Melty Blood/MBAACC/Sion TATARI/Half Moon

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Character Page Progress

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

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

Additional Resources

H-V.Sion Match Video Database

Melty Bits: H-V.Sion

Full hvsion guide

ps2 directory with discussion

MBAC directory with in depth discussion

Players to watch/ask


-Understands the character at her core. Incredibly strong player who has stuck with her since older versions. Strongest 1.07 H-VSion.

-Wild style, does not commit to more optimal routing but keeps true to the character’s aggressive nature. Watch them to understand H-VSion’s common scramble situations and turn stealers.

-Another solid H-VSion but unfortunately scarce amount of sets exist on YT. Recommended to pursue through niconico or wait for the videos to be reposted to YT.


  • Sp00ky(PS2/CC)
  • Bizzy(found in main server)


Strengths / Weaknesses
  • One of the few characters with fast speed and ridiculous momentum. Threatening ability to close the gap and take spaces that some characters with her speed wish they could.
  • Fast normals that reinforce her pressure game, allowing her to remain a threat despite the frame data.
  • Dangerous okizeme game and reward, able to access grimy tick throw game through summons, a legit left/right setup, and other gimmicks that lead into solid reward provided that the H-VSion knows how to convert their hits.
  • All supers have certain purposes and benefits, allowing H-VSion to gauge her meter and have comfort in dumping the resource whenever she needs to, provided that she can combo into it, hitconfirm it, or use the super safely in neutral or pressure.
  • Comboable throw. Always a pleasure.
  • The first 4 frames of dash are an acceleration period from 700 to 2060 at frame 5, which can lead to awkward pressure interactions and abare dashblock scenarios.
  • Stubby neutral tools.
  • Poor defensive game

Sion gives into her vampiric impulses and becomes VSion, taking from her original moveset and morphing it to resemble a more aggressive version of Sion. H-VSion is a basic, yet solid character with surprising depth in her kit emphasised by her mobility, pressure, and okizeme. Her ability to close the gap against any character and threaten them through both her ground dash and the air momentum she receives from it, her decent reward on hit, numerous ways to spend meter, and potent mixups is testament to her remaining dominance despite changes to her kit from Console/PS2 to 1.07. This character will make you feel the wind in your hair as you continually learn and develop.

General Gameplan

H-VSion isn’t really bound by anything and can be played in numerous ways despite her buttons and movement appearing to suggest a more in-your-face playstyle where you’re consistently bulldogging your opponent, daresay engaging in a “gorilla” playstyle. While her optimal position is to be in-your-face, there are multiple routes for H-VSion to get there. Understanding how to control her movement in tandem with options that allow her to claim space, such as dash5A/2A and use of 7/8/9 j.A/6A, are essential to operating her gameplan. H-VSion wants to hit you and lock you into the corner while still maintaining an advantage over you, be it in how she structures her okizeme, pressure, or her ability to concede and reestablish neutral dominance, which Sp00ky highlights exceptionally well in their article about the two schools of VSion: THER and Wagu.


H-VSion has a tool for every situation and understanding how these tools can operate in a match is essential. However, before getting into the usage of buttons in neutral, it is important to once again consider H-VSion’s unique movement.

Ground Movement Mentioned in the Strengths/Weaknesses section, H-VSion’s dash has an acceleration period where her movement begins slower, but rapidly spikes until it is capped at 700-2060. For frame of reference, C-Sion’s acceleration minorly spikes from 1600-1700. While this can make pressure more awkward for closing the gap on tools such as redashes, the acceleration to 2060 allows for H-VSion to achieve insane momentum and dash potential, granting her access to options such as dashing under people, intercepting air movement, and allowing for the establishment of her aerial mobility through dash momentum.

Jump/Air movement H-VSion has access to 7/8/9, super jump forward (29), and air super double jump forward (j.29). The premise of these options imitate other Melty characters despite her unique speed. 7, Upback, allows for movement backwards, which can open up opportunities to protect H-VSion’s space with j.A/C. 8, neutral jump, in tandem with the ability to drift by holding [6] or [4], allows for H-VSion to contest and protect space. 9, forward jump, presents a more aggressive approach to taking and intercepting opponents. Both superjumps allow you to claim increasingly more space at the cost of accidental overcommitment. Additionally they can also be used to maneuver around certain neutral options, such as Ciel’s Black Keys/214X series. However, a more tantalizing suggestion would be the utilization of dash momentum alongside 8/9 rather than only committing to super jumps for claiming space. This combination of neutral/forward jump and dash momentum can lead to some insane movement interactions by using dash momentum to influence neutral jump’s drift, making 8[4] move H-VSion forward slightly until the momentum halts, and 8[6] acting as a faster-paced forward jump. Furthermore, the dash momentum influences her air dash greatly, causing Airdash Back (j.44/j.4A+B) to move her back slightly compared to normal ABD and her Airdash forward (j.66/j.6A+B)

