Melty Blood/MBAACC/Sion Eltnam Atlasia/Full Moon

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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
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Additional Ressources/Players to watch/ask
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Move Descriptions:
    • Add Last Arc frame data.


Additional Resources

F-Sion Match Video Database
Melty Bits: F-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*

Unique Mechanics

MBSionAmmo.png

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

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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

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

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.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
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:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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.

The combos written will be divided into the following:

  • Starting Combos: For when you wanna get started ASAP. Not the most optimized, but super flexible, easy to do, and do good-enough damage.
  • Normal Combos: Combos you should learn when advancing beyond the absolute basics. Will see frequent uses and will be the most optimal conversions you can use. Can and should replace your starting combos if you learn them
  • Optimal Combos: Fairly situational but still practical combos. Basically your normal combos but rarer and more difficult

All combos were tested on Sion Tatari (standing). All damage and meter gain calculations are thus based on such, unless otherwise specifically stated. If there are any calculations in parentheses, that means they're calculations showing how much more you gain for tighter confirms (optional normals in the combo that do more damage.) If they're not listed, despite such parenthesized normals being in the transcript, it was omitted because it follows the basic pattern of either:

  • A starters resulting in less damage but more meter if you stack them on before B/C starters due to scaling
  • j.A always adding more damage and meter in air combo finishers
  • j.B/C always adding more damage if used as starters, on top of more meter

_____________________________________________________________________________________________________________________________________________________

IMPORTANT INFORMATION REGARDING F-SION COMBOS

Certain starters and enders will not be listed in order to make learning easier and to alleviate repetition. This section will not list j.214C at the end of any aerial combo. However, you should keep in mind that for 100 Meter, it's possible to follow up dj.BC with a super that grants even greater damage, and a hard knockdown.

Also note that every all these combos are indeed both midscreen and corner.

Furthermore, 5C(2) combo followup can also have 5[C](2) as a starter. Though it does less damage and doesn't convert off of anything but itself, it does get the overhead property which is huge. The damage you net is also still strong thanks to Sion's Full Moon benefits, and the combo timing is still precisely the same.

_____________________________________________________________________________________________________________________________________________________

Combo Theory

Because F-Sion combo routing can go many different ways, we're not going to write out every single combination of routes possible. Instead, what we'll do is inform you on how F-Sion combos work, and how you can quickly adjust your routing based on the situation and what you want. If you practiced the routes below, you may have noticed that F-Sion combos have a particular "flow" to them.


Starting Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5B > 2B > 5C(2) > 214B, (delay 5B >) j.BC > dj.ABC > AT
4521
Meter Gained: 63.0 Meter Given (vs C-Moon): ???
Absolute basic combo no.1
If the 5B delay is too tough, omit it. It's completely optional.
Normal starter, grounded opponent
  • 5B > 2B > 2C > 214A
2724
Meter Gained: 31.5 Meter Given (vs C-Moon): ???
Absolute basic combo no.2
Sacrifice damage and meter compared to the above combos for a hard knockdown/okizeme setup.
Normal starter, grounded opponent
  • 5B > 2B > 2C > 214C, 5B > 2B > 2C > 214A
4300
Meter Gained: -65.1 Meter Given (vs C-Moon): ???
For when you're willing to sacrifice 100 Meter for a more damaging version of the above knockdown route.
Raw Airthrow starter
  • Raw AT > j.66 > j.C, land j.BC > dj.BC > AT
2775
Meter Gained: 39.6 Meter Given (vs C-Moon): ???
Basic, easy conversion off of airthrow starter.
Shield Counter/Aerial Counterhit starter
  • Shield Counter/Air CH, j.BC > dj.ABC > AT
3904
Meter Gained: 42.3 Meter Given (vs C-Moon): ???
(Damage calculated off of j.C CH) Go-to beginner combo for Shield Counter and Aerial CH confirms.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5B > 2B > 2C > 236A, 5B > j.BC > dj.ABC > AT
4815
Meter Gained: 65.7 Meter Given (vs C-Moon): ???
Go-to gun combo confirm.

