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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- Combos:
- Add damage and meter gain/given numbers to the pre-existing combos.
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- 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
- Write the Neutral and Defense sections.
- (Feel free to add sections based on the advice you want to give.)
- (Combos:)
- (If necessary, add Starters/Enders/OTG Pickup combo sections)
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Additional Resources
C-V.Sion Match Video Database
"How To Use the "My Character Is Bad" OS - A C-Vsion Combo and Setup Guide" by ScrawtVermillion
Notable Players
Name |
Color
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Region |
Common Venues |
Status |
Details
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Yume (夢) |
|
Japan |
A-Cho |
Active |
Their mix-ups are wacky and WILL open you up.
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ScrawtVermillion (ScrawtV#7952) |
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NA |
Locals & Netplay |
Active |
Best C-Sion in NA. Very solid play.
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Overview
Playstyle
C-VSion is a rushdown character who's extremely focused on looping setups with a momentum-heavy playstyle. |
Pros |
Cons |
- Strong and Consistent Setups: What defines this version of VSion are her setups that greatly compliment her offense and enable her best conversions. Every good knockdown leads to a safe and rewarding setup, both midscreen and in the corner.
- Good Offense: With a rewarding and safe grounded overhead, great frame data on her normals and fast mobility, C-VSion has enough tools to open opponents up when she gets her turn
- Momentum-Heavy: Once she gets into her ideal position, C-VSion becomes a considerable threat, due to being able to loop her setups and get rewarding conversions out of her mixups in the corner. Crescent's MAX mode contributes greatly to this.
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- Generally Weak Damage: C-VSion will often have use low damage conversions that give okizeme, as her routes with good damage also grant very weak oki, which is unideal. She can spend 100% or use the corner to mitigate this, but it's still a significant issue.
- Meter Hungry: 623C, 63214C, Heat and AD are powerful and sometimes essential tools in C-VSion's gameplan, but her average meter build limits their usability by a lot.
- Momentum-Heavy: C-VSion has to work more to get into her ideal position, and can struggle all around if she's at a notable disadvantage.
- Higher Skill Floor, Lower Reward: Her unforgiving playstyle and high execution combos with low reward can make it hard to pick C-VSion, and she lacks the strengths to make up for it at the upper level.
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General Gameplan
Neutral
Place text here*
Pressure
Carry the enemy to the corner and setplay them to death there. It becomes harder to defy VSion, her damage gets better, and there's no backwards space to move against Akiha summon.
Hey check this cool thing you can do on corner pressure:
- Blockstring > 236B > 63214C (Ciel Summon) > 421C > Run > 2AA, Run > Dodge 421C(blocked) > Wow you crossed the enemy up unexpectedly
Use throws and vampire bite super to throw off your opponent on top of blockstrings they must respect during summon oki.
Check the video in additionnal ressources for a bit more detail.
Okizeme
Use 214C on okizeme. It's good because summons don't leave when VSion is hit, it goes through most DPs, and the enemy can't pass through, making it her best one.
Defense
place text here*
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.
For more information, see Glossary and Controls.
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X > Y
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X input is cancelled into Y.
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X > delay Y
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Must wait for a short period before cancelling X input into Y.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
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Buttons X and Y must be input simultaneously.
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X/Y
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Either the X or Y input can be used.
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X~Y
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This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
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X(w)
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X input must not hit the opponent (Whiff).
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j.X
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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.
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sj.X
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X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
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dj.X
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X input is done after a double jump.
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sdj.X
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X input is done after a double super jump.
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tk.X
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Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
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(X)
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X is optional. Typically the combo will be easier if omitted.
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[X]
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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.
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]X[
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Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
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{X}
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Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
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Attack "X" should only hit N times.
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(XYZ)xN
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XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
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A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
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The first attack must be a Counter Hit.
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Air CH
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The first attack must be a Counter Hit on an airborne opponent.
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66
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Performs a ground forward dash.
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j.66
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Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
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Performs an Instant AirDash.
