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Melty Blood/MBAACC/Sion TATARI/Crescent 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 and meter gain/given numbers 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
    • 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)


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 Region Common Venues Status Details
Yume
(夢)

Vsion Color15.png

Japan A-Cho Active Their mix-ups are wacky and WILL open you up.
ScrawtVermillion
(ScrawtV#7952)

Vsion Color22.png

NA Locals & Netplay Active Best C-Sion in NA. Very solid play.

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.
  • 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.

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
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.
  • 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 Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (Etc. >) 5C 2C 5A(w), 2[C], 2[C] > Summon
2957 (using 2AA>2B>5C>2C)
Meter Gained: ??? Meter Given (vs C-Moon): ??? (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.
Normal starter, grounded opponent
  • (Etc. >) 2C 3C sj8.BC j.66 j.BC dj.BC AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (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.
Normal starter, grounded opponent
  • (About 5 hits) 2C 3C 623B(2), j8.C sdj.BC j.66 dj.C AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Tight link. Used to gain a little bit of meter more than usual in trade for equally as little damage.
Normal starter, grounded opponent
  • 5C 2C 214A, 6[C] 66 2C j.2B, 2C Summon
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Near-full corner carry combo that's harder to do but gives more damage and even okizeme.
Normal starter, grounded opponent
  • 2C 5C j.ABC (delayed in between each normal), land j8.C sdj.BC j.66 j.C AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (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.
Normal starter, grounded opponent
  • (Etc. >) 2C > jump forward delay j.2B > 2C > 214A > 6[C], summon
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
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.
Normal starter, grounded opponent
  • 2C IAD j.2B, land 2C 2A(w), 2[C] Summon
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Used to get out of the corner and sideswap. Make sure the IAD crosses over slightly. The divekick will still hit.
2[C] ender followup, 100% meter
  • 2[C] (OTG, once), 66 2A 5AA 5B 623C
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (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,
  • 214C(hit), (66 >) 4B > j.BC > dj.BC > j.66 > j.C > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (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.
214C setup + 6C starter, grounded opponent
  • 214C(summon), 6C - 214C(hit), 66 > 5A > 5B > j.BC > dj.BC > j.66 > j.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Confirm off an overhead attempt into hit.
214C setup + Ground throw starter, grounded opponent
  • 214C(summon), 66 > delay Throw - 214C(hit), (66 >) j.BC > j.66 > j.C > dj.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Confirm off a midscreen summon hit and throw. Tough to time and space, however.
421C back-summon setup + normal starter, grounded opponent
  • 421C(summon), 2B > 5B - 421C(hit) > 5AA > 4B > j.BC > j.66 > j.C > dj.BC > AT, j.2B
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Normal confirm off of a back-summon. j.2B Ender can tech punish after airthrow if corner carried.
421C back-summon setup + 6C starter, grounded opponent
  • 421C(summon), 6C > 2A - 421C(hit) > j.66 > 5B > j.BC > j.66 > j.B > dj.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Overhead confirm off of a back-summon.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5C > 236C, 66 > 3C > sj8.C > sdj.BC > j.66 > j.C > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Damage-optimized meter corner combo.
Ground throw starter, grounded opponent
  • Throw, 2C > j.2B, 2C > 2A(w), 2[C], 2[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Corner throw combo.
Ground throw starter, grounded opponent
  • Throw, 5B > j.BC > j.66 > j.BC > dj.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (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.
Ground throw starter, grounded opponent
  • 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
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Best in terms of damage from corner throws.
Ground throw starter, grounded opponent, 100% meter
  • Throw, 2C > j.2B, j.A > j.2B, j.A > j.2B, 623C
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Metered combo that gives you both okizeme and damage, though less damage than the above.

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
  • 214C(hit), 2[C] > j.2B, 2C > 2A(w), 2[C] > Summon
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Staple conversoin off of 214C in the corner for oki setup.
214C starter, grounded opponent
  • 214C(hit), 6[C] > 2[C] > j.2B, 2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (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
214B starter, grounded opponent
  • Hitconfirm - 214B(hit) > 6[C], 6[C] > 2[C] > j.2B,2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Confirm for Satsuki summon in the corner.

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
MBCVSion5A.png
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% -

A waist-height punch that hits mid, and doesn't whiff on crouchers. Is only -1 on block, so useful for tick throws. Usually this move is used in whiff cancels during pressure/combos

Dash 5A is a very common way to approach. Your dash is very fast naturally and this attack hits both crouchers, people standing, and it even catche jumps.

5B
MBCVSion5B.png
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% -

A knee attack that hits mid. Has a bit of forwards motion, and is -1 on block, but is still very stubby. Can be cancelled very late, and her best starter, is core to her rushdown.

Even after only 2 2As it can whiff unless it's done from absolute closest range, which is fun. Use 2B>4B instead of 5B>2B for most confirms.