Basic 236A into 5B link combo.

It's more practical to do this with 2C instead of 3C, as the hitstun will be more lenient for the link and the damage greater. If you must confirm off of 3C into 236A however, do it in the corner, or linking it will be much harder due to spacing. Try to be as close as possible too.
Normal starter, grounded opponent
  • 5B > 2B > 5C(2) > 214B, j9.[C] > dj.7 > delay j.[C] > j.214A, land j.BC > dj.ABC > AT
4815
Meter Gained: 65.7 Meter Given (vs C-Moon): ???
The basic j.[C] loop rep. Possible off of any number of hits, or even no hits, before 5C.
If you're going to start learning any F-Sion combo to master them all, begin with this. You'll always be needing this as stated above, this works with any number of hits, meaning gravity isn't really a factor.
Raw Airthrow starter
  • Raw AT, land 66 > 5AA(A) > 5B > j.BC > dj.ABC > AT
3007
Meter Gained: 49.9 Meter Given (vs C-Moon): ???
Normal conversion off of air throw.
If you find comboing 5AAA is too hard, omit the last 5A. You only lose about 50 damage anyway.
Shield Counter/Aerial Counterhit starter
  • Shield Counter/Air CH, 5B > j.BC > dj.ABC > AT
4145
Meter Gained: 49.5 Meter Given (vs C-Moon): ???
(Calculated off of j.C CH) You can add a couple of 5As at the beginning before 5B or even do 2B > 5C(1) before the aerial combo instead, but this is the most practical confirm positioning-wise.
Shield Counter/Aerial Counterhit starter, 100% meter
  • Shield Counter/Aerial CH, (2C >) 214C > Conversion of choice
variable
Meter Gained: variable Meter Given (vs C-Moon): variable
For if you wanna spend 100 Meter instead to convert Shield Counters and Aerial CHs into a full ground combo.
Add 2C if you can for better end damage.

Optimized Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 5B > 2B > 5C(2) > 214B, j9.[C] > dj.7 > j.[C] > j.214A, land slight delay 3B > j7.[C] > dj.8 > delay j.[C] > j.214A, land j.BC > dj.ABC > AT
5308
Meter Gained: 104.4 Meter Given (vs C-Moon): ???
F-Sion's absolute hardest but most rewarding combo. Maximized j.[C] loop reps for maximized damage and meter.>br/> Four hits before 5C is a good rule of thumb as it'll significantly affect the gravity for the rest of the combo to be viable. While it is possible in theory to do this with only 2 or 3 hits before 5C, perhaps even depending on character, it's good to have four hits before 5C anyway. While it won't be possible to land this loop every time as it requires the opponent open themselves to a 2A starter specifically, it's good to know this if you can do it.
Normal starter, grounded opponent, 100% meter
  • 5B > 2B > 5C(2) > 214B, j9.[C] > dj.7 > delay j.[C] > j.214C, land j8.[C] > dj.8 > delay j.[C] > j.214A, land slight delay 3B > j7.[C] > dj.8 > delay j.[C] > j.214A, land j.BC > dj.ABC > AT
6101
Meter Gained: -27.8 Meter Given (vs C-Moon): ???
The ultimate j.[C] loop.
Unlike the above version, it uses 100 meter and doesn't require four hits before 5C(2) for almost 1k extra damage. Three reps of j.[C] loops followed by the air combo finisher. F-Sion's hardest but most damaging combo.
2/3C starter, grounded opponent, 100% meter
  • 2/3C > 214C, 5B > 2B > 5C(2) > 214B, j9.[C] > dj.7 > delay j.[C] > j.214A, land slight delay 3B > j7.[C] > dj.8 > delay j.[C] > j.214A, land j.BC > dj.ABC > AT
4248
Meter Gained: -28.8% Meter Given (vs C-Moon): ???
(Calculated off of 3C) For when you get a knockdown with 2/3C and can confirm quickly eonugh into the 214C for pickup. Good as both are OTG, safe on block, and confirmable on their own.
   Considering F-Sion's toolset, this is the only thing 214C will be practically good for.
Super combo obviously, requires 100 Meter.