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AT
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Performs an Air Throw. (j.6/4A+D)
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IH
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Performs an Initiative Heat.
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AD
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Performs an Arc Drive.
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AAD
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Performs an Another Arc Drive.
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- Note that there are no throw combos midscreen.
- 623C sacrifices 100 meter but can be used after every 2C for damage and hard knockdown for okizeme.
- 2[C] OTG combos are frame perfect on Riesbyfe (You must do a 2[C] immediately after a 5Aw/2Aw). If you must fight her with C-VSion, keep that in mind. Otherwise, use the j.2B 2C OTG route. Note that this doesn't apply when the 2C is a counter hit or when she is in the air, like after a throw or a 6C bounce.
Normal Combos
Condition
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Notation
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Damage vs V.Sion
|
Notes
|
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 5C > 2C > 5A(w), 2[C], 2[C] > Summon
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3132
|
|
Meter Gained: 48.8% |
Meter Given (vs C-Moon): 18.6% |
(Video) |
The absolute most staple of your C-VSion combos. Summon is any 214/421X, but most preferably 214C.
The trick to this combo is that the hits must push back far enough before 2C so that 5A will actually whiff. 5C by itself can accomplish this. Single A and B normals cannot. So as far as those go, stack multiple if you won't use 5C before 2C for that ender. |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 5C > 2C > 3C > sj8.BC > j.66 > j.BC > dj.BC > AT
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4397
|
|
Meter Gained: 88.8% |
Meter Given (vs C-Moon): 26.6% |
(Video) |
Use if you wanna optimize damage instead of going for setplay. Unlike most airdash combos in this game, this one has rather lenient timing. |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 5C > 2C > 3C > 623B(2), j8.C > sdj.BC > j.66 > dj.C > AT
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4215
|
|
Meter Gained: 93.6% |
Meter Given (vs C-Moon): 28.0% |
(Video) |
Tight link. Used to gain a little bit of meter more than usual in trade for equally as little damage. |
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Normal starter, grounded opponent
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- 2A > 5B > 5C > 2C > 214A, 6[C] > 66 > 2C > j.2B, 2C > Summon
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3371
|
|
Meter Gained: 59.5% |
Meter Given (vs C-Moon): 27.6% |
(Video) |
Near-full corner carry combo that's harder to do but gives more damage and even okizeme. |
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Normal starter, grounded opponent
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- 2A > 2B > 2C > 5C > j.ABC (delay in between each normal), land j8.C > sdj.BC > j.66 > j.C > AT
|
3857
|
|
Meter Gained: 82.2% |
Meter Given (vs C-Moon): 24.6% |
(Video) |
Carries halfscreen and puts the opponent in the corner after airthrow, does more damage than the above. However, is not as full of a corner carry, nor does it give okizeme. |
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Normal starter, grounded opponent
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- 2A > 5B > 2B > 5C > 2C > dl.j.2B > 2C > 214A > 6[C], summon
|
3365
|
|
Meter Gained: 59.1% |
Meter Given (vs C-Moon): 25.5% |
The best BNB for oki without meter if it works on the character you are fighting. Good damage, meter, and especially corner carry, as you can easily dash after the last 6[C] and still get a corner summon even from your own corner.
You'll want to hit them around the middle of the back, while in the corner, you'll want to hit them in the head.
Doesn't work on The Lens or Necos, Ryougi or Seifuku. |
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|
Normal starter, grounded opponent
|
- 2A > 5B > 5C > 2C > IAD > j.2B, land 2C > 2A(w), 2[C] > Summon
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3261
|
|
Meter Gained: 52.4% |
Meter Given (vs C-Moon): 21.0% |
(Video) |
Used to get out of the corner and sideswap. Make sure the IAD crosses over slightly. The divekick will still hit. |
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|
2[C] ender followup, 100% meter
|
- 2A > 5B > 5C > 2C > 5A(w), 2[C], 66 > OTG 2A > 5AA > 5B > 623C
|
3658
|
|
Meter Gained: 49.7% |
Meter Given (vs C-Moon): 26.9% |
(Video) |
If you can afford it, metered OTG for extra damage before okizeme |
|
|
Summon Combos
Oh boy, the fun part! Most of these are going to be the frontal Akiha summon (214C), so if another summon is used, it will be noted. Also please keep in mind that you have time to hitconfirm while summons are active, but should not be hitting the same time the summons do so that you don't combo wrong. Furthermore, the Akiha summon goes through a vast majority of this game's DPs, and cannot pass through her, which are extra helpful as no summon goes away once VSion is hit.