Pressing the Buttons

The A Series

5A/2A: Your main tools for controlling ground space and pressing advantages. While they are stubby in nature your movement will carry them to victory. However, one of the greater weaknesses is occasional inconsistency at beating opponents who wish to jump forward/iad in reaction to H-VSion tools. Alternatively there may be times where they are already approaching the apex of their jump while you’re dashing at them. This is where the most groaned about tool comes into play.

6A: Potent tool to lock down opponents once 5A/2A connect with fantastic cancel frames. Beefier active frames and hitbox open up other opportunities such as the ability to snipe/intercept upbacking/7 usage, anti-air, and straight up stuff some neutral tools.

6AA: The movement forward and hitbox allow for 6AA to kill some backdash attempts, while also hitconfirming into H-VSion’s potent 6C corner carry combo. j.A/j.6A: Destroyer of worlds. Dash 9j.A and 8j.A are fantastic tools at intercepting opponents trying to rise or caught scouting in the air. j.7A also provides potent space control against opponents who commit to aggressive air options. j.6A complements this usage by sacrificing the powerful low-vertical hitbox of j.A for MBAC levels of frame data that cover a higher vertical space than j.A while also being able to immediately cancel. This tool is very underrated. Another thing to mention about j.A: This is arguably H-VSion’s best Air-to-Ground hitbox. While some players may argue for j.B/C’s prowess it is clear that both buttons require specific spacing/timings to actually function as AtG while also nabbing confirms, while j.A does not need a specific situation outside of your opponent being below you. Make use of this in tandem with j.AC to lock your opponent down.

The B/Cs:

5B: A bold anti-air, the truest backhand. While it isn't a marvel like C-VSion’s 4B, it makes up for it in speed and how it complements H-VSion’s speed. This tool can dominate ground interactions where opponents are trying to jump in reaction against your dashin attempts. On Air Counter hit, it is possible to confirm into big damage and decimate the opponent’s momentum while enabling H-VSion’s gameplan. Furthermore it provides an excellent pressure starter.

6[C]: The charged/Blowback Edge version of 6C that sacrifices frames for a ridiculous vertical disjointed hitbox. On block H-VSion is advantageous, but where it truly shines is its massive groundbounce and potential to stuff Air to Ground tools and opponents who like to remain at the double-jump height. The Dopamine from hitting this tool is something else.

6[B]: How can we not consider this absolute unit? 6[B], while not giving as much reward and conversion power as FMoon’s because of H-VSion’s supers, this remains a potent tool in H-VSion’s arsenal for feinting space control and presenting the opponent with a beefy hitbox that can stop some character specific approaches and most importantly prevent low-AD control. However, as it does not have a clash frame anymore, be mindful of its ability to get stuffed by certain movement and neutral tools. Do not let its weaknesses of startup and nerf get to you, experiment with numerous applications like dashunder 6[B] and also watch out for characters who are forced to block it crouching, as it can nab you easy frame advantage.

j.B: Shallow hitbox makes this tool limited in its ability to contest Air to Ground space outside of its designated function, which is to guard the space behind H-VSion while she’s in the air. Can catch players off guard attempting to do greedy dashunders.

j.C: Solid at defending H-VSion’s vectors with its honest hitbox. Can also be used as a twitch Air-to-Air i.e 9j.C should you sniff out an opponent’s option and wish to intercept or control that vector. Note that if you want the style, 9j.C>j.2B can allow for easy conversions off of air counterhit into solid damage or, if your wits are about you, 6C combos. Delicious. IABD j.C is also a method of safely disengaging, however this option should be used in tandem with j.A/6A and the potential threat of neutral jump/forward jump to catch opponents off guard. j.2B: Fundamental part of H-VSion’s neutral game as it can act not only as a fastfall to play mindgames with your opponent, but can snipe some grounded buttons in tandem with movement such as IAD/66 or IABD/44. Something to note: this tool has incredible air untech on hit, meaning you can hit someone with it while they're in midair and, in most situations, be able to link 5B or rejump j.A/6A to confirm.