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
MBFSion5A.png
Ow, my shins!
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 202 75% (O) 3.15% -SE-, -N-, -SP-, -EX-, (J) L 4 4 5 3 -

Standing low kick. Used for similar purposes as 2A.

5B
MBFSion5B.png
The big boot
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 505 80% (O) 7.2% N, SP, EX, (J) LH 7 5 10 0 -

Standing mid forward kick. Sion's best normal across all three moons, period. This move's hitbox is big, it's slightly disjointed, it has a good angle for backwalk anti-airing, it's her best starter from the ground unless you're going for multi-divekick loops, and even at max range with this move it is still very much your turn as you can cancel into 5C or a special or go for a 6C reset to stay in. Great for tick throws.

5C
5C
5C/[C]~C
MBFSion5C.png
Cast your line...
MBFSion5C2.png
*Smack*
MBFSion5C3.png
No funny caption here, just the hitboxes on Block/Hit.
MBFSion5CC.png
Reel 'em in.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 600*2 (1181) (795) 90% (O) 5.4% N, SP, CH, EX, (J) LH 10 1 (1) 4 19 -5 -

Big whip mid. This move is primarily used for pressure, as its applications in neutral are better suited to certain other options like 236A. In pressure, this move is a key mixup point, as you can stagger into a special, cancel into 5CC to reset your pressure, or 3C to catch jumpout attempts. Do not whiff this.

5[C] 800*2 (1265) (798) 60% (O) 7.2% N, SP, CH, EX, (J) H 25 5 19 -5 -

Big disjointed charged whip double overhead. This is your second overhead, and is mainly used as a late-string mixup. This move is half-chargeable, giving you access to a 5{C}>cancel mixups, though none of your options off the cancel are fast enough to be unreactable. This move hitting twice is mainly a gimmick, though the first hit is cancellable as well, leading to some very niche mixups.

~C 700 606 80% (O) 5.4% -SP-, -EX- LHA 23 1 7 10 -

Sion reels the whip back in for a + on block mid hit. This is one of your key resets and one of your main options at the end of a blockstring, as it's heavily + and vacuums your opponent on block, giving you the perfect spacing for a microdash 2A. The gap between 5C and 5CC is very jumpable, and if your opponent is feeling dangerous, you could very well eat an IAD for your trouble. Don't over-rely on this, and make sure to mix up your options out of 5C.


Crouching Normals

2A
MBFSion2A.png
Poke
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 151 75% (O) 2.7% -SE-, -N-, -SP-, -EX-, (J) L 3 4 6 2 -

Basic crouching low elbow. Great pressure starter tool, typically used out of a dash cancel. Standard F-Moon + frames make it good for long, safe staggers by cancelling into itself or into 5B.

2B
MBCSion2B.png
The blockstring extender
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 303 100% 4.5% N, SP, EX, (J) L 7 3 11 1 -

Crouching low punch. Great stagger tool as it has just enough + frames for some early cancels or to cover stagger into your C normals. This move slides Sion forward slightly, which is a great boon considering this character has to always compensate for her normals pushing her back during her block pressure. Notable for having 100% prorate, meaning you have no reason not to throw this move into your ground strings pre-launch.

2C
MBCSion2C.png
Skip rope
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 808 80% (O) 10.8% SP, EX L 13 3 22 -7 -

Huge disjointed low sweep with the whip. This move is mainly used for whiff punishing on the ground as well as stagger pressure, mainly confirmed into 214A/C for oki. Extremely jumpable, as the hitbox is only about as big as the whip itself and is out later than the animation suggests. Do not whiff this.