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
214C starter, grounded opponent,
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- 214C(hit), (66 >) 4B > j.BC > dj.BC > j.66 > j.C > AT
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4107
|
|
Meter Gained: 54.2% |
Meter Given (vs C-Moon): 16.2% |
(Video) |
Basic summon combo. The Akiha summon's kick can corner carry fully, so run to catch up to the opponent if it hits and you're midscreen when it does. |
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214C setup + 6C starter, grounded opponent
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- 214C(summon), 6C - 214C(hit), 66 > 5A > 5B > j.BC > dj.BC > j.66 > j.BC > AT
|
3768
|
|
Meter Gained: 70.8% |
Meter Given (vs C-Moon): 21.2% |
(Video) |
Confirm off an overhead attempt into hit. |
|
|
214C setup + Ground throw starter, grounded opponent
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- 214C(summon), 66 > delay Throw - 214C(hit), (66 >) j.BC > j.66 > j.C > dj.BC > AT
|
2404
|
|
Meter Gained: 48.2% |
Meter Given (vs C-Moon): 14.4% |
(Video) |
Confirm off a midscreen summon hit and throw. Tough to time and space, however. |
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|
421C back-summon setup + normal starter, grounded opponent
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- 421C(summon), 2B > 5B - 421C(hit) > 5AA > 4B > j.BC > j.66 > j.C > dj.BC > AT, j.2B
|
4598
|
|
Meter Gained: 71.2% |
Meter Given (vs C-Moon): 21.3% |
(Video) |
Normal confirm off of a back-summon. j.2B Ender can tech punish after airthrow if corner carried. |
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|
421C back-summon setup + 6C starter, grounded opponent
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- 421C(summon), 6C > 2A - 421C(hit) > 66 > 5B > j.BC > j.66 > j.B > dj.BC > AT
|
4088
|
|
Meter Gained: 60.8% |
Meter Given (vs C-Moon): 18.2% |
(Video) |
Overhead confirm off of a back-summon. |
|
|
Corner Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
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- 5C > 236C, 66 > 3C > sj8.C > sdj.BC > j.66 > j.C > AT
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3988
|
|
Meter Gained: 29.9% |
Meter Given (vs C-Moon): 19.1% |
(Video) |
Damage-optimized meter corner combo. |
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|
Ground throw starter, grounded opponent
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- Throw, 2C > j.2B, 2C > 2A(w), 2[C], 2[C]
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2293
|
|
Meter Gained: 42.8% |
Meter Given (vs C-Moon): 16.8% |
(Video) |
Corner throw combo. |
|
|
Ground throw starter, grounded opponent
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- Throw, 5B > j.BC > j.66 > j.BC > dj.BC > AT
|
2468
|
|
Meter Gained: 49.8% |
Meter Given (vs C-Moon): 14.9% |
(Video) |
Only about 100 more damage than the above route, no setplay. Therefore recommended you don't use this unless you desperately need to close out that round with that smidge of damage. |
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|
Ground throw starter, grounded opponent
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- Throw, 2C > j.2B, j.A > j.2B, j.A > j.2B, j.ABC (delayed in between each normal), land j.C > sdj.BC > AT
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3170
|
|
Meter Gained: 83.2% |
Meter Given (vs C-Moon): 24.9% |
(Video) |
Best in terms of damage from corner throws. |
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Ground throw starter, grounded opponent, 100% meter
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- Throw, 2C > j.2B, j.A > j.2B, j.A > j.2B, 623C
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3000
|
|
Meter Gained: 42.0% |
Meter Given (vs C-Moon): 20.3% |
(Video) |
Metered combo that gives you both okizeme and damage, though less damage than the above. |
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|
Summon Combos
Corner summon combos follow suit similar to the aforementioned, so not every route will be rewritten. At this point it should be clear what the routes are good for and what you can convert into, and what you can start from.