The Specials:

236A: Can be used as a tool to snipe greedy ground approaches, but has horrible recovery on whiff. Experiment with it and know its risks.

623A: Defacto Anti-Air with upper body invulnerability until midway through active frames. Solid at stopping committal options and nets decent reward. Also another option to experiment with in neutral, maybe use the 623A to low profile some character’s pokes and punish ;) .

214A/B/C: Summons! Despite their prominence in pressure and setplay these tools have their purpose in neutral. 214A, while having high recovery and being Air Blockable, still has the potential to snipe some preemptive air approaches and intercept opponents. It’s unique attribute is its obscene untech time on hit, you can react an eon late and 9j.C will still probably connect. 214B can be established as a tool to control a certain space of the screen, making it potent as a zoning tool to lock down the ground game. 214C allows for H-VSion to establish her advance safely. However, all of these summons require full attention by the H-VSion to establish them, understanding how their opponent can circumvent dealing with the summon, how they can snipe the startup, how they can still contest your approach, move around you, and more.


The Pressure and Blockstring concepts were initially brought about in very old MBAC VSion threads, mainly Sp00ky’s Blockstring Yomi and Art of Random thread. While it could be argued that these pressure concepts were in a realm where Bara canceling existed therefore being inapplicable to 1.07, H-VSion’s pressure still revolves around the exact same concepts discussed in Sp00ky’s threads.

Your goal in pressure will vary between character and especially opponent but will always come down to “how do I open up my opponent” at the ranges that VSion can operate, which tend to be at close or mid range (think of your 5C’s coverage). Refer to the movelist below for frame data, which will likely assist in making sense of H-VSion’s pressure game, revolving around tools such as 5/2A, 5/2B, 5C, 6A/AA, j.2B, iad, etc.

Establishing the ability to mix in new options to open up your opponent is an absolute necessity as the opponent starts to respect your pressure more and more. However, initially establishing this respect, your level 0-1 pressure concepts, will open the door for you to experiment with the character.

Level 0 H-VSion Pressure Strings

2AAA/5AAA: Ol’ Reliable. Dash5/2As incredible speed allow this to be a consistent threat regardless of level. Most importantly it keeps you point blank and opens up numerous options to go into. This is the start of the H-VSion Visual Novel when you have all routes unlocked.

5A6A: Another Ol’ Reliable, you can go into numerous options/pressure possibilities through its incredibly long active frames. Something to keep in mind: 2A restores your ability to 5A6A, therefore chains such as 5A6A 2A 5A6A are possible and can open up other routes to fake out your opponent’s pattern recognition. X > 5C5A6A is also valid for being a blockstring ender, provided you have the means to commit and confirm your frame trap through 6AA/B2C etc.

5C 236B: Want a pressure reset? This can work. Players may tend to try and ex guard your 5C to push you out, so you can insert this option to catch downbacking and achieve easy +4 which can install fear in your opponent for respect.

Level 1 H-VSion Pressure Strings

966/96A+B j.A j.C: Basic airdash string that goes into grounded blockstrings with good advantage. You can mix in iad j.A/ delay j.C or even iad j.A land2A to catch people off guard. 5B ~ 2B / 2B ~ 5B: Basic B normal stagger pressure. Both normals have good cancel frames and 2B is +-0 which opens up the opportunity to fake resets and establish further respect. 2B 2B: At certain spaces can stuff mashout/abare. 5/2AA/5B/2B > j.2B: Method of beating out stronger ground abare tools, can also be used to feint tick throw game and blow up mashing/option selects.

Cool so we’ve established Level 0-1. Remember, when you’re doing cool stuff in pressure like iad j.6A into 6C, or dash backdash etc., you will have to eventually reset to level 0 to influence your opponent’s preparation for new decisions and options. Doing Level2+ Pressure concepts is fine and good until your opponent starts beating you with the simplest of tools that, with conditioning of Level0-1 tech, would put consideration into the opponent’s actions. Remember though: when they’ve begun to respect these options: throw. them. off. Dash iabd j.AC, dash backdash, iad j.6A etc., open them up and release the box of tricks to achieve her win condition: setups and damage.

Don’t be afraid to experiment with various resets and string enders. Even if it’s minus, you gotta try this: 5B or 5C dashin/iad, 5AA summon, etc. Try new things and experiment with opening them up.


