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Author Topic: my lame guide!  (Read 32070 times)

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sleepy

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my lame guide!
« on: February 25, 2007, 07:19:16 PM »
Move Set:
5A = basic standing punch, usually decent for everyone, just avoid trying to attack opponents like dashing ciel or crouching len, big punishment
2A = fundemental B&B startup, usually just used for blockstun, tick throws, blockstrings, and hit confirmation.
5B = one of your more consistent link to launcher combos, also good for if you catch your opponent in a counterhit in the air with j.C to land and to launch them.
2B = one of your longer ranged crouching attacks, careful using this, it's not fast, but it links into your 3B launcher. Can be used to 2B 6B  (for low hit to overhead mixup). in AC 2B was fixed to allow for it to advance to link into 5C better.
3B = Your volleyball launcher, very very versatile, usually will come out of any B move almost instantly.
6B (chargable) = Overhead, basic mixup, usually depends on player when it's initiated. Has been buffed from recent versions to give mere invincibility on the lower body. The chargable version has lost much of it's potency because of the infinite being removed in AC ver. B, since it compensated for the opponent landing in back of you. (charged version in AC forces opponent to bounce, you can let the opponent hit the floor then 214C if you want.)
5C (chargable) = Standing two hit kick, links into a lot of her moves, can be cancelled to two or one hits, ex cancelable into 623C, use it for blockstrings or blockstun, make sure you don't use it for a first attack or start of combo. (charged version does wallslam) Use only the charged version in corner combo situations, unless you're doing the j.C and land before the opponent into it. If you only let one hit hit, it's techable, so watch that.
2C = Your big trip super armor move. You can use this to take hits for knockdown and to cancel into 236 (A,B, or C) and also 421A. It's good for blockstrings and can be used to knock opponent down much similar to crouch cancels in smash brothers. Also cancels into 214A and 214C for combos.

j.A = your basic stuff move, links into a lot of moves, usually one of the better moves for blockstun in air, also can be used to make up for lack of B&B into air throws.
j.B = Situational move, don't use this stray by itself, if you do, you'll almost always get punished if you whiff, since you can't initiate any other attacks before landing or airdashes, or even ex's without the hit being blocked or hit.
J.C = Your air dominence and frame advantage move, if you can use this, sion will become that much easier for you, because basically you'll be unstoppable in the air, besides to ex shielding. Don't abuse on opponents in BH, or you'll learn the hard way. Good for frame traps and initiating pressure game. know your counterhits with this, sometimes you'll just end up getting slapped around if you try to abuse this too much.


Special Moves:
623A = basic two hit dragon punch, sion spins her etherlite in a circle, a little slow on the wakeup? maybe. Can be cancelled for comboing with 214C (first or second hit). Distance determines how many times it hits, so if your'e plannning to etherlite loop, make sure you know when it's going to only hit once, also know that it'll scale badly if it only hits once.
634B = think it's 6 hits, tradtional larger shoryu. ( good AA and wakeup)
421A = Cutting sych, very very useful, usually is cancellable out of every move besides specials and exes. Sion slides at the opponent, to create mixup and confusion.
421B = Cutting synch with a 2 hit launcher, the only real use before was for the infinite, now that it's been nerfed in AC ver B, not really that much of a use for it.
214A = low hit etherlite whip, used to be able to be linked after 214D (shield bunker) on block. It knocks them over, useful for initiating heat activations.
214B = normal hit etherlite whip, not overhead or low hit, catches the opponent and brings them back to you, to be comboed. Works well after wallslam. Also can be used as slight AA, to force your opponent to get a scorpion like effect.
j.214A = The slide air, keep in mind, if you want to use this you better be willing to bear with the fact that it can be blocked links into only very very select combos and doesn't do enough damage. I would say next to useless.
j.214B = Nerfed in AC ver B, your unblockable slide air, much slower to start off, can easily be ticked into, on certian opponents it's good to use if they're in the corner after airthrow. Good if you use it sparingly, in AC may not be worth the damage, but that's my opinion.
214D = your long range shield bunker, really don't abuse this, unless you know what you're gonna do. It has a huge blindspot in from of sion and sometimes doesn't hit the target, even when appearing to. Perfect for the newbie nero.
22D = Reload animation, cancellable out of most moves, not useful unless you need to reload for some more warning shots. Will automatically be done if you run out of ammo. (*very important, if you decide to get showy with reload, if you used any warning shots, then your reload animation will be a lot longer, it's very short if the gun magazine doesn't have to be swapped out*)