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
214C starter, grounded opponent
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- 214C(hit), 2[C] > j.2B, 2C > 2A(w), 2[C] > Summon
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3841
|
|
Meter Gained: 47.4% |
Meter Given (vs C-Moon): 16.2% |
(Video) |
Staple conversoin off of 214C in the corner for oki setup. |
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|
214C starter, grounded opponent
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- 214C(hit), 6[C] > 2[C] > j.2B, 2C
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4265
|
|
Meter Gained: 57.0% |
Meter Given (vs C-Moon): 17.1% |
(Video) |
Cool thing about this is that 6[C] is safe on block AND safe to try to confirm into a combo, while 6C is only the former |
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|
214B starter, grounded opponent
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- Hitconfirm - 214B(hit) > 6[C], 6[C] > 2[C] > j.2B,2C
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3582
|
|
Meter Gained: 72.0% |
Meter Given (vs C-Moon): 21.6% |
(Video) |
Confirm for Satsuki summon in the corner. |
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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).
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.
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Damage
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Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
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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.
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Proration
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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.
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Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
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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.
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Guard
|
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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Startup
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Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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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.
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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.
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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.
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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.
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Normal Moves
Standing Normals
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
147
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
9
|
-1
|
3.0%
|
-
|
Quick jab, hits crouchers. Good pressure starter from V-Sion's fast dash, rebeat/whiff cancel tool, sets up tick throws, and catches jump-outs.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
392
|
100%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
3
|
13
|
-1
|
6.0%
|
-
|
Short range knee attack. Moves forward slightly. Good stagger window and an excellent starter. Very plus on counterhit, links into itself if close enough or with dash momentum.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 900 (1009)
|
(660)
|
70% (O)
|
N, SP, EX, (J)
|
LH, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
5
|
15
|
-3
|
4.0%, 9.0% (13.0%)
|
-
|
Two hit mid hitting claw smash. Has a lot of forwards movement. Can only cancel on the second hit. Good for staying in during pressure.
|
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
117
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
9
|
-1
|
2.0%
|
-
|
A low-hitting kick. Good range for its startup.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
294
|
80% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
3
|
11
|
1
|
5.0%
|
-
|
Lunching low punch that moves V-Sion forward. Good range and plus on block, a key component of her pressure.
|
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
784
|
55% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
3
|
20
|
-8
|
12.0%
|
-
|
A low hitting swipe that knocks down on hit. Comes out fairly quick. Used primarily in combos right before a launcher, to set up OTGs with j2B, and as an ender to set up summon oki.
|
2[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600
|
1176
|
65% (M)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
22
|
4
|
12
|
2
|
12.0%
|
-
|
Adds forward movement and becomes plus on block. The charged version also OTG relaunches.
|
|
Aerial Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
176
|
75% (O)
|
SE, N, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
10
|
-
|
3.0%
|
-
|
Downward angled kick. Decent reach, especially vertically. Good air poke to control space or fish for air-to-airs while retaining air actions after. Can hit standing opponents on the way up, but hits mid.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
560
|
392
|
90% (O)
|
N, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
-
|
-
|
5.6%
|
-
|
A two handed forward swipe. Good range and disjoint, useful as a horizontal air-to-air. Hits slightly lower than jC.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
441
|
90% (M)
|
N, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
3
|
-
|
-
|
9.0%
|
-
|
Somersault kick with a great hitbox. Fast, good vertical reach and damage. Excellent air to air against opponents above V-Sion.
