but disadvantaged on block, the primary use is for ending blockstrings when you do not have whiff cancel options. It launches the opponent on hit.

B Damage Red Damage Proration Cancel Guard
600x3 (1743) (837) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
23 3 30 5 4.2%x3 (12.6%) Clash 6-15
[B] Damage Red Damage Proration Cancel Guard
600x3 (1743) (837) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
38 4 24 10 4.2%x3 (12.6%) Clash 6-29

Slower than 236A, hits 3 times, and is advantageous on block.

EX Damage Red Damage Proration Cancel Guard
850x3 (2124) (1680) 93%x3 (M) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
5+12 3 30 5 -100.0% Full 1-12

Similar to 236B but much faster startup and launches on hit, allowing for a followup combo.


Terror News (Malice)
623A/B/C
MBCVSion623A.png
MBCVSion623B.png
MBCVSion623C.png
A Damage Red Damage Proration Cancel Guard
1200 864 70% (O) N/A LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 29 -7 9.1% High 1-10

Upwards claw swipe. Hits once and has upper body invincibility, making it an anti-air in some matchups.

B Damage Red Damage Proration Cancel Guard
800x2 (1379) (843) 85%x2 (M) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 2 32 -3 5.6%x2 (11.2%) -

Hits twice and launches, allowing a followup which makes it relevant in some obscure combos.

EX Damage Red Damage Proration Cancel Guard
300, 500x6 (2969) (2216) 100% N/A LH
First Active Active Recovery Frame Adv Circuit Invuln
6+4 2 41 -25 -100.0% Full 1-13

Closest thing V.Sion has to a shoryuken. Invincible on startup, air unblockable, and is a hitgrab into untechable knockdown which allows for strong okizeme options afterwards. Not as useful of a wakeup shoryu but still very strong as a combo ender.


Replicant Conductor (Osiris)
214A/B/C (No EX)
MB H VSion 214A.png
MB H VSion 214B.png
MBCVSion214C.png
A Damage Red Damage Proration Cancel Guard
400x4 (1353) (811) 94%x4 (M) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
36 2 (2) 2 (2) 2 19 18 (vs. Stand)
8 ~ -4 (vs. Crouch)
2.1%x4 (8.4%) -

Summons Arcueid, who performs her upward swipe. Advantageous on block if it hits fully. It can be used as antiair, but will dissipate if you are hit. Air blockable. Relaunches.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 43 - - -
(Satsuki) Damage Red Damage Proration Cancel Guard
1000 672 50% (O) N/A LH
First Active Active Recovery Frame Adv Circuit Invuln
123 2 - - 7.0% -
C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 45 - - -
(Akiha) Damage Red Damage Proration Cancel Guard
1500 1078 80% (M) N/A LH
First Active Active Recovery Frame Adv Circuit Invuln
97 2 - - 10.0% -

Summons Akiha, who walks forward and does her 6C . Wallslams on hit. Has a collision box that will prevent the opponent from dashing through it. It will also destroy or dissipate anything that depends on a character stepping near it, such as Hisui bentos and Aoko proximity orbs.


Aerial Specials

Busy Bug
j.236A/B/C
MBHVSionj236AB.png
MBHVSionj236C.png
A Damage Red Damage Proration Cancel Guard
1000 768 70% (O) N/A LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 10
(Landing)
-4 (TK) 7.0% -

Air claw swipe. Has limited use, but is notable for stopping your air momentum and beating some problem normals. Drops straight down afterwards.

B Damage Red Damage Proration Cancel Guard
1000 768 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 4 10
(Landing)
-1 (TK) 7.0% -

Same as above except when falling during the recovery she moves backwards a bit. This momentum makes it an useful aerial combo ender in certain matchups.

EX Damage Red Damage Proration Cancel Guard
700x2, 1500 (2158) (1561) 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+6 7 4
(Landing)
13 (TK) -100.0% Full 1-7

Has some invincibility and forces a ground-techable knockdown. Useful as an aerial combo ender during Heat as it does more damage than airthrow or j.236B and leads to an extremely advantageous position near the corner.


Arc Drive

Cruel Blood
41236C during Heat
MBCVSionAD.png
Damage Red Damage Proration Cancel Guard
3000 2137 100% N/A U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
13+1 2 39 N/A removes all Full 1-15

BITE! Command throw with invincibility. Good damage, refills some red life, and leads to a good wakeup situation.


MBAACC Navigation

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KoumaCrescentHalfFull
MiyakoCrescentHalfFull
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SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
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Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
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RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
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HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
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Neco-MechCrescentHalfFull