Basic commands:
Dash (66) - really watch this, it works to charge in, but you want to watch your 2A timing when dashing in.
Backdash (44) - mild getaway and invincibility, don't use this to ever dodge supers or anything while stuck in the corner, you're not shiki or nanya or ciel, so don't try it. sometimes you won't even get out of the way of the attacks oncoming on certian characters even after backdashing their initiation.
Grab - basic knockdown, the only real move to cancel the dash animation with. Grab just leaves the opponent in the direction pressed.
Airdash (j.66) = make sure you give yourself enough time on this so that your opponent doesn't hyper jump and grab you, ciel players will kill it if you don't watch your placement, also keep in mind, with sion the J.C won't come instantly out of this and neitehr will a lot of her moves, use it with caution, finesse and timing.
Air Backdash (j.44) = Good for canceling hyperjumps, don't ever use it to get away, range and distance isn't long enough to use as an escape tactic, probably not that useful besides wakeup mixup and air to ground game.
Air Grab = One of your better moves, after the diagonal throw, you can airdash and use moves after the airdash, depending if you didn't use this to combo in with the airdash already.


Ex Moves :
214C = The biggest looper of all, 214C usually is used after the launchers or cancelling of the 241B. Can catch wallslams, 2B and corner combos well, also if used correctly can destroy cross screen heat activations. Combos into almost all B&B combos, basically one of the best ex moves in game. (keep in mind you have to delay for small falling animation characters [kouma, warc, arc] (*bugs during corner combos to bring the opponent in back of you, if their falling box is too big or your're too inside the corner for them to be on screen for the first few hits*)
623C = Your wakeup SRK, lots of hits plenty of damage, decent for mindgame of tricking your opponent into air teching while you hyperjump airgrab them.
421C = Cutting sync ex loops for corner combos, can be comboed after 5C, or after 3B usually. cancel the third hit into a whiff on air combos or air dash to get on the floor ahead of your opponent to extend your combo. if chosen you can continue to combo in the air after you connect with this super, learn to hit confirm before this, it's not good to waste bar on something risky.
j.214C = Ex Slide air, stay away from it unless you really know what you're doing, unlike 214B it's blockable and very punishable, can be air comboed in, when you're finish the opponent will be in back of you (sometimes changes, I don't know).
41236C = Basic Drive, anti air, can be comboed in with use of launcher, usually useless unless you like flash or showing off. Somewhat useful for anti air though, lots of invincibility in initiation. (Mash C to get more hits, for damage)
41236C (blood heat) = sion will charge to the opponent do a launcher then start up her attack, can be comboed in, does some worth it damage, really not too useful. (Mash C to get more hits, for damage)
Last Arc (on sucessful shield while in blood heat) = somewhat powerful, does a good 5k, just make sure you really know what your opponent is gonna do.


Oh Realized I made a big mistake: j.C can be charged, wallslams anywhere, makes for B&B.

now for a couple of things I should say, for opponents in the air, if you want to combo them from the air use 5B > 3B, or if you want, use 5B > 5C > 3B, if you use 2B on accident in the middle, they'll tech recover, also delay your air throw combo a little so that sion has enough time to catch them, you could also start the combo with just j.C instead of j.B.

Basic B&B with sion: (in all combos, 5A can be swapped for 2A)
(smallest scaling for larger combos) 5A, 5B, 2B, 3B, j.BC, j.BC air grab
(larger scaling but more damage for short combos) 5A, 5B (or 2B for gaining distance), 5C (cancellable first or second hit [*note first is more scaling and less damage*]), 3B, j.BC, j.BC AD air throw (optional 214B, airdash, crossup).
(bigger damage but no air dash after combo) basic ground B&B then when launched go into j.BC j.C airdash C air grab
2C 214C (good when used with super armor correctly, also against characters or opponents that have short backdashes) don't abuse too much, better people who can IAD's you'll probably eat a combo if done at the wrong time.
Any combo catching with 214C > 2B > 5C > 3B (can be relaunched at this point to start up another etherlite loop, also if opponent is in the corner can be comboed into corner combo with 241C).
Any combo in the corner into 3B, 241C (3 hits to whiff) > Charge 5C (optional 214C or 214B, both will allow for relaunch combos), if you have less timing but can get off the charge 5C you also can 5B,3B to relaunch.