The Summons:

Varies between 214C and 214B. When beginning as H-VSion, 214C is the easiest to grasp and will assist in understanding Satsuki’s application. 214C: Acts as insurance. There are 3 areas of interaction with 214C. I have listed a few concepts to apply in these areas

Before Akiha Kicks

  • 2AAA vs. 2A throw vs. 2A6C vs. 2A~2A~2A
  • 2A iad j.AC vs. 2A iad j.A vs. 2A iad j.6A.

Blockstun of Akiha Kick

  • 6C
  • Iad j.AC vs iad j.A vs iad j.6A (whiff) j.C vs iad j.6A (whiff) land2A


  • 2AAA vs. 2A throw vs. 2A6C vs 2A~2A~2A
  • Iad j.AC vs iad j.A vs iad j.6A (whiff) j.C vs iad j.6A (whiff) land2A

-As your opponent begins to respect the most basic of establishment (through 2AAA), you will unlock different ways to blend your opponent. However, you may notice that Akiha can sometimes let you down in certain areas, such as reward post kick or midscreen.

This is where 214B shines.

214B: You can apply the same concepts to the three periods of 214C, except this time the threat of Satsuki’s longer windup can act as additional insurance, especially with the reward that you can get off of hitting them with Satsuki (See Satsuki routing). Furthermore, in the midscreen, the potential area it covers and Pushback from blocked summon allows the H-VSion to extend her reach and push the opponent to the corner. Note: Once they begin to respect the initial setups from Akiha/Satsuki, you can start mixing in interesting gimmicks that abuse their respect. Here’s a few to get you started and get your mind experimenting:

  • Midscreen 6C 6C Akiha, dash 6C (Crosses up) > Akiha kicks > Spot Dodge (swaps to original side) 2A.
  • Midscreen 2C/623C Akiha, dash 9 airdodge j.2B (Crosses up, baits dps, relies on opponent crouching)
  • Midscreen 2C Satsuki, iad j.B (crossup) 9j.2B (original side) > Satsuki Hits > 6C.

Which Ways and You: 623C and Corner Vacuum: 623C has the unique property of vacuuming the opponent into a certain spot because it is a canned animation. Therefore, it is possible to space H-VSion at certain distances where the opponent will be pushed out. This allows H-VSion to setup interesting Left/Rights / Which-Ways off of simply 623C.

Example: 2C5C5AA6B (1hit) 623C.

From here, H-VSion can mix how she decides where to go, be it by microdashing to push or pretend to push the opponent or divekicking at certain heights.

But what if we can set this up and decide which way H-VSion WILL go? This is where 2C tk j.2B routing shines.

  • Example A: 5A6AA 6C 6[C] j.2[B] 2C tk j.2B 2C5C 5AA5B 623C
  • Example B: 5A6AA 6C 6[C] j.2[B] 2C tk j.2B 2C5C 5AA5B ~ 623C

By alternating the cancel window of 5B 623C, we can decide if the combo WILL pull the opponent out, or if it won’t. Without delay, VSion dummy will be pulled in this example, but with delay, the VSion dummy will not be pulled and will still be in the corner. Some characters will unfortunately have bigger hitboxes, resulting in this setup not working. However, with other delays (hint: 2C5C~5AA5B) you can still establish a spacing where the opponent WILL be vacuumed out of the corner.


A normals: These are the lifeblood of your abare. Having a 4F 2A and an ease of access to confirms from 2A5A6A, 2A5A2C, or fuzzy 5A5B can make H-VSion’s abare quite strong. Additionally, use of 9j.A can stop players with poor dashA/B normals who primarily reset through dashins, allowing H-VSion to force blockstun and pressure the opponent or, alternatively, escape the corner and reset to neutral. Another use of A normals is in combination with VSion’s dash, dashA being a good way to close space should the opponents look to space themselves in the corner against you and potentially granting you an element of surprise. Be mindful of your distance for confirms and map accordingly, as well as checking how the opponent interacts with your disrespect and gauge your risk/reward.