Aerial Normals

j.A
MBFSionJA.png
KNEEEEEEEEE
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 151 75% (O) 2.7% SE, N, SP, EX, J HA 4 8 7 - -

Quick overhead knee strike. Extremely good air normal to box with at Sion's preferred range. This move is quick, often beats out other moves for counterhits, mashing it works as a multi-overhead on jumpin, and is extremely active, allowing you to check badly spaced air approaches by doing instant j.A out of a jump. Has poor range, though, and shouldn't be over-relied on as a defensive air-to-air.

j.B
MBCSionjB.png
Incoming!
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 505 90% (O) 6.3% N, SP, EX, J HA 7 6 - - -

Big slightly disjointed down and forward overhead chop. This move is the best example of why Sion's air neutral is great. The hitbox comes out relatively quick and will beat out most things that are at a 45 degree angle below you, though coming down right on top of someone with it might cause you to trade with their anti air. It's an incredible jumpin, as it gives massive + frames at safejump angles and is very good to throw out in neutral because it's so active and big that it can often catch people pressing buttons with a counterhit. Don't throw this out at point blank and people will be afraid.

j.C
j.C
j.[C]
MBCSionjC.png
Crescent kick
MBCSionjXC.png
Kyaa!
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 1000 606 90% (M) SP, EX, J 9.0% HA 6 2 - - -

Big disjointed flip kick overhead. This is a good move to use in neutral when your opponent's above you or you want to create space in the air, as it has a rather large disjointed hitbox directly in front of her and slightly above her. Not a great jumpin, as it has a blind spot at the 45 degree angle below her, though she does have a 66>9>4A+B safejump setup with it. Try not to approach with this unless your opponent's above you.

j.[C] 1000 515 98% (M) 9.0% SP, EX, J HA 17 4 24 - -

Charged disjointed flip kick overhead. This is mainly used in her bnb to add damage, though it can be used as a gimmick in neutral since using it as a counterhit starter gives you big damage. You don't really have a reason to use this in neutral.


Command Normals

3B
MBFSion3B.png
I have a question...
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 505 65% (O) 7.2% (SP), (EX), (J) LH 12 4 12 2 Clash 10-12

Uncancellable crouching mid uppercut launcher. This move is mainly combo filler for her harder divekick loops, though it can catch opponents by surprise as a stagger because it's +, though it has horrendous pushback. TERRIBLE anti-air, as it has clash frames before it's active and will likely end up with you eating a combo for your trouble.

6B
6B
6[B]
MBCSion6B.png
Banishing fang!
MBCSion6XB.png
It'll happen eventually!
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6B 700 404 72% (O) 6.3% (N), (SP), (EX), (J) H 24 2 19 -3 -

Uncancellable standing overhead knee. This move is a core part of your mixup with F-Sion. Not easily reactable mid blockstring, especially if you have been laying on the stagger as you're supposed to. This move is safe on block, but uncancellable, so if they do block it your turn is over. A good idea would be to autoconfirm it into 5C, so you immediately go into your bnb if it hits.

6[B] 700 404 75% (O) 6.3% N, SP, EX, (J) H 30 3 15 0 -

Cancellable charged launcher version of 6B. This move is mainly used for gimmicks, as it's very reactable and unless you time your meaty well your opponent can wakeup shield you for using it. However, if they do block it, you get a frametrap into 5C as it's cancellable. Launch is air untech and can lead into some very flashy combos.

3C
MBFSion3C.png
Sliding for third base
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 808 60% (O) 10.8% SP, EX L 12 12 10 -4 -

Big forward sliding low sweep. This is typically used in blockstrings after 5C up close if you think your opponent is going to try to jump out of 5CC. Special cancellable on block, meaning you can surprise people by staggering this move into 236A for a sneaky CH. Since this move is so active, if you hit later it's safer on block, though you lose your anti-jump option by going for the better frame advantage.