5B CH is how C-Vsion manages to make most of her high damage combos, it can be linked again into a powerful following sequence, but you need to be very close or have dash momentum with the first 5B.

5C
MBCVSion5C.png
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
12 5 15 -3 4.0%, 9.0% (13.0%) -

A two hit mid hitting claw smash that is mainly used as combo and blockstring filler. Has a lot of forwards movement. Often used to cancel into 236B or 236A xx 236C to reset pressure.

Crouching Normals

2A
MBAACC Vsion 2A.png
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. Has fairly long range for a 2A and is fairly fast. Obviously useful for mixups and general pressure

2B
MBCVSion2B.png
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% -

A low-hitting punch that will go under many high-hitting moves. Has forwards motion, but it has good range and is +1 on block, which leads to it being one of the core moves of her rushdown.

2C
2C
2[C]
MBCVSion2C.png
MBCVSion2XC.png
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, or as a way to set up a summon.

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 forwards movement and makes it safe on block. The charged version also OTG relaunches. The charged version can also come in handy with counter hit combos.


Aerial Normals

j.A
MBCVSionjA.png
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% -

A downward kick that hits mid. Not bad as a jump-in, comes out fast, but isn't the greatest air-to-air move. Can be used as combo filler.

j.B
MBCVSionjB.png
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 swipe that hits high. Comes out quickly, but slower than her other air normals. Tends to be mostly used in combos, can be used as a jump-in. Decent air-to-air, but usually j.C is better.

j.C
MBCVSionjC.png
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% -

A flip kick with an absurdly good hitbox. One of the best air moves in the game, extremely fast, huge hitbox, just deadly. Will beat things like Kohaku j.B and make people furious about it. Multiplicative prorate though on it, so it can actually hurt combo damage.


Command Normals

4B
MBCVSion4B.png
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

A mid hitting claw swipe that can be used as an anti-air, and has some clash frames for that purpose. Cannot be cancelled very late, is mostly combo filler and an anti-air. Has a small amount of forwards movement, which actually hurts its anti-air capacities.

3C
MB H VSion 3C.png
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 used in combos. Hits mid, is unsafe on block, not really a good anti-air, so it has few other uses.

6C
6C
6[C]
MBCVSion6C.png
MBCVSion6XC.png
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 kick! A flip kick with lower body invulnerability, that hits high. When it connects, normals are linked after, not cancelled into, so there are no reverse beat penalties. Fairly safe on block, and can be tricky to react to at times. Essential mixup tool, especially on wakeup in conjuction to assists

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, range, and hitboxes, along with making it + on block. Seems useful on paper but being far more reactable makes this of limited in offense. its primary use is as a good combo filler due to high damage, great hitbox and ground bounce properties

j.6A
MB H VSion j6A.png
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% -

A weird little uppercut punch in the air. Comes out quickly, but really isn't used often. On occasion, whiffing it can be useful in throw setups, but not often.

j.2B
j.2B
MBCVSionj2B.png
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. occassionally useful in pressure, tech chasing and combos. It can be plus at minimum height but it requires hitting at a specific angle and perfect timing, so its hard

Universal Mechanics

Ground Throw
MBCVSionThrow.png
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.

Air Throw
Air Throw
j.6/4A+D
MBCVSionThrowAir.png
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.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCVSion214D.png
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.

Heat
Heat
A+B+C
MBCVSionHeat.png
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. Like most heat activations, though, its a useful defensive tool to use, especially because it restores red health and boosts damage. Learn to use this effectively.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
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 - 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

236X
  • Forward claw attacks with big hitboxes. Too slow and unrewarding to use as pokes, and generally have few uses due to being nerfed
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
900 441 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
13 2 30 -8 5.0% -

Isn't useful except for being EX-cancelled into 236C or 63214C in pressure.

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 + on block. If you are point blank it can be powerful, but it's slow, and if they're watching for this, you'll get hit. The advantage isn't too great either. Use it rarely and unpredictably as a reset option for pressure, using its long range.

[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

An extremely slow, forwards claw attack that is significantly + on block. Useful as a meaty but generally outclassed by your 214x setups. Too slow to use in pressure.

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. Pretty shit move, as the advantage on block is only decent for the range it can be used in. It also adds like 100-200 damage in a full bnb at best. Don't use this unless you need a 63214C-like move but don't have the meter

623X
MBCVSion623A.png
MBCVSion623B.png
MBCVSion623C.png
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

An upwards claw attack. Useful as anti-air with startup upper body invincibility, as well as being air unblockable. Its very risky to whiff/get shielded and doesnt lead to anything without an air counterhit, so its beat used only against characters with obnoxious air normals, occasionally.

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%) -

bigger anti-air claw which is safe on ground block and hits twice. It can now leads to conversions on ground hit, but it loses its upper body invuln, more recovery, much less consistency on air counterhit and being air blockable. Worse version of a situational move, dont use this.