Placement

2C 412A blockstring for mixup (usually followed up with grab or 2C for super armor spam, or 2A for starting a combo)

6C 4C your main pull, usually after this dash in and clog your opponent with 2A and then your blockstring

anything to 6B if the 6B hits you'll have a lot of time to do whatever you want, just hit 3B in AC it isn't special cancellable on block anymore, so no worrying about whiffing srk motions or such while trying to attack (it happens to me a lot too)

Sion is a strict character moveset, using the right moves at the right time relative to timing, she doesn't have a ton of clash or shield frames on some of her moves, and she's horrible on the defensive end, but a little learning shield timing and some tick grabs work, will make you a great player with her, hit confirmation is key to her playstyle, and also using what you should be at the right time. Remember Vsion versus normal: Spacing versus Rushdown.

just a little input I put after the part about blockstrings, I thought it would pertain and be important to playing her.

The 5C has changed a bit to AC ver B. It launches on the hits on crouch opponents and seems to connect more with her standard B&B. 5C follows up well into 214A (for heat activations), 421C (for flashier, more scaling combos, noticably easier than 3B 421C), 421A (for that tricky blockstring into grab work), 3B (mostly AC ver B related combos, this leaves more scaling for longer combos but for short combos it does more damage), 5A (your whiff canceller), 6B (OVERHEAD!). One thing I didn't mention yet is the OTG combo kubo does.

Some simple combo variations
2A 2B 3B j.BC j.BC (AD)airdash j.C. (AG)Airgrab
5A 5C 3B j.BC j.BC AD j.C AG
2A 5B 5C 3B j.BC j.BC AD j.C AG
any basic startup + 5C 421C j.BC AG
for a guaraunteed heat activation (if connects)
(startup or not) 5C 214A Heat

Tricky otg:
2A 2B (only some characters will connect >)[can interchange 5C for IAD crossup] 5C 5AAA 623A(corner)

Kubo's crazy otg: corner only
2A 2B 5C 2147C
Tricks to activation - 5C do not buffer during the animation of 5C, usually it seems to fail because you have to wait for the hit sound to connect before hitting it. 2147C isn't a difficult motion on stick, so it should be done right after the 5C sounds go off, if sion is jumping backwards, chances are you're buffering too soon. If sion is missing her opponent you're missing the speed on the roll of the 7 with the C button.

I fixed this guide slightly from my WoE guide.

Offline sleepy

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Re: my lame guide!
« Reply #1 on: April 22, 2007, 07:32:13 PM »
Combos: (credit to HF for an awesome flowchart on combos, some of this was copy pasted)
[ ] = optional
( ) = whiffed motion
d. = perform during a dash
j. = perform while in the air
dj. = perform during a double jump
ad. = perform during an air dash
iad. = instant air dash
/ = or
.. = land
xx = delay
{} = character specific


                          |---> 421c > ad on third hit > xx j.a/b.. > 3b > whiploop/air combo
                          |
                          |      |---> 214c {xx} > 5a > 5a > [2b]/[5b] > 5c > 3b > air combo/wallslam combo/whip loop.
                          |      |
                          |      |
2a > [5b] > 2b > [5c] > 3b ---> j.[a]bc > dj.bc > ad c > air throw
                          |      |     |
                          |      |     |---> j.bc > dj.bc > 214c
                          |      |                         |
                          |      |                         |---> ad > c > dj.bc > air throw 
                          |      |
                          |      |                              |---> (2a) > 5[c] > 421b > 5b > 5c > air combo
                          |      |                              |
                          |      |---> 421c > (j.a) > 5[c] > 6b[charged] > 421b > j.C.. > 3b > j.c > dj.c > ad c > air throw
                          |                                     |
                          |                                     |---> 214b > [dashup] > [5b] > 5c > 3b > air combo
                          |
                          |
                          |---> (only if opponent was crouching)  j.bc > dj.bc > ad c > air throw
                                                                                              |
                                                                                              |---> ad c > dj.bc > air throw