236C/623C uses: Both can serve as reversals. 236C, similar to C/H Wara’s 236C, has a decent amount of vulnerability prior to the claw coming out (around 12f), allowing it to stuff out some frametraps and enable a hitconfirm into decent air throw damage. If the opponent is unable to interact with the situation and chooses to block, the H-VSion is granted frame advantage and can use this to either pressure the opponent or escape the corner. It’s weakness being moves that can snipe the invulnerability before the claw comes out, such as sliding sweeps (C/H Nanaya 2C) or normals that have tons of active frames (C-Hisui 2B), which is where 623C can come in.It is invulnerable until its short active frame passes, unlike 236C and acts as a basic shoryuken. However, 623C is slower than other reversals, allowing it to be shielded on super flash if the opponent plays a character that can cancel an A normal’s recovery frames into shield. Should the opponent block it, H-VSion will eat B starter damage, but if timed correctly during frame traps/staggers, it can nab VSion an easy 2k into summon/left right setplay.

Divekick/IAD/719: Divekick can serve as a potential abare against characters who have lower 2A/2Bs and rely on these dashins, alternatively sweeps that move them forward (think Nanaya). You need to have your wits about you if you decide to use this tool. IAD j.A can also work against opponents who have spaced themselves our reasonably and can be used in tandem with dashA to check opponents on their pressure spacing. 719 can also work with the plethora of defensive aerial options that allow VSion to change air trajectory/stall in the air such as j.236X, Dodge, and j.2B. However, be mindful of opponent spacing, as recklessly using 719 to escape the corner while opponents space themselves correctly can blow frames and result in resuming opponent pressure.


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 all aerial enders can either be finished with the normal Air Throw or j.236C. Air Throw enders can also be followed up with j.2B. For the rest of this combo guide we'll simply use AT as the notation.
  • These are just some of the basic combos. Please refer to this guide here


Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • 2A(A) 5B(2B)2C5C
Meter Gained: text Meter Given (vs C-Moon): text
Usual basic BNB starter midscreen and corner. Can alternate the route into 5C2C for OTG looping or 3C if you do not have meter and distance for 5A6AA
Normal starter, grounded opponent
  • 2A/5A(A) 5B(2B)5C
Meter Gained: text Meter Given (vs C-Moon): text
Usual Basic BNB starter into 5A6A from midscreen or corner. If 5A was already used, rebeat 2A>5A6A for easy confirm into 6C BNB midscreen.
Normal starter, grounded opponent
  • 5A(A)6A
Meter Gained: text Meter Given (vs C-Moon): text
For when you’ve done dash 5A and snipe a confirm. Starter can branch into anti-air routing or 6C routing depending on if the opponent was hit in the air or on the ground.
Normal starter, grounded opponent
  • (5A)5B
Meter Gained: text Meter Given (vs C-Moon): text
Anti-air ground conversion. Will most likely go into normal jump chain/ender unless 5B counterhits an aerial opponent. If they do get hit on the ground can easily go into 5C2C or 5C5A6A
Normal starter, grounded opponent
  • 6C (A)5B2B5C
Meter Gained: text Meter Given (vs C-Moon): text
For when players get opened up by the overhead. Note: Can link 5B on standing and crouching opponents.


Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • 2C,(summon)
Meter Gained: text Meter Given (vs C-Moon): text
Simply do 2C and put up a summon (214B/C, not 214A!).
Normal starter, grounded opponent
  • 623C (summon)
Meter Gained: text Meter Given (vs C-Moon): text
Same as the above.
Normal starter, grounded opponent
  • Air Throw
Meter Gained: text Meter Given (vs C-Moon): text
End your combo with air throw, resulting in a tech chase situation. H-VSion can punish forward tech by simply landing and using j.A for better frame advantage while falling, while back techs/neutral techs can be punished with j.2B. important to HOLD THE DIRECTION WHEN YOU AIR THROW OR ELSE YOUR OPPONENT MAY BE THROWN IN THE OPPOSITE DIRECTION, IT’S A BUG (?).
Normal starter, grounded opponent
  • j.236A/B
Meter Gained: text Meter Given (vs C-Moon): text
Ending in j.236A/B. Usually you’ll do this for positional advantage (say you don’t want to AT them at midscreen and would rather deal with the opponent’s tech decisions) or require the meter to enter heat and regenerate life. Simply replace AT with j.236A/B.
Normal starter, grounded opponent
  • j.236C
Meter Gained: text Meter Given (vs C-Moon): text
Ending in j.236C for damage and meter dump. j.236C will also enable a tech chase in the corner. However, for this you must replace above combo routing dj9 j.ABC/BC/C with 7j.C j.236C, this is to allow for H-VSion to land 5C and tech chase ALL techs, while also nabbing OTG damage should they not tech and begin meter generation. Note: You will need to have not exceeded 2 ground bounces for this to work.