|
|
Command Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
550
|
392
|
70% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
6
|
11
|
-2
|
6.0%
|
Clash 9-14
|
Forward moving claw swipe. Good hitbox for anti-airing, but be mindful of the clashbox during active frames. Decent frame advantage and cancel window for pressure, also useful as combo filler.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
392
|
80% (O)
|
(SP), (EX), (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
19
|
-5
|
7.0%
|
-
|
A volleyball style launcher primarily used in combos. Not useful for pressure as it can only cancel on hit, but significant pushback leaves it safe on block. Has a command high jump cancel on hit by pressing 8.
|
|
|
6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
490
|
65% (O)
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27
|
5
|
12
|
-2
|
8.0%
|
-
|
Overhead flip kick that high profiles many low attacks. Safe on block but cannot cancel except on hit. Essential mixup tool, especially in conjunction with summons. Ground bounces on air hit.
|
6[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
980
|
65% (O)
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
34
|
9
|
8
|
1 ~ 8
|
15.0%
|
-
|
Charged version increases damage, improves the hitbox, and becomes plus on block. Good combo filler. Not as useful for mixup due to increased startup, especially as the first 4 active frames do not hit crouching opponents. Very rewarding if it does hit, and allows V-Sion to continue offense on block.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
320
|
186
|
76% (O)
|
SE, N, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
-
|
-
|
3.8%
|
-
|
Fast uppercut punch. Excellent rising air-to-air.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
588
|
60% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
X
|
9
|
1 ~ -4
|
8.0%
|
-
|
A dive kick with a minimum height. Primarily used in combos, can hit OTG. Can be plus on block with good spacing and timing.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
392
|
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 and tech trap midscreen.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw)/1200
|
490
|
30%
|
(Any if Raw)
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
-
|
0.0%
|
-
|
Works about the same as Sion's airthrow. Ground bounces the opponent if done raw, ground techable if done as a combo ender.
|
|
|
Bunker
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
196
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
4
|
19
|
-5
|
0.0% (-50.0% in blockstun)
|
Clash 1-10
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
196
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
19
|
-5
|
0.0%/-50.0%
|
Strike 1-7
|
A fancier-looking 3C.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
21
|
5
|
23
|
-
|
-100.0% (min)
|
Full 1-25
|
Tied for second longest Heat startup in the game with Aoko and Warachia.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
20
|
-
|
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
|
-
|
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
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
441
|
100%
|
-EX-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
2
|
30
|
-8
|
5.0%
|
-
|
Big forward claw attack. Poor frame advantage, but can EX cancel into 236C or 63214C.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*3 (1743)
|
(853)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
23
|
3
|
30
|
5
|
6.0%*3 (18.0%)
|
Clash 6-15
|
A slower claw attack attack that is plus on block. Slow and potentially vulnerable to attacks or bunker, but is safe on shield. Has a small clashbox on V-Sion's upper body midway through startup.
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*3 (1743)
|
(853)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
37
|
4
|
24
|
10
|
6.0%*3 (18.0%)
|
Clash 6-29
|
Even slower and more plus, also extends the clash frames. Long startup on full charge greatly limits its utility.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
850*3 (2124)
|
(1713)
|
93%*3 (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5+12
|
3
|
27
|
8
|
-100.0%
|
Full 1-12
|
A fast three hit claw attack that launches. Has partial startup invulnerability and is plus on block, giving just enough frame advantage to reset pressure after.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
882
|
70% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
2
|
29
|
-7
|
13.0%
|
High 1-10
|
Air unblockable upwards claw attack. Useful as anti-air with startup upper body invincibility. Invulnerability ends on active frames, but this can lead to very rewarding air counterhit trades. Long recovery and no cancel options make it somewhat risky, and does not combo into anything without counterhit.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*2 (1379)
|
(843)
|
85%*2 (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
2
|
32
|
-3
|
8.0%*2 (16.0%)
|
-
|
Two-hit claw attack. Safe on block and leads to combos without counterhit, but loses upper body invulnerability during startup and is air blockable.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 500*6 (2969)
|
(2260)
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+4
|
2
|
41
|
-25
|
-100.0%
|
Full 1-13
|
EX reversal hitgrab. Air unblockable. C.V-Sion's only reversal attack. Cannot combo after, but leads to hard knockdown for a setup.
