Melty Blood/MBAACC/Sion TATARI/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.
  • Combos:
    • Add combos for non-(2A) 5[B] starters. (ex: Corner throw, Raw airthrow)
    • (If necessary, add Starters/Enders/OTG Pickup combo sections)


Additional Resources

F-V.Sion Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Unlike other moons, F-V.Sion's forward dash travels a set distance and cannot be stopped.
Strengths / Weaknesses
Strengths
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  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

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.

Some of the combos are taken and translated from the French wiki BasGrosPoing. See here for the original.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A) > 5[B] > 2B > 5C/2C > 214B > j.ABC > dj.ABC > AT
4583
Meter Gained: 71.1% Meter Given (vs C-Moon): ???
Basic combo for beginners. Doing the combo with 2C instead of 5C will do a lot less damage, but it's required if 2B hits near its maximum range.
Normal starter, grounded opponent
  • (2AAA) > 5[B] > 2B > 5C > 214A, 214B > j.A > delay j.B > delay j.C > land j.C > dj.BC > AT
5001
Meter Gained: 87.3% Meter Given (vs C-Moon): ???
This is a more damaging version of the above. The 214A > 214B is a bit finnicky because it depends too much on distance. 214B won't combo from 214A if you're too close, and 214A won't connect from 5c if you're too far away. You'll want to add (or take away) 2A's to adjust the distance. If done at point blank you'll need three 2A's.
Normal starter, grounded opponent
  • (2AAA) > 5[B] > 2B > 5C > 214A, 214B > j.C > dj.66 > dj.B > delay dj.C > land j.C > dj.BC > AT
5058
Meter Gained: 92.7% Meter Given (vs C-Moon): ???
It's much easier to do if you reach the corner when doing the airdash. The first j.C has to hit as soon as possible.
Normal starter, grounded opponent
  • (2A) > 5[B] > 2B > 5C > (214A,) 214B > TK j.2B, 5C > 236A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Less damage for a hard knockdown, possibility of safejump after "236A".
Normal starter, grounded opponent, 100% meter
  • (2A) > 5[B] > 2B > 5C > 236C, 5A > 5[B] > j.BC > j.(A)ABC > AT
5003
Meter Gained: -54.1% Meter Given (vs C-Moon): ???
Metered BnB for damage. It's also a good way to dump meter for meter management.
Normal starter, grounded opponent, 100% meter
  • (2A) > 5[B] > 2B > 5C > (214A,) 214B > TK j.2B, 5C > 623C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Metered BnB for getting a hard knockdown into okizeme.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2AAA) > 5[B] > 2B > 5C > (214A,) 214B > j.2B, 5C > 623B, j.C > dj.BC > AT
5184
Meter Gained: 100.8% Meter Given (vs C-Moon): ???
Slightly delay j.2B if you're too far away for it to hit.
Normal starter, grounded opponent, 100% meter
  • (2A) > 5[B] > 2B > 5C > 214A, 214B > j.A > delay j.B > delay j.C, land 236A, TK j.2B, 5A > 6B > 623C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Sets up a gap in the corner for left/right mixups.


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
MBFVSion5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 252 78% (O) 3.15% -SE-, -N-, -SP-, -EX-, (J) LH 4 3 6 3 -

Quick jab, +3 on block.

5B
5B
5[B]
MBCVSion5B.png
MBFVSion5XB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 800 505 100% 7.2% N, SP, EX, (J) LH 5 3 9 3 -

The same 5B from crescent moon, except this time it's +3 on block and is chargeable.

5[B] 1000 707 100% 9.0% N, SP, EX, (J) LH 10 3 15 -3 -

When charged, she extends her leg like F-Sion, but it becomes -3 on block. This one is useful in combos.

5C
5C
5[C]
MBFVSion5C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 1000 909 100% 9.0% N, SP, EX, (J) LH 11 3 15 0 -

A one hit claw smash that extends rather far. Slower than her old 5C, and neutral and block.+4 charged.