OTG Pick ups

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • 5C5AA5B2B
Meter Gained: text Meter Given (vs C-Moon): text
Simple OTG string from dash 5C or land 5C, depending on how it is implemented. Depending on hitcount it is possible to pickup with 623C. Corner only.

Examples of OTG Pickup:

j.236C 5C5AA5B2B

2C, dash5C5AA5B2B
Normal starter, grounded opponent
  • j.2B
Meter Gained: text Meter Given (vs C-Moon): text
causes relaunch on OTG, allowing for some interesting combos into setplay or 623B. Examples of OTG j.2B loop:

2C j.2[B] 2C 2A (whiff) 9j.2B 2C (ground ender) 5C 623B… 2D 9j.2B 2C 9j.2[B] 2C (ground ender) 5C 623B… j.236C falling j.2[B] 2C (ground ender) 5C 623B…

Details: Need specific height (superjump 3C height). Alternatively, if they hard respect it, j.236C land 9j.2B works as well. Note: You will need to have not exceeded 2 ground bounces for this to work.

j.236C 5C5AA5B2B

2C, dash5C5AA5B2B

Normal Combos

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • 5A6AA > 6C, 66 > 6C, 66 > 2C > 5C > 3C > sj8.BC > j.66 > j.C > sdj.BC > AT
Meter Gained: ??? Meter Given (vs C-Moon): ???
Staple H-Vsion combo, works on everyone. Opts for damage ender.
Normal starter, grounded opponent
  • 5A6AA > 6C, 5A6A(w)A > 6C, 66 > 2C > 5C > 3C > sj8.BC > dj.BC > AT
Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimized version of the above.
Normal starter, grounded opponent
  • 5A6AA > 6C, 66 > 6C, 66 > 2C > j.2B, 2C > Summon
Meter Gained: ??? Meter Given (vs C-Moon): ???
Same as the above except now you're opting for okizeme. VSion can do her j.2B about halfway before the apex of her jump, but try to do the divekick about 3/4 through the initial jump, 1/4 before the apex, so that the enemy won't airtech out if hit too quickly, and so they'll be guaranteed to hit the ground.
Normal starter, grounded opponent
  • 5A6AA > 6C, 5A6A(w)A > 6C, 66 > 2C > j.2B, 2C > Summon
Meter Gained: ??? Meter Given (vs C-Moon): ???
Optimized but harder version of the above.
Normal starter, grounded opponent
  • 5A6AA > 6C, 6[C], 66 > 2C > 5C > 3C > j.BC > j.66 > j.C > sdj.BC > AT
Meter Gained: ??? Meter Given (vs C-Moon): ???
Character specific midscreen combo. No need to use the above combos if you fight the following: Archetype: Earth, Arcueid, Ciel, Kouma, Nero, Riesbyfe, Roa, Sion, Sion TATARI, Warachia

Corner Combos

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • 5A6AA > 6C, 6[C], j.2[B] > land 2C > 5C > 3C > j.BC > j.66 > j.C > sdj.BC > AT
Meter Gained: ??? Meter Given (vs C-Moon): ???
Staple H-Vsion corner combo. Replaces the dash with a j.2[B]. Damage variant. Same rules regarding j.2B timing for j.2[B].
Normal starter, grounded opponent
  • 5A6AA > 6C, 6[C], j.2[B] > land 2C > j.2B > land 2C > Summon
Meter Gained: ??? Meter Given (vs C-Moon): ???
Okizeme variant of the above.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

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

Cancel Actions this move can be cancelled into.

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

Guard The way this move must be blocked.

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

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.


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

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

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

5A~6A 600 384 80% (M) 4.2% N, SP, -CH-, EX, (J) LH 7 4 16 -5 -
5A~6A~6A 1000 768 60% (O) 7.0% (N), SP, EX, (J) LH 9 4 17 -3 -

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

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

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

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400, 900 (1009) (647) 70% (O) 2.8%, 6.3% (9.1%) N, SP, EX, (J) LH, LHA 12 5 15 -3 -

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

Crouching Normals

MBAACC Vsion 2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 115 75% (O) 1.4% -SE-, -N-, -SP-, -EX-, (J) L 3 4 9 -1 -

Quick low kick, fast but short range.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 384 80% (O) 3.5% N, SP, EX, (J) LH 7 4 11 0 -