|
|
|
(Arcueid)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*4 (1353)
|
(828)
|
94%*4 (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
36
|
2 (2) 2 (2) 2
|
64
|
-4~18 (vs. Stand) -4~8 (vs. Crouch)
|
3.0%*4 (12.0%)
|
-
|
Arcueid 22B summon. Frame advantage depends on standing vs crouching and how many hits connect. Launches the opponent on hit, including from OTG. Arcueid summon does not persist if V-Sion is hit.
|
(Satsuki)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
686
|
50% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
123
|
2
|
43
|
-
|
10.0%
|
-
|
Satsuki 214B summon, hits mid. Useful in corner oki setups, enables more damaging combos on hit than 214C. Ground techable launch on hit. Persists if V-Sion is hit, which can lead to very favorable trades.
|
(Akiha)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1078
|
80% (M)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
96
|
2
|
45
|
-
|
10.0%
|
-
|
Akiha summon, walks up and does 6C. Wallslams on hit. Akiha has a collision box, so opponents cannot move directly through her. Also persists if V-Sion is hit.
|
|
|
(Arcueid)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*4 (1353)
|
(828)
|
94%*4 (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
57
|
2 (2) 2 (2) 2
|
58
|
-
|
3.0%*4 (12.0%)
|
-
|
A version of her 214 summons unique to Crescent Moon. The summons appear farther away and will turn around to face the opponent if summoned behind them. Blocked summon hits from behind will push opponents forward. Summons do not correct facing if opponent moves after they appear. These can be completely hidden if done near the corner, but the attacks are still performed. 421X summons have slightly reduced recovery on summon.
Similar to 214A, but slower startup and very plus if multiple hits are blocked. Covers a farther range than 214A and hits meaty after Arc Drive/AAD.
|
(Satsuki)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
686
|
50% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
122
|
2
|
40
|
-
|
10.0%
|
-
|
Basically the same as 214B, but Satsuki appears further away. Similar in utility, but the back hit can open up some creative setups on block.
|
(Akiha)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1078
|
80% (M)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
105
|
2
|
42
|
-
|
10.0%
|
-
|
Akiha walks toward the opponent, likely from behind. Can lead to corner steal setups even before the hit.
|
|
|
(Ciel)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*6 (1195)
|
(862)
|
80%*3 (O), 90%*3 (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+28
|
X (22) X (21) X
|
3+30
|
-
|
-150.0%
|
-
|
Ciel summon unique to Crescent Moon. She throws three sets of black keys like her 214BBB series. Great space control, plus frames, and even OTG relaunches, but costs 150 meter. A great option to consider during Max or when exiting Heat. Can call other summons while Ciel is out.
|
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3000
|
2181
|
100%
|
-
|
U (Whiffs vs Air.)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13+0
|
2
|
39
|
-
|
removes all
|
Full 1-15
|
Invulnerable command grab that's inescapable after flash and recovers some health. Useful as an additional offensive threat during Heat or Max, especially to close rounds. Good oki on hit.
|
|
Another Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
4200
|
3491
|
100%
|
-
|
U (Whiffs vs Air.)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14+0
|
1
|
39
|
-
|
removes all
|
Full 1-15
|
Similar to Arc Drive, but longer range and more damage.
|
|
Last Arc
No ArkGrounded EX Shield during Blood Heat
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3500 ~ 7000
|
2800 ~ 5100
|
50% + 50% * remaining BH time
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
1
|
22
|
-
|
removes all
|
Full
|
Summons a giant claw that crashes on the opponent. Trigger hitbox hits fullscreen.
|
|