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Author Topic: my lame guide!  (Read 32069 times)

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Offline Raoh Punches Faces

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Re: my lame guide!
« Reply #25 on: August 09, 2007, 02:55:58 AM »
anybody have ver b updates with her

Offline sleepy

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Re: my lame guide!
« Reply #26 on: August 21, 2007, 09:36:11 AM »
Thanks Tare. I'll continue to work on the delay in hopes of one day actually landing it on those 3 chars.
yeah, that's the spirit, keep it up. If you are able to connect this on command one day you'll be knocking out 4k hp a combo!

Offline Gilliam

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Re: my lame guide!
« Reply #27 on: August 24, 2007, 10:40:08 AM »
Thanks Tare. I'll continue to work on the delay in hopes of one day actually landing it on those 3 chars.
yeah, that's the spirit, keep it up. If you are able to connect this on command one day you'll be knocking out 4k hp a combo!

Haha, i can actually hit it like 90% of the time now on those 3.

Offline Raoh Punches Faces

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Re: my lame guide!
« Reply #28 on: October 08, 2007, 06:35:02 PM »
after getting romped on verse v.akihas. and being stuck on the corner with her 8c shinnagans tryed to figure out some ways to get out... one way i found was ex shield her 8c immediatley cancel into 214a .. this will cause v.akiha to go pretty far away from you and causes the knockdown. not sure if this is the best thign to do but it distances you from her alot

Offline COD3player

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Re: my lame guide!
« Reply #29 on: November 05, 2007, 01:00:25 AM »
I've been playing a lot of Sion as of late and though I have a good handle on how her combos work and I'm still working on blockstring construction, I have a few general questions to ask, anyone feel free to answer.

-When first picking up Sion, what obstacles must the player overcome? It seems that compared to other characters, her A and B normals don't really have a lot of range, so getting in becomes a real piece of work.
-What moves are considered good for jump-ins and air-to-air?
-Options after 6C4C?
-How useful is her dodge?
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Offline Lord Knight

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Re: my lame guide!
« Reply #30 on: November 05, 2007, 05:15:56 AM »
When first picking up Sion I think the hardest thing to do is learning how to use her moves just for the same reason.

Jump-ins: jA and jC. Hold jC slightly before you get to the target and release (note that this is not charging).

Post 6C4C - 5B, 2A, Throw, 6B, etc. Just be creative.

Quite useful.
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Offline philco

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Re: my lame guide!
« Reply #31 on: December 14, 2007, 06:58:44 AM »

-When first picking up Sion, what obstacles must the player overcome? It seems that compared to other characters, her A and B normals don't really have a lot of range, so getting in becomes a real piece of work.
-What moves are considered good for jump-ins and air-to-air?
-Options after 6C4C?
-How useful is her dodge?

Learning Sion depends on what type of fighting style you prefer.  I find Sion is better offensive so if u play Offence then Sion is a good char for you to learn.  Sion is all about mind games and not sticking to the same string over and over again.  But you probably know this.  Sometimes you might want to play some Def on the first round, I find that when you can learn your opponents tactics (how they like to block and what strings they like etc.) this way and also have a possibility of winning by scoring off an opponents mistake due to Sions high dmg.  Of course this is risky but it will pay off in the end.

You are right, getting in is a real piece of work.  I find IAD j.ac works wonders

For offensive jump in i use j.a ...  This can be replaced with j.c provided you know know that your opponent is going to try a jump in after you ... Just hope for a counter and not the opponent Shielding you.
For defensive jump I use j.c

For some reason when I IAD j.b some people intuitively think that it hits low and they block low ... I don't know why tho.

EDIT:  For options after 5C 2C combo (which is not guaranteed to hit)
1.  If you know you will hit then 214C into whip loop
2.  If you are in a corner, obvioulsy Kubo's corner OTG
3.  If you are unsure that you will hit then 236B warning shots
4.  If you are a gambling person then 241A and go for a throw or if you 241A'd and you realize that you hit the person then   2147 C for 3K dmg.

The last option is of my own taste and I don't know why I haven't seen more people doing it.
« Last Edit: December 14, 2007, 02:44:19 PM by philco »

Offline Sp00ky

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Re: my lame guide!
« Reply #32 on: December 14, 2007, 10:59:11 AM »
Wait, Sion got 6C 4C xx 214C back? that got taken out way back pre version A.

Offline mizuki

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Re: my lame guide!
« Reply #33 on: December 14, 2007, 12:24:08 PM »
For options after 6C 4C
1.  If you know you will hit then 214C into whip loop
2.  If you are in a corner, obvioulsy Kubo's corner OTG
3.  If you are unsure that you will hit then 236B warning shots
4.  If you are a gambling person then 241A and go for a throw or if you 241A'd and you realize that you hit the person then   2147 C for 3K dmg.

The last option is of my own taste and I don't know why I haven't seen more people doing it.

There are some things I want to point out to you from this list.

For #1, like Sp00ky said, 6c4c xx 214c got taken out in the recent versions, and is impossible to cancel into anything.
For #2, When you hit them with 6c4c, you make them invincible to hits, unable to be OTG'd
For #3, You can't cancel 6c4c, that means you can't go into warning shots
For #4 like #2, you can't hit them with any OTG hits, because they're down on the floor invincible.
what the fuck is this game

Offline COD3player

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Re: my lame guide!
« Reply #34 on: December 14, 2007, 12:30:53 PM »
I don't think he meant cancel 6C4C into warning shots, but rather wait for the 4C animation to complete and then do warning shots? Makes more sense because if they try to mash 5A/2A because they thought you were going to dash in, they'll get hit.
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Offline mizuki

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Re: my lame guide!
« Reply #35 on: December 14, 2007, 12:58:44 PM »
I don't think he meant cancel 6C4C into warning shots, but rather wait for the 4C animation to complete and then do warning shots? Makes more sense because if they try to mash 5A/2A because they thought you were going to dash in, they'll get hit.

I'm fairly certain that dashing in with your own 5a/2a will beat out your opponent's attempt jump attempt or their own 5a/2a mash.
what the fuck is this game

Offline magz

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Re: my lame guide!
« Reply #36 on: December 14, 2007, 01:19:24 PM »
After a blocked 6C 4C you can enter warning shots to guarantee them to be held in place (although if you aren't in the corner they will be pushed back too far anyways).

You're at significant advantage after doing 6C 4C on block. However, in my past experiences, dash in 2A/5A can be jumped out of unless you are in the corner which is why you see a lot of Sion players do j.A after 6C 4C if they aren't in their opponents face after the 6C 4C.
« Last Edit: December 14, 2007, 01:21:30 PM by magz »
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Offline philco

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Re: my lame guide!
« Reply #37 on: December 14, 2007, 02:43:01 PM »
For options after 6C 4C
1.  If you know you will hit then 214C into whip loop
2.  If you are in a corner, obvioulsy Kubo's corner OTG
3.  If you are unsure that you will hit then 236B warning shots
4.  If you are a gambling person then 241A and go for a throw or if you 241A'd and you realize that you hit the person then   2147 C for 3K dmg.

The last option is of my own taste and I don't know why I haven't seen more people doing it.

There are some things I want to point out to you from this list.

For #1, like Sp00ky said, 6c4c xx 214c got taken out in the recent versions, and is impossible to cancel into anything.
For #2, When you hit them with 6c4c, you make them invincible to hits, unable to be OTG'd
For #3, You can't cancel 6c4c, that means you can't go into warning shots
For #4 like #2, you can't hit them with any OTG hits, because they're down on the floor invincible.

Sorry I was a little high when I wrote that I was thinking of 5C into 2C ... Oh god!  What I wrote before makes no sense.

As for 6C 4C ...
1.  wait a sec and do IAD j.a c (if they are far away and are tall)
2.  wait a sec and do IAD to go over them (provided the char is not tall) and then run in and throw them afterwards or 6b.  This confuses a few people but not the insane pros.  This also is risky as its not as if you are able to dash as soon as you land from the IAD.
3.  dash in to try and combo or throw them (if they are close) and by throw I mean a tick throw with 2A, not running in and then immediately throwing.
4.  wait there and try to Shield their up coming attack
5.  Run in and 6b hoping they block low.
6.  Warning shot is also possible if you wait, but as stated before, its better to just try to combo.  If you like to do warning shots then dont do 4C and instead after 6C perform your warning shots.  After the shots I usually do 2C as the super armor tends to save me from a potential combo and puts me into the position that I was thinking about above except this time you are doing 6C into 2C instead of 5C into 2C.  Just hope the opponent doesn't jump or your going to eat a combo.
7.  On rare occasion you can IAD and then 214C ... Yes this sounds retarded but if you time it right it has cross over potential (on small/mid size chars).
8.  As for my friends ****id variation, he will press 8 to jump then hold forward on the jump b/c if you jump with 9 you run the risk of hoping over the char and he will do j.ac jump cancle (not dash) and do j.a into 214B.

And last but not least cuz I forgot to write it.
9.  Dash in then 2A then go into heat.  The heat will hit provided you dashed close enough to the opponent.

Sorry bout the confusion there.
« Last Edit: December 14, 2007, 04:06:08 PM by philco »

Offline Nandeyanen

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Re: my lame guide!
« Reply #38 on: January 27, 2008, 05:15:25 AM »
Haven't seen this posted yet.

Corner combo: 100% meter
5b 2b 5c (2 hits) 3b 421c j.b (whiff) [5c] [6b] 421b 5b 5c (2 hits) jump cancel j.bc jump cancel j.bc airdash j.c airthrow

It does a few hundred more than the standard one, but you lose some options.

Offline sleepy

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Re: my lame guide!
« Reply #39 on: March 22, 2008, 09:45:50 AM »
anyone know if this makes any difference?

j.BC dj.BC airdash C airgrab j.(a, b, or c) ?

versus removing the j.a b or c after the airdash?

Offline YAT

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Re: my lame guide!
« Reply #40 on: March 22, 2008, 10:26:10 AM »
Not really sure if I understand the question >_>

Using an attack after the airthrow cancels the landing lag, doesn't matter what (A,B,C)

Omitting the airdash until after airthrow allows you to go for 2P crossup

Hope this helps?
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Offline sleepy

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Re: my lame guide!
« Reply #41 on: March 22, 2008, 12:25:57 PM »
actually that's perfect. thanks

Offline Tempered

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Re: my lame guide!
« Reply #42 on: March 22, 2008, 07:08:18 PM »
Not really sure if I understand the question >_>

Using an attack after the airthrow cancels the landing lag, doesn't matter what (A,B,C)

Omitting the airdash until after airthrow allows you to go for 2P crossup

Hope this helps?


Thank you. I was wondering why people would randomly attack after an airthrow when watching vids. this should help me out alot.
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Offline pbj_mixxa

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Re: my lame guide!
« Reply #43 on: April 05, 2008, 03:10:18 PM »
Quick q... does sion have any good anti-airs?  If so, what are they?
I like pi!

Offline magz

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Re: my lame guide!
« Reply #44 on: April 06, 2008, 03:27:30 PM »
623/214 A/B tend to work in specific situations. Keep in mind that 623B must be shielded in the air.
3B is also very situational but air-unblockable.
Jump air-throw if you feel like imitating Psylocke.
Shielding is cool too, I guess. EX Shield into 5A counter into 214B into air combo.
Dodging can work sometimes but don't count on it.
5B is Nandeyanen's weapon of choice, but I don't like using it personally.

You could always try my personal favorite and high block though. It works just about 100% of the time for me.
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Offline unledded

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Re: my lame guide!
« Reply #45 on: June 21, 2008, 11:14:25 AM »
Does this guide apply to to the Version B (windows)?

Offline Tempered

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Re: my lame guide!
« Reply #46 on: June 21, 2008, 01:30:31 PM »
yes.
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Offline Lord Knight

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Re: my lame guide!
« Reply #47 on: June 22, 2008, 03:18:22 PM »
623/214 A/B tend to work in specific situations. Keep in mind that 623B must be shielded in the air.
3B is also very situational but air-unblockable.
Jump air-throw if you feel like imitating Psylocke.
Shielding is cool too, I guess. EX Shield into 5A counter into 214B into air combo.
Dodging can work sometimes but don't count on it.
5B is Nandeyanen's weapon of choice, but I don't like using it personally.

You could always try my personal favorite and high block though. It works just about 100% of the time for me.

3B is anti-jump.
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Offline sleepy

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Re: my lame guide!
« Reply #48 on: October 22, 2008, 10:48:37 PM »
this is kinda an old topic, but I'll throw some out there.

5B is good standing, it can clash, it does link to 214b for recombo if it CH's. Bad part is, a lot of moves seem to never hit sion's knee.

214B is good if you know your opponent is vulnerable in the air, such as air teching, tk moves, SJ, or throwing out a move. It's easy to bait though, so if they fly above it, you're gonna eat a sick combo. You're gonna either do a lot of damage or eat a lot.

623A has a few invincibility frames, and it can be linked into 214C for a sizable amount of damage.

623B is easy to bait, but it could really hurt some characters who rely on IAD rushes. It's air unblockable, I think it has a small amount of invincibility on startup. It's decent if you aren't stupid and abused the hell out of it like me.

J.C is probably the best you'll get of all, with all it's nice CH properties, comboing and such. Just don't be predictable.

J. Throw is pretty good, but in mb frames can really effect this, whereas I think Guilty Gear throws are 1-2 frames?

Of course, Ex shield - 5A 214B works on non-multi hit jump attacks. It does a fair amount of damage, and you'll get some more bar for the ex shield.

just thought I'd throw this out, while I was in the mood checking mbread.


Offline Tempered

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Re: my lame guide!
« Reply #49 on: October 23, 2008, 12:24:38 AM »
Pretty solid info. but i just want to point out the cons generally greatly outweigh the pros for 214b imo. use sparingly alone.

also j.b has some clash frames on it so if your brave or pro you can try to abuse those.

also for general sillyness with sion try throwing out random 421a's and b's. It has invincibility frames after startup until just before it ends. youll go through alot of moves, but easily beaten by 2a mashing and stuff that covers your whole hitbox (aka warcs bloodrings) so I dont reccomend it in matches. but great for a laugh during netplay or random casuals. 214b can lead into pretty damaging combos as it pretty much acts like a 3b.
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<Crowd at Jiyuna about to Lose> Na na na naaaa, na na na naaaa, hey hey hey, Goodbyeeee~