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

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 768 55% (O) 8.4% N, SP, EX, (J) L 9 3 20 -8 -

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

Aerial Normals

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 172 75% (O) 2.1% SE, N, SP, EX, J LHA 5 4 10 - -

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

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
750 432 80% 4.9% N, SP, EX, J HA 7 6 - - -

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

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 432 90% (M) 6.3% N, SP, EX, J HA 5 3 - - -

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

Command Normals

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6B 300*3 (871) (499) 100% 2.1%*3 (6.3%) -EX- LH 12 10 12 4 -

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

6[B] 700*3 (2034) (1395) 100% 4.9%x3 (14.7%) -EX- LH 26 12 9 1 -

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

MB H VSion 3C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 384 80% (O) 4.9% (SP), (EX), (J) LH 9 4 19 -5 -

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

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6C 800 480 65% (O) 5.6% - H 26 5 12 -2 -

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

6[C] 1500 960 65% (O) 10.5% - H 33 9 8 1 ~ 8 -

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

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

Upward punch. Not particularly useful.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.2B 800 576 60% (O)
35% (O, OTG)
5.6% - LHA 10 X 9 1 ~ -4 -
j.2[B] 1000 672 60% (O) 7.0% - LHA 18 X 8 2 ~ -4 -

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

Universal Mechanics

Ground Throw
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 384 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
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Raw)/1200 480 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
Auto after a successful Shield (Air OK)
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 198 50% 3.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as her 623 series.

Crouching 1500 (1117) 714 50% 10.5% (SP), (EX) LA 8 4 18 -4 -

Same animation and hitbox as 2C.

Aerial 500 (345) 198 50% 3.5% - HA 8 4 - - -

Same animation as her j.236 series.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Neutral 500 192 50% 0.0% - LHA 25 4 19 -5 Clash 1-10
(Clash) 500 192 50% 0.0% - LHA 7 4 19 -5 Strike 1-7

A fancier-looking 3C.

Blockstun 0 0 100% -100.0% - LHA 18 3 22 -7 -

H-Moon specific reversal bunker, with larger hit and hurt boxes, faster startup but deals no damage.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
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

Terror News (Lie)
MB H VSion 236BCharged.png
MB H VSion 236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 900 432 100% 3.5% -EX- LH 13 2 30 -8 -

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

B 600*3 (1743) (837) 100% 4.2%*3 (12.6%) -EX- LHA 22 3 30 5 Clash 6-15
[B] 600*3 (1743) (837) 100% 4.2%*3 (12.6%) -EX- LHA 36 4 24 10 Clash 6-29

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

EX 850*3 (2124) (1680) 93%*3 (M) -100.0% - LHA 5+11 3 30 5 Full 1-12

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

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1200 864 70% (O) 9.1% - LH 10 2 29 -7 High 1-10

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

B 800*2 (1379) (843) 85%*2 (M) 5.6%*2 (11.2%) - LHA 10 2 32 -3 -

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

EX 300, 500*6 (2969) (2216) 100% -100.0% - LH 6+3 2 41 -25 Full 1-13

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

MB H VSion 214A.png
MB H VSion 214B.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400*4 (1353) (811) 94%*4 (M) 2.1%*4 (8.4%) - LHA 35 2 (2) 2 (2) 2 19 18 (vs. Stand)
8 ~ -4 (vs. Crouch)

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

B - - - - - - - - 43 - -
(Satsuki) 1000 672 50% (O) 7.0% - LH 122 2 - - -

Summons Satsuki, who winds up and does her rush punch. It is persistent and launches on hit. Note that Satsuki doesn't have a collision box, so it's possible to freely pass through her.

C - - - - - - - - 45 - -
(Akiha) 1500 1078 80% (M) 10.0% - LH 96 2 - - -

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

Aerial Specials

Busy Bug
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 768 70% (O) 7.0% - LH 9 4 10 -4 (TK) -

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

B 1000 768 70% (O) 7.0% - LHA 11 4 10 -1 (TK) -

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

EX 700*2, 1500 (2158) (1561) 70% (O) -100.0% - LHA 2+5 7 4 13 (TK) Full 1-7

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

Arc Drive

Cruel Blood
41236C during Heat
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3000 2137 100% removes all - U
(Whiffs vs Air.)
13+0 2 39 - Full 1-15

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

Powerd CielCrescentHalfFull
Red ArcueidCrescentHalfFull
White LenCrescentHalfFull