Move Set:
5A = basic standing punch, usually decent for everyone, just avoid trying to attack opponents like dashing ciel or crouching len, big punishment, other notes, good for staggering, just keep in mind that it doesn't have long blockstun, so keep uses to a minimal. can be used as low opponent's height AA to setup until 3b for relaunch.
2A = fundemental B&B startup, usually just used for blockstun, tick throws, blockstrings, and hit confirmation.
5B = one of your more consistent link to launcher combos, also good for if you catch your opponent in a counterhit in the air with j.C to land and to launch them. Good clash on startup, you can use as minor AA and attempt to learn dashup 5b's
2B = one of your longer ranged crouching attacks, careful using this, it's not fast, but it links into your 3B launcher. Can be used to 2B 6B  (for low hit to overhead mixup). in AC 2B was fixed to allow for it to advance to link into 5C better.lots of clash frames, good advancing manuver (ver B ps2 and up). works well for linking blockstrings to 6b or 6c.
3B = Your volleyball launcher, very very versatile, usually will come out of any B move almost instantly. In Ver B ps2 there was a lot changed into comboing into this, since now it connects with more 5c setups, because of the 5c not pushing the opponent away as much and the 3b initiating faster. It's pretty much a set launcher, and I guess minorly safe on most characters on block (I haven't really checked on this).
6B (chargable) = Overhead, basic mixup, usually depends on player when it's initiated. Has been buffed from recent versions to give mere invincibility on the lower body. The chargable version has lost much of it's potency because of the infinite being removed in AC ver. B, since it compensated for the opponent landing in back of you. (charged version in AC ver B forces opponent to bounce no matter what position (not just her foot like previous versions), you can let the opponent hit the floor then 214C if you want, or special cancel for fun corner combos.
5C (chargable) = Standing two hit kick, links into a lot of her moves, can be cancelled to two or one hits, ex cancelable into 623C, use it for blockstrings or blockstun, make sure you don't use it for a first attack or start of combo. (charged version does wallslam) Use only the charged version in corner combo situations, unless you're doing the j.C and land before the opponent into it. If you only let one hit hit, it's techable, so watch that. Also can be linked into 214a for safe heat activation (on hit of course). 5c was updated in ver B ps2 to make it not push the opponent back so far, to make it a viable bnb for all future versions. If you hit a crouching opponent, it will launch slightly, can be hit with 3b or direct into air combo [5c j.bc dj.bc airdash c airgrab or 5c 3b (delay) j.bc j.bc airgrab].
2C = Your big trip super armor move. You can use this to take hits for knockdown and to cancel into 236 (A,B, or C) and also 421A. It's good for blockstrings and can be used to knock opponent down much similar to crouch cancels in smash brothers. Also cancels into 214A and 214C for combos.

j.A = your basic stuff move, links into a lot of moves, usually one of the better moves for blockstun in air, also can be used to make up for lack of B&B into air throws.
j.B = Situational move, don't use this stray by itself, if you do, you'll almost always get punished if you whiff, since you can't initiate any other attacks before landing or airdashes, or even ex's without the hit being blocked or hit.
J.C = Your air dominence and frame advantage move, if you can use this, sion will become that much easier for you, because basically you'll be unstoppable in the air, besides to ex shielding. Don't abuse on opponents in BH, or you'll learn the hard way. Good for frame traps and initiating pressure game. know your counterhits with this, sometimes you'll just end up getting slapped around if you try to abuse this too much.


Special Moves:
623A = basic two hit dragon punch, sion spins her etherlite in a circle, only 1f of invincibility (so learn that perfect wakeup!). Can be cancelled for comboing with 214C (first or second hit). Distance determines how many times it hits, so if you're plannning to etherlite loop, if it initiates with only a one hit, it will count as the second hit and scale the combo with less damage resulting. it can be ex cancelled on first hit, but it doesn't combo regardless, I also believe it can be linked into 421C.
623B = think it's 6 hits, traditional longer bigger shoryu. (good AA and wakeup). Nice invincibility, usually baited easily, has an ok angle and range, more or less keep away unless you're like me.
421A = Cutting sych, very very useful, usually is cancellable out of every move besides specials and exes. Sion slides at the opponent, to create mixup and confusion. can be used on blocked 2c to continue blockstring.
421B = Cutting synch with a 2 hit launcher, the only real use before was for the infinite, now that it's been nerfed in AC ver B, not really that much of a use for it. a minor use I've watched is, 2c blocked and 421b in place of 421a, it helps in baiting those that would 2a if they saw 421a.
214A = low hit etherlite whip, used to be able to be linked after 214D (shield bunker) on block. It knocks them over, useful for initiating heat activations. can be used for a minor damage combo with 2c 214a.
214B = normal hit etherlite whip, not overhead or low hit, catches the opponent and brings them back to you, to be comboed. Works well after wallslam. Also can be used as slight AA, to force your opponent to get a scorpion like effect. You can also use this with 5b for CH combos and  shield 5a 214b.
j.214A = The slide air, keep in mind, if you want to use this you better be willing to bear with the fact that it can be blocked (it gives your opponent a frame advantage on block) and links into only very very select combos and doesn't do enough damage. I would say next to useless. It is an overhead, but don't get too happy since mb doesn't allow for jump cancellable normals quick enough to make this a special overhead.
j.214B = Nerfed in AC ver B, your unblockable slide air, much slower to start off, can easily be ticked into, on certian opponents it's good to use if they're in the corner after airthrow. Good if you use it sparingly, in AC may not be worth the damage, but that's my opinion. keep in mind also, if you decide to use this, the damage is questionable since you'll end up in the corner if you're facing it (and there really isn't a reason to use it if you're in your own corner).
214D = your long range shield bunker, really don't abuse this, unless you know what you're gonna do. It has a huge blindspot in front of sion and sometimes doesn't hit the target, even when appearing to. Perfect for the newbie nero. It's hitbox is shorter vertically than it appears.
22D = Reload animation, cancellable out of most moves, it can cancel 421b so it has a nice use on occassion, and it reloads your only real blockstring chipper. since mbac ver b ps2 and up doesn't allow for normal cancelling 421b anymore.

Basic commands:
Dash (66) - really watch this, it works to charge in, but you want to watch your 2A timing when dashing in. 5b is a very viable dashup, if you can release to neutral quickly so that 6b doesn't come out instead.
Backdash (44) - mild getaway and invincibility, don't use this to ever dodge supers or anything while stuck in the corner, you're not shiki or nanya or ciel, so don't try it. sometimes you won't even get out of the way of the attacks oncoming on certian characters even after backdashing their initiation.
Grab - basic knockdown, the only real move to cancel the dash animation with. Grab just leaves the opponent in the direction pressed. It sets up your opponent at perfect distance for IAD setups and empty jumps, or oki, just keep in mind that it can cross you up if the ad is too slow.
Airdash (j.66) = make sure you give yourself enough time on this so that your opponent doesn't hyper jump and grab you, ciel players will kill it if you don't watch your placement, also keep in mind, with sion the J.C won't come instantly out of this and neither will a lot of her moves, use it with caution, finesse and timing.
Air Backdash (j.44) = Good for canceling hyperjumps, don't ever use it to get away, range and distance isn't long enough to use as an escape tactic, probably not that useful besides wakeup mixup and air to ground game.
Air Grab = One of your better moves, after the diagonal throw, you can airdash and use moves after the airdash, depending if you didn't use this to combo in with the airdash already.


Ex Moves:
214C = The biggest looper of all, 214C usually is used after the launchers or cancelling of the 241B. Can catch wallslams, 2B and corner combos well, also if used correctly can destroy cross screen heat activations. Combos into almost all B&B combos(keep in mind you have to delay for small falling animation characters [kouma, warc, arc]. (*bugs during corner combos to bring the opponent in back of you, if their falling box is too big or your're too inside the corner for them to be on screen for the first few hits*) can be cancelled on hit before the 4th to skip proration losses, but it's not really that useful to special cancel it.
623C = one of the less useful ex's since it's air blockable compared to it's 623b counterpart, it just has more invincibility but gives up the AA somewhat.
421C = Cutting sync ex loops for corner combos, can be comboed after 5C, or after 3B usually. cancel the third hit into a whiff on air combos or air dash to get on the floor ahead of your opponent to extend your combo. if chosen you can continue to combo in the air after you connect with this super, learn to hit confirm before this, it's not good to waste bar on something risky.
j.214C = Ex Slide air, stay away from it unless you really know what you're doing, unlike 214B it's blockable and very punishable, can be air comboed in, when you're finish the opponent will be in back of you (sometimes changes, I don't know). The direction can be chosen by pressing back or forward during the hits, keep in mind also, you can use this to force your opponent into the corner.
41236C = Basic Drive, anti air, can be comboed in with use of launcher, usually useless unless you like flash or showing off. Somewhat useful for anti air though, lots of invincibility in initiation. (Mash C to get more hits, for damage)
41236C (blood heat) = sion will charge to the opponent do a launcher then start up her attack, can be comboed in, does some worth it damage, really not too useful. (Mash C to get more hits, for damage)
Last Arc (on sucessful shield while in blood heat) = somewhat powerful, does a good 5k, just make sure you really know what your opponent is gonna do.


now for a couple of things I should say, for opponents in the air, if you want to combo them from the air use 5B > 3B, or if you want, use 5B > 5C > 3B, if you use 2B on accident in the middle, they'll tech recover, also delay your air throw combo a little so that sion has enough time to catch them, you could also start the combo with just j.C instead of j.B.

Basic B&B with Sion:  (in all combos, 5A can be swapped for 2A)
(smallest scaling for larger combos) 5A, 5B, 2B, 3B, j.BC, j.BC air grab
(larger scaling but more damage for short combos) 5A, 5B (or 2B for gaining distance), 5C (cancellable first or second hit [*note first is more scaling and less damage*]), 3B, j.BC, j.BC AD air throw (optional 214B, airdash, crossup).
(bigger damage but no air dash after combo) basic ground B&B then when launched go into j.BC j.C airdash C air grab
2C 214C (good when used with super armor correctly, also against characters or opponents that have short backdashes) don't abuse too much, better people who can IAD's you'll probably eat a combo if done at the wrong time.
Any combo catching with 214C > 2B > 5C > 3B (can be relaunched at this point to start up another etherlite loop, also if opponent is in the corner can be comboed into corner combo with 241C).
Any combo in the corner into 3B, 241C (3 hits to whiff) > Charge 5C (optional 214C or 214B, both will allow for relaunch combos), if you have less timing but can get off the charge 5C you also can 5B,3B to relaunch.



Placement

2C 412A blockstring for mixup (usually followed up with grab or 2C for super armor spam, or 2A for starting a combo)

6C 4C your main pull, usually after this dash in and clog your opponent with 2A and then your blockstring

anything to 6B if the 6B hits you'll have a lot of time to do whatever you want, just hit 3B. 6B in AC it isn't special cancellable on block anymore, so no worrying about whiffing srk motions or such while trying to attack (it happens to me a lot too)

Sion is a strict character moveset, using the right moves at the right time relative to timing, she doesn't have a ton of clash or shield frames on some of her moves, and she's horrible on the defensive end, but a little learning shield timing and some tick grabs work, will make you a great player with her, hit confirmation is key to her playstyle, and also using what you should be at the right time. Remember Vsion versus normal: Spacing versus Rushdown.

just a little input I put after the part about blockstrings, I thought it would pertain and be important to playing her.

The 5C has changed a bit to AC ver B. It launches on the hits on crouch opponents and seems to connect more with her standard B&B. 5C follows up well into 214A (for heat activations), 421C (for flashier, more scaling combos, noticably easier than 3B 421C), 421A (for that tricky blockstring into grab work), 3B (mostly AC ver B related combos, this leaves more scaling for longer combos but for short combos it does more damage), 5A (your whiff canceller), 6B (OVERHEAD!). One thing I didn't mention yet is the OTG combo kubo does.

Some simple combo variations
2A 2B 3B j.BC j.BC (AD)airdash j.C. (AG)Airgrab
5A 5C 3B j.BC j.BC AD j.C AG
2A 5B 5C 3B j.BC j.BC AD j.C AG
any basic startup + 5C 421C j.BC AG
for a guaraunteed heat activation (if connects)
(startup or not) 5C 214A Heat

Tricky otg:
2A 2B (only some characters will connect >)[can interchange 5C for IAD crossup] 5C 5AAA 623A(corner)

Kubo's crazy otg: corner only
2A 2B 5C 2147C
Tricks to activation - 5C do not buffer during the animation of 5C, usually it seems to fail because you have to wait for the hit sound to connect before hitting it. 2147C isn't a difficult motion on stick, so it should be done right after the 5C sounds go off, if sion is jumping backwards, chances are you're buffering too soon. If sion is missing her opponent you're missing the speed on the roll of the 7 with the C button.

also, I recently added some additions for sion ver B on melty wiki. http://ikusat.mac.org/mbac/index.php/Sion_Eltnam_Atlasia

Updated on 4/22/07.

Offline Sp00ky

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Re: my lame guide!
« Reply #2 on: April 23, 2007, 05:45:34 PM »

Unsorted info for your use.
Notable Tricks and Tactics:

Meaty options: 5B, 2B, 2A, 6B.

Long Range Meaties: IAD C, IAD AC, IAD A land 2A, 2C near the tip of it's range.

Tick throws and fakeouts:
2A5B2B5A (enders: dash throw or 2C or 6B or dash 2A or 6C4C or Warning shots. )

5B5A alone is usable in the same manner.

Wakeups: 623A xx 214C or vanilla 623C.
Backdash

5[C] tricks:
People respond to charged flashes by stand blocking. This is instinctive because charge flashes almost always signify an overhead. You can abuse this by using:

5[C] (1 tick) to 2A.
5[C] (1 tick) to 6B
5[C] (1 tick) to 5A or 421A or 421B for tick throw/tick fakeouts.

Notable hit confirms:

2C xx 214C
Any midscreen combo to 3B xx 214C
Any corner combo to 3B xx 421C (whiff j.A) 5[C] 214B.

Notable crossups and fakeouts:
If you are player 2, airdashing after a bnb when near the corner will result in crossup. You can fake this by airdashing lower or just not airdashing at all.

If you land j.214C on a cornered opponent, take all 5 hits of the throw to the corner. This has crossup/fake crossup options (someone will need to explore what causes this to crossup or not further). this is most commonly set up off her OTG string, of which I do not know the notation.

Notable baits on opponent wakeup:

Baskdash xx 2C or dash back in throw.

IAD fake a meaty j.AC and double jump at the last possible moment.

Jump and time a j.[C] to hit the top of their sprite. If the opponent activates, land and punish.


Bara Cancel:
214A or 214C


Offline Raoh Punches Faces

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Re: my lame guide!
« Reply #3 on: May 24, 2007, 05:25:05 PM »
who are Sion's worst match ups? and any strats for them? i find it hard to play vs smaller chracters like len

Offline Zaido

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Re: my lame guide!
« Reply #4 on: May 24, 2007, 07:12:46 PM »
just imo... i think Sion has very little weaknesses or which i should say worst character match ups??
<@Sp00ky> basically ruu got on the stick and started having sex with heart
<@Sp00ky> and she did impossible shit
<@Sp00ky> and arturo died

Offline Raoh Punches Faces

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Re: my lame guide!
« Reply #5 on: May 24, 2007, 07:26:57 PM »
what about Sion's bnbs ...what would be the best strat to go into them?

Offline Zaido

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Re: my lame guide!
« Reply #6 on: May 24, 2007, 07:50:02 PM »
you probalby already know the dash 2a5B2B5C(1/2hit depends distance)3B combos right?

usually if you have circuit midscreens usually are the 214C (EX Whip) after that chain, your goal is to push them into the corner and commence your mix up  :X

corner bnb usually uses the same combo above to 421C (EX kick) whiff cancel like the last hit land charge 5Cxx214B dash 5a5B2B5C3B air combo and stuff

basically getting a hit confirm from any of the B or A attacks you can try chaining to 5C

soemtimes 5C might push too far so you might want to drop that off the combo..
<@Sp00ky> basically ruu got on the stick and started having sex with heart
<@Sp00ky> and she did impossible shit
<@Sp00ky> and arturo died

Offline Raoh Punches Faces

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Re: my lame guide!
« Reply #7 on: May 25, 2007, 11:35:05 AM »
well if i see the 5c pushin back to far i will cancel into 214b or c..

Offline Zaido

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Re: my lame guide!
« Reply #8 on: May 25, 2007, 11:44:46 AM »
i dont' think that even combos :/ if your talking about the 5C groudn string

if they are too far cancel to 421C at least you can score a combo off that but in taht case you dont' whiff cancel this you airdash then you jA or jB watever whiff cancel land
5B5C2hit -> air combo basically this one you change the direction your originally going so you have to airthrow them back to the other direction to lead them to the corner you want.

if you don't want to use ur circuit... you can use 214A for knockdown and commence Okizeme
<@Sp00ky> basically ruu got on the stick and started having sex with heart
<@Sp00ky> and she did impossible shit
<@Sp00ky> and arturo died

Offline Raoh Punches Faces

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Re: my lame guide!
« Reply #9 on: May 25, 2007, 02:29:13 PM »
i ment if the 5c pushes to far back for a 3b launcher..like say i mess up
« Last Edit: May 25, 2007, 03:58:14 PM by DesertCoffin »

Offline Zaido

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Re: my lame guide!
« Reply #10 on: May 25, 2007, 04:13:44 PM »
even if you cancel to 214B or 214C if i remember correctly it won't even connect cause of their slow start up :/

that is why you either use 214A for the knockdown to okizeme or 421C for combo oppurtunity
<@Sp00ky> basically ruu got on the stick and started having sex with heart
<@Sp00ky> and she did impossible shit
<@Sp00ky> and arturo died

Offline Raoh Punches Faces

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Re: my lame guide!
« Reply #11 on: May 25, 2007, 04:57:24 PM »
i know both b and c  214 connect after 5c you have to cancel right after the first hit of 5c if it goes past to 2 hits it wont connect..thanks man i appreciate the help.. im goin to try and use 214A here and there ..

Offline recca4001

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Re: my lame guide!
« Reply #12 on: May 25, 2007, 10:13:02 PM »
BnBs that I use (I modified them to have the best damage output possible):


Tensionless/ Midscreen & Corner / Standing opponent
-2A 5B 2B 5C 3B jumpcancel jBC jumpcancel jBC airdash jC airthrow

100% Tension/ Midscreen & Corner/ Standing opponent
-2A 5B 2B 5C 3B 214C 5B 2B 5C 3B jumpcancel jBC jumpcancel jBC airdash jC airthrow
-2C 214C 5B 2B 5C 3B jumpcancel jBC jumpcancel jBC airdash jC airthrow

200% Tension/ Midscreen & Corner/ Standing opponent
-2A 5B 2B 5C 3B 214C 5B 2B 5C 3B 214C 5B 2B 5C 3B jumpcancel jBC jumpcancel jBC airdash jC airthrow
-2C 214C 5B 2B 5C 3B 214C 5B 2B 5C 3B jumpcancel jBC jumpcancel jBC airdash jC airthrow

Tensionless/ Midscreen & Corner/ Crouching Opponent
-6B 5B 2B 3B jumpcancel jBC jumpcancel jBC airdash jC airthrow

100% Tension/ Midscreen/ Crouching Opponent
-6B 5B 2B 3B 214C 5B 2B 5C 3B jumpcancel jBC jumpcancel jBC airdash jC airthrow

200% Tension/ Midscreen/ Crouching Opponent
-6B 5B 2B 3B 214C 5B 2B 5C 3B 214C 5B 2B 5C 3B jumpcancel jBC jumpcancel jBC airdash jC airthrow

100% Tension/ Corner/ Crouching Opponent
-6B 5B 2B 3B jumpcancel jBC jumpcancel jBC j214C
I will pwn you as according to my calculation.

Offline zer0kage

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Re: my lame guide!
« Reply #13 on: May 25, 2007, 11:03:00 PM »
To Desert Coffin
214A will only hit if you cancel from a 5C but not on crouching opponents since 5C will launch crouchers at the first hit.

214B or 214C cannot be linked from a 5C. Their start up is slow. You can combo 214C off a 3B launcher or 623A though for additional pain in your bnb  but at the corner 421C is way more favourable. As for 214B a combo it can be used in is this shield (jump attack), 5B, 214B then to BnB.
« Last Edit: May 25, 2007, 11:05:08 PM by zer0kage »

Offline Raoh Punches Faces

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Re: my lame guide!
« Reply #14 on: May 26, 2007, 10:42:10 AM »
yeah your right about the 214 c or b.....only a 214 will link..c and b 214  does connect but the combo will basically restart because of the start up time

Offline sleepy

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Re: my lame guide!
« Reply #15 on: May 27, 2007, 04:19:32 PM »
that's only really to me a safe heat activation, I would avoid really counting on it for other things.
and btw, don't bother listening to that stuff, 5c will rarely push them out of range since 2b advances, 5c doesn't push back as far and connects better(caters to hitbox of defending character more), and 3b comes out faster than before. All of this pretty much makes your bnb and blockstrings that much stronger. so if you just even used abbreviated bnb which I used before, 2a2b5c3b you should be doing fine. nowadays more or less this info was taken from ver A and react.

and I must say kage's combo really is pretty decent, try to learn that too.
« Last Edit: May 27, 2007, 04:28:09 PM by sleepy »

Offline Raoh Punches Faces

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Re: my lame guide!
« Reply #16 on: May 28, 2007, 08:57:03 AM »
allright thanks for the tips...trying to improve her as much as i can..does Sion have any bara canceling that you woudl recomend using?

Offline sleepy

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Re: my lame guide!
« Reply #17 on: May 28, 2007, 06:45:23 PM »
the only one I can really see worth doing, and sucks because of the input mapping is 214c. if you do it witout releasing to neutral (which in other words you're relying on your opponent to keep attacking at a constant rate, since blockstun will ensue, you risk the possability of minor mixup neutral to low). this also is risky sometimes because if executed too close, sometimes it will entirely miss some characters like akiha 2a'ing. I personally like her shield bunker because it's range is good and you can tech punish with it nicely. there is one other great thing about the shield bunker, you can reversal longer range attacks than other characters, since the hitbox on the whip is bigger than most characters shield bunkers. With sion though sometimes it's just better to block it out until you find a place where you can force 2a, shield, or just take the throw (if they just did a long series of blockstring) because the damage probably won't be game breaking. Also avoid shield bunkering a ton, since sometimes it'll just suck because you'll do it when they aren't attacking and it'll all the sudden make a giant target for combos.

Offline Tare

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Re: my lame guide!
« Reply #18 on: May 29, 2007, 12:02:46 PM »
214 C and A are pretty good in my opinion. They'll easily be able to punish those strings with very long recovery requirements. For example, Warakia's C variations and Ciel's 4C. There's not much they can do if you SBC during these. I'd be wary using 214C  to punish short strings as some characters have more invicibiltiy frames on their EXs compared to Sion's 214C. 214A is pretty quick but you dont get any invicibility frames on it. Her normal shield bunker is alright, but personally I dont like trying to break blockstrings with a shield bunker as I dont think the meter is worth it.

Offline sleepy

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Re: my lame guide!
« Reply #19 on: May 29, 2007, 11:13:26 PM »
I really just think just learn to block, throw a shield bunker in occassionaly to fuck with them. maybe a bara once in a few