5[C] 1600 1111 100% 9.0% N, SP, EX, (J) LH 16 4 10 4 -

+4 on block, it can be used over and over again and it actually works sometimes, though it's extremely unsafe if your opponent is disrespectful and pokes, but it works as an anti-jump.


Crouching Normals

2A
MBAACC Vsion 2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 121 75% (O) 1.8% -SE-, -N-, -SP-, -EX-, (J) L 3 4 5 3 -

A low kick. +3 on block.

2B
MBFVSion2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300, 400 (609) (397) 80% (O) 2.7%, 3.6% (6.3%) N, SP, EX, (J) L 6 4 13 0 -

A two hit low swipe, neutral on block. Decent combo fodder if you're not going for a delayed jump combo.

2C
MBFVSion2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 808 60% (O) 9.0% N, SP, EX, (J) L 9 18 9 -9 -

A low slide kick. Less useful in this case due to the fact your only cancels are the overhead and specials, and none of her specials are a really good idea after this on block. Try to avoid using this.


Aerial Normals

j.A
MBFVSionjA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 181 75% (O) 2.7% SE, N, SP, EX, J HA 4 4 10 - -

A little hand swipe around shoulder level. Quick and useful for comboing.

j.B
MBHVSionjB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
750 454 80% 6.3% N, SP, EX, J HA 7 6 - - -

An awkward little kick that hits as a crossup very well. This is your most powerful tool in a midscreen IAD. You can even do an instant j.214A after it if it crosses up as a double overhead 50/50 mixup.

j.C
MBCVSionjC.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 454 90% (M) 8.1% SP, EX, J HA 5 3 - - -

One of the best air moves in the game, V.Sion's flip kick is fast, damaging, has a good hitbox, and is just plain scary for opponents.


Command Normals

6B
6B
6[B]
MBHVSion6B.png
MBHVSion6XB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6B 300*3 (871) (525) 100% 2.7%*3 (8.1%) -EX- LH 12 10 12 4 -

A weird little etherlite drill that can be ducked.

6[B] 700*3 (2034) (1467) 100% 6.3%*3 (18.9%) -EX- LH 26 12 9 1 -

When charged, the drill becomes much larger and works very well as an anti-air.

6C
6C
6[C]
MBCVSion6C.png
MBCVSion6XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6C 800 505 65% (O) 7.2% - H 26 5 12 -2 -

The overhead flip that V.Sion has now.

6[C] 1500 1010 65% (O) 13.5% - H 33 9 8 1 ~ 8 -

Charged version increases damage, range, and hitboxes, along with making it + on block.

j.2B
MBCVSionj2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 606 60% (O) 7.2% - LHA 10 X 9 1 ~ -4 -

The same dive-kick as the other two styles. Useful in pressure, even more now that she doesn't have a good dash. Relaunches.


Universal Mechanics

Ground Throw
MBCVSionThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 404 35% 0.0% - U 2 1 20 - -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Raw)/1200 505 30% 0.0% (Any if Raw) U 1 1 12 - -

Works about the same as Sion's airthrow. 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)
MBHVSionSC.png
MBHVSionSCAir.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 her 623 series.

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

Same animation as H-Moon's j.236 series.

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

A fancier-looking 3C.

Blood Heat
Blood Heat
A+B+C during MAX
MBCVSionHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% -100.0% (min) - U 20 5 23 - Full 1-25

Tied for second longest Heat startup in the game with Aoko and Warachia.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCVSionCSpark.png
MBCVSionCSparkAir.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
Busy Bug
236A/B/C
MBFVSion236A.png
MBFVSion236B.png
MBFVSion236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 750 404 70% (M) 6.75% - LHA 15 4 18 -4 -

Like H-V.Sion's j.236A, except slower and has multiplicative proration. Very little use.

B 900 707 50% (O) 8.1% - HA 30 4 14 0 -

This version is an overhead and goes much farther.

EX 1000x3 (1836) (1298) 50% (O) -100.0% - HA 7+8 9 12 3 Full 7

Used in metered combos to add a bit of damage.