6C
MBFSion6C.png
Are you awake?!
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 808 70% (O) 9.0% N/A H 25 9 4 3 -

Sion lunges forward for an overhead. This move is bad at first glance because it's just as slow as 6B and doesn't combo except on counterhit usually, though certain matchups allow her to start a combo without CH. However, what you're really fishing for here is either a 2A crush (she shifts her hurtbox surprisingly high, though she doesn't get any low invuln, so this is matchup specific) or for the + frame reset, whether the opponent blocks or not. This move is surprisingly safe on whiff provided you don't get hit out of the startup.


Universal Mechanics

Ground Throw
MBCSionThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1500 757 100% 0.0% - U 2 1 20 - -

Sion grabs the opponent and kicks them. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBCSionThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Raw)/1300 505 30% 0.0% (Any if Raw) U 1 1 12 - -

Standard air throw. Ground bounces the opponent if done raw, ground techable if done as a combo ender.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHSionSC.png
MBHSionSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 500 (345) 202 50% 4.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as other moons' 3C.

Air 500 (345) 202 50% 4.5% - HA 8 4 - - -

Same animation as j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCSion214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Bunker 500 202 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 202 50% 0.0%/-50.0% - LHA 7 4 19 -5 Strike 1-7

Similar to 5C, but the huge hurtboxes also appear on whiff

Blood Heat
Blood Heat
A+B+C during MAX
MBCSionHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% -100.0% (min) - U 15 5 25 - Full 1-20

Standard Heat hitbox.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCSionCSpark.png
MBCSionCSparkAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - 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

236X
Hollow Point
236A/B/C
MBFSion236A.png
Gun
MBFSion236B.png
Stand Name: Seven Bullets
MBFSion236C.png
Take a seat
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 500 252 70% (O) 2.7% EX LHA 12 3 16
56 (Reload)
-1
-40 (Reload)
-

Single forward shot with the gun. Reaches forward about half-screen. -1 on block. Great neutral tool, as it's very safe on block, and can fish for ch whiff punishes very well. It can also be cancelled into for some sneaky ch combo starters. Easy to whiff against aerial approaches, as the hitbox cuts off lower than it seems.

B 250*7 (1443) 870 97%*7 (M) 0.9%*7 (6.3%) - LHA 14 3 (7)*6, 3 31
59 (Reload)
-13
-40 (Reload)
-

Seven shots forward with the gun. Reaches forward full screen. Pretty terrible frame advantage even on hit. This is mainly used to discourage full-screen zoning, as even on hit at mid-range you could potentially be punished by a special that's 10f or less if it can reach you. Using this against approaches is generally discouraged as it doesn't give you much damage and it's slower to get out than 236A. Do not whiff this.

EX 1500 ~ 3000 1010 ~ 2044 100% -100.0% - LHA 3+10 2 61 -35 -

Big single forward shot that eats your remaining bullets. Reaches forward full screen. Does more damage the less ammo you have. Pretty unsafe on block, but gives you a very workable hard knockdown as a whiff punish even from fullscreen. This move is also good to cancel into mid-combo from time to time if you want to carry fully to the corner, especially to manage your meter and not go into max. Do not whiff this.

623X
MBCSion623A.png
Not quite 3S
MBFSion623B.png
Ken, is that you?
MBFSion623C.png
Just here to send a message
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000, 800 (1682) (697) 100%, 60% (O) 9.0%, 7.2% (16.2%) EX LHA, LH 3 2 (2) 8 31 -21 Full 1, Low 2-5

Pretty standard light DP. Invulnerable for 1 frame, and has no low hurtbox until hitbox. It is EX concealable, even in the air, meaning if you catch someone by CH you can cancel into 214C and extend into oki, or keep your turn with an early j.214C cancel, provided you don't try to actually grab the opponent with the divekick. Works as a pretty alright anti-air, as you'll likely win any trades that come from it. Big recovery.
Following character's 2A will whiff and get counter hit by this move:

Moons	Character
C	WLen
C	Wara
F	Aoko
F	Arc	
F	Red Arc
F	PCiel
CH	Seifuku
CH	Ciel
CH	VAkiha
CH	Hisui
CH	Kouma
CH	Akiha
CH	Ries
CH	Ryougi
CHF	Len
CHF	Mech
CHF	NecoMech
CHF	Miyako
CHF	Neco
CHF	NAC
CHF	Sion (Also F moon 5A whiffs!)
CHF	VSion
B 800, 500, 300*5 (2375) (1147) 100% 7.2%, 4.5%, 2.7%*5 (24.2%) - LH 3 18 32 -25 Full 1-7

This is Sion's true reversal in the form of a somewhat typical DP, and it is one of the best in its class. This move has gigantic hitboxes, it's active, it's got long invulnerability and it does heavy amounts of damage for a meterless reversal. As an antiair it's great if a bit risky. It hits behind her as well, making certain crossup setups useless against her if you feel brave. The downside to this move is that it doesn't cause Sion to rise fast enough to escape certain active setplay options like C-Kohaku plants. Punishable as all get out on block. Do not whiff this.

EX 800, 500, 400*5 (3101) (2012) 100% -100.0% - LH(1), LHA(2-7) 2+1 18 34 -31 Full 1-10

This move is a much more niche reversal than 623B as it's much more telegraphed and doesn't even have the anti air applications of B DP's unblockable hits, nor does it have enough extra invuln to get you out of most big, active setups. However, you DO get around 3000 damage if all seven hits connect, giving you a good way to send a message to someone overeager to hit you meaty. You will die for using this on block. Do not whiff this.

214X
MBFSion214A.png
You must whip it
MBFSion214B.png
Here we go!
MBCSion214C.png
GET OVER HERE
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 0, 1000 (880) 622 100% 9.0% - LA 16 4 13 -5 -

Quick and decently safe whip toss. Grants hard knockdown and automatically spaces the opponent to get your left/right oki mixup. Also works as a great punish against zoners who are over-eager to wall you out, and staggering into it can be very strong to check opponents trying to sloppily jump out or dash in to disrespect your blockstring. Not very punishable on block.

B 0, 100 (80) 0 92% (M) 0.0% (J) LA 16 4 21 -13 -

Unsafe whip toss. This is your main launcher for combos, and isn't really used in neutral all that much except as perhaps a hard whiff punish since the damage is so low and if you whiff you're much more vulnerable to being punished due to its higher recovery. Staple move, but only mid-combo.

EX 350*4 (1334) (960) 100%x3, 70% (M) -100% - LHA 5+16 4 23 -13 -

Sion throws out the whip and reels the opponent in. This is your main metered extension tool on the ground, and allows you to get very good damage as well as oki for your investment. It doesn't combo from 5C, so you need to actively choose to opt for 2C > 214C if you're doing this midcombo. If you manage to catch the opponent with 3C, this will give you a lot more reward than you usually would reap from anti-jumping and make them respect your blockstrings a lot more. Very unsafe on block.

22X
Transfer Ride
22A/B/C
(22C~6/4)
MBFSion22A.png
Not very useful...
MBFSion22B.png
*Yoink*
MBFSion22C.png
The hardest callout
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 300, 2000 (2237) (1764) 100% 0.9% - L 18 6 11 -5 ~ -1 -

Instant forward lunge hitgrab. Grants similar knockdown to j.214A, mainly a gimmick move to trick people into mashing, as you can immediately DP them as a hard callout after.

B 100, 2000 (2037) (1764) 100% 0.9% - U 35 12 20 - -

Runs forward and lunges at her opponent. Real command grab. Grants great knockdown and can grab certain characters out of summons to get out of the corner, though it's mainly relegated to niche gimmick uses as the damage is low and it has a distinct sound and visual cue.

EX 100, 700*5 (3270) (1403) 100% -100.0% - HA
(Whiffs vs Crouch.)
1+8 8 22 -18 Full 1-9

Weird instant lunge reversal hitgrab. Duckable from point blank. This move is really niche as a reversal unless you want to get through fireballs for some reason or as a very hard callout to counterplay to your pressure. On hit it acts like an EX divekick. Not worth going for if you're not absolutely sure it'll connect.