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

A quick EX anti-air hitgrab. C-vsion's only reversal outside heat and powerful combo tool. Many many frames + on hit, so it lets you get a setup while still dealing good damage. Use this a lot. Punishable on block, Air unblockable, Cannot counterhit.

214X
MB H VSion 214A.png
MB H VSion 214B.png
MBCVSion214C.png
(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 19 18 (vs. Stand)
8 ~ -4 (vs. Crouch)
3.0%*4 (12.0%) -

Arcueid summon, she does a 22A/B style attack. Comes out kind of quick and is + on block, but can be hit out of at the start and the summon won't stay. Relaunches, even from OTG, which is what it's primarily used for.

(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 summon, she winds up and does her 214B, but it doesn't hit high. Useful in oki setups, moreso in the corner as it doesnt advance forward, but it enables more damaging combos on hit than 214C. Ground techable knockdown on hit.

(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. The core to C-Vsion's gameplan, as you can't move through it and it persists on hit, favorably trading with the majority of reversals in the game. Wallslams on hit, so you get strong followup combos anywhere on the screen, and especially ones with a lot of corner carry. Use this in the majority of your knockdowns.

421X
  • A version of her 214 unique to Crescent Moon. The summons appear farther away and will turn around to face the opponent if done close enough to them. Those can be completely hidden if done near the corner, but the attacks are still performed.
MBCVSion421A.png
MBCVSion421B.png
MBCVSion421C.png
(Arcueid) Damage Red Damage Proration Cancel Guard
400*4 (1353) (828) 94%x4 (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
57 2 (2) 2 (2) 2 58 - 3.0%x4 (12.0%) -

Arcueid summon, she does a 22A/B style attack, now from a further distance.

This special has some uses. First off, it allows her to cover a bigger portion of the screen than with 214A, which can be useful against other summoners or zoners like Nero or Hime, which V.Sion tends to really struggle otherwise (Poor H). It does lose on the combo applications however.

Also, if you land an Arc Drive/AAD from midscreen, 421A will hit true meaty and beat a lot of the opponents options, so her Oki after her command grab is actually really scary from every range now.

(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% -

Satsuki summon, with an actually faster recovery than the 214B version.

Its niche is a bit specific but still useful. Due to the faster setup time and it appearing behind the opponent, it means that it's a far better option than 214B on midscreen as an Okizeme tool, and unlike 214C or 421C, it doesn't send the opponent flying to the corner, so if you around the middle of the screen, This will give you the more consistent conversions if the mix is successful.

The hitbox is also just as large as with 214B, while being faster to set-up, and appears further than 214B, making it a useful tool to have against characters that try to keep you out at range.

(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 summon. The neat thing about it is that after your heavy knockdown setups, you can do 412C so that Akiha will walk from behind the opponent, essentially creating a 'sandwich setup' of sorts. Mostly used when you are closer to the corner behind you so you can get conversions ideal for the situation, which requires you to lab and explore yourself.

Also, if you are in the opponent's corner, instead of a high low, you can choose to do a left/right by dodging at different timings before the kick, or by doing an air dash j.C where it can hit on one side or the other depending on what time they blocked the kick. This can be blown up by shield, but there's always the option to punish it after baiting it. While 214C tends to be a more consistent Oki tool in the corner, mixing all of your summons so that the opponent has to quickly adapt is important in the mental game, so keep it in mind.

63214C
MBCVSion63214C.png
(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. She throws three sets of black keys, like her 214BBB series. Is a great pressure extender in theory and good OTG tool if it didnt cost 150% meter for some reason. You usually want to reserve the super, unless you're desperate to open opponents up or enter max mode during pressure.

Can allow you to set-up other summons on corner with strings like 236A>Ciel Summon>Normal Summon (Can escape if they EX Guard the 236A) or 236B>Ciel Summon>Normal Summon (Can be blown up before the 236B comes out).

Arc Drive

Cruel Blood
41236C during Max/Heat
MBCVSionAD.png
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

This is a command grab with not too much range that deals high damage and gives her a bit of life back. Could be useful in pressure occassionally, but since it eats all your meter avoid using this unless you'll sure it works.

On Crescent is a bit more useful since you'll be able to enter heat manually. Also, she gets oki even midscreen thanks to 421A compared to half, so it's a more threatening option.

Inescapable post-flash

Another Arc Drive

Cruel Blood
41236C during Blood Heat
MBCVSionAAD.png
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

The above with more range and damage. This used to be a very useful attack because it could hit airborne opponents, but it does not anymore, and is less useful for that. Don't use this often.

Ditto the uses from the normal version. Bigger damage, same Oki, Katto Katto.

Last Arc

No Ark
Grounded EX Shield during Blood Heat
MBCVSionLA.png
MBCVSionLA2.png
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

One of the Last Arcs with a fullscreen hitbox on activation. Summons a giant claw that crashes on the opponent if the LA connects.



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