623X
MBCVSion623A.png
MBCVSion623B.png
MBCVSion623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1200 909 70% (O) 11.7% - LH 10 2 29 -7 High 1-10

A single-hit DP with upper body invincibility. Not overly useful, but is air unblockable.

B 800*2 (1379) (870) 85%*2 (M) 7.2%x2 (14.4%) - LHA 10 2 32 -3 -

Two-hit upwards claw that is used as a launcher occasionally in combos.

EX 300, 500*6 (2969) (2329) 100% -100.0% - LH 6+3 2 41 -25 Full 1-13

Hitgrab-type DP which gives you a hard knockdown on hit, but this character's oki isn't strong enough to really use this, so it's used mostly as a reversal.

214X
Etherlite Thrust
214A/B/[B]/C
MBFVSion214AB.png
MBFVSion214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 606 70% (O) 7.2% (SP), -EX-, (J) LH 11 8 13 -3 ~ 4 -

A dashing punch with etherlite around her hand. Varies from slightly minus to slightly plus frames on block, jump and (non-self) special cancelable on hit, and doesn't launch. Can combo into 623B on airborne opponents, and 214B at a distance on grounded opponents.

B 1200 808 80% (M) 10.8% -EX-, (J) LH 11 8 17 -7 ~ 0 -
[B] 1600 1010 80% (M) 14.4% -EX-, J LH 25 8 17 -7 ~ 0 -

A dashing punch that launches. Goes further than 214A, is less safe on block, and is used as her main launcher in combos. Can be charged.

EX 700*2, 1200 (2141) (1472) 80% (O) -100.0% - LH 2+7 12 23 -12 Full 1-2, Strike 3-21

A quick dash punch that is invincible, wallslams, gives an odd little double ground bounce, and is useful as a reversal.

22X
Chain Letter
22A/B/C (No EX)
MBFVSion22ABC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B
C
650
700
404 60% (M) 5.85% -EX-, (J) L 15 10 21 -13 -

Standard ground spike special, with the distance depending on the button used. Hits low and launches the opponent towards you, but it's slow and has 60% multiplicative proration, so combos with them look cool, but are functionally useless.


Aerial Specials

j.214X
Slide Air
j.214A/B/C
(j.214C~6/4)
MBFVSionj214A.png
MBFVSionj214B.png
MBFVSionj214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 100, 1200 (1262) 101 100% 0.9% - H
(Whiffs vs Air.)
11 X 22 -19 ~ -12 High (while active)

Like Sion's j.214A, but sort of different in that it has no minimum height requirements and has longer recovery like the move did in MBAC, and is an overhead. This can be used as a tiger knee special as one of the fastest overheads in the game off of IADs for a 50/50 mixup. If it's blocked, you are in a world of hurt, though.

B 100, 800 (875) (385) 100% 0.9% - U
(Whiffs vs Air.)
29 X 22 - High (while active)

Like Sion's j.214B, meaning a slow, slow throw. Unblockable, but easy to avoid.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 100, 700*5 (3270) (1403) 100% -100.0% - HA 3+1 X 22 -17 ~ -12 Full 1-4, High (while active)

Like Sion's j.214C, but it also has landing recovery on block/whiff. EX combo finisher for untechable knockdown.


Arc Drive

Cruel Blood
41236C during Max/Heat
MBCVSionAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3000 2248 100% removes all - U
(Whiffs vs Air.)
13+0 2 39 - Full 1-15

This is a command grab with not too much range that gives her a bit of life back. Cannot grab airborne opponents.


Another Arc Drive

Cruel Blood
41236C during Blood Heat
MBCVSionAAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
4200 3598 100% removes all - U
(Whiffs vs Air.)
14+0 1 39 - Full 1-15

The above with more range and damage.


Last Arc

No Ark
Grounded EX Shield during Blood Heat
MBCVSionLA.png
MBCVSionLA2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3500 ~ 7000 2900 ~ 5200 50% + 50% * remaining BH time removes all - U 4 1 22 - 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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