Aerial Specials

j.214X
Slide Air
j.214A/B/C
(j.214C~6/4)
MBFSionJ214A.png
Incoming!
MBFSionJ214B.png
Why would you ever use this
MBFSionJ214C.png
Good meter burn
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 100, 1200 (1262) (1079) 100% 0.9% - LH
(Whiffs vs Air.)
11 X 4 2 ~ -3 -

Quick, basic divekick hit grab. Safe on block unless you hit your opponent's head. Can't grab in the air. This is mainly a tool for fastfall rejump during loop combos or to follow your opponent down and be there in time to meaty 2A after an airthrow ender. Pretty dangerous to use in neutral as you're in a chable state from startup until you land.

B 100, 800 (900) (394) 100% 0.9% - U 29 X 22 - -

Slow divekick. A real command grab. Can't grab in the air. This move is mainly used as a mixup if you think it'll kill or if you want to catch your opponent sleeping. It grants pretty poor knockdown and doesn't do a lot of damage at all so it's a very niche application. Do not whiff this.

EX 100, 700*5 (3270) (1403) 100% -100.0% - HA 3+1 X 6 4 ~ -5 Full 1-3

EX divekick hitgrab. Very fast fall, grabs in the air. On hit, she slams the opponent into the ground five times. This is what you'll be spending meter on usually, as it's a great way to end combos off of confirms mid-screen if you want that corner or to add damage. It also perfectly spaces you for a j9.BC fuzzy setup. Don't go randomly throwing it out against people as it's very easily shieldable on reaction.


Arc Drive

Barrel Replica
41236C during MAX/Heat
(~mash C)
MBFSionAD.png
Der bullet
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
AD 100, 450*10 (3076) (2313) 90% (O) removes all - LH, LHA 8 33 (18) 19 81 -133 (First Hit) Full 1-133
~C Max. 400*6 (4023) (2082) - - - - - - - - -

Sion flips an air unblockable bullet into the sky and then fires a huge purple laser upward from her gun. You get more hits if you mash C as she fires the laser. Good anti air if you think it will kill, as it's barely telegraphed at all, with no superflash until she fires the gun. As an arc drive, it also works as a reversal, as it has ludicrous amounts of invuln starting from frame 1, though it's a free punish for the opponent if it's blocked.


Another Arc Drive

Barrel Replica
41236C during Blood Heat
(~mash C)
MBFSionAAD.png
Running to the other end of the screen just for you
MBFSionAD.png
Fly away home
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
AAD 900, 800*10 (3740) (3191) 50% removes all - LH 1+6 ~ 1+34 3 43 -28 Full 1-(Until end of active frames)
~C Max. 800*6 (4832) (2976) - - - - - - - - -

Sion runs forward. If she runs into an enemy, she will automatically throw out an uppercut, which will launch the opponent high into the sky before she performs her normal arc drive animation. This move isn't as good as her normal arc drive, due to half of the base damage being eaten by the 50% prorate on the uppercut, and it has superflash frame 1 after the input, making it much more telegraphed. It works well as a combo ender, though, if you think it'll kill, and it's a decent reversal since she moves fast.


Last Arc

Barrel Replica - Obelisk
Grounded EX Shield during Blood Heat
MBFSionLA.png
GUN
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
10450 5895 50% + 50% * remaining BH time removes all - - - - - - -

Sion spins around, anchoring herself with etherlite before she fires a massive purple blast from her pistol. This is a pretty standard last arc, all things considered, but it's a much better return for your meter burn than AAD considering that even at the bottom of your meter you'll still do nearly 6000 damage. It wall slams after the hits, which gives you no real oki off of it, but considering that even against Akiha you can reasonably expect to take half of your opponent's life bar at minimum, it does the job it's meant to do and looks fantastic while it does so.



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Characters
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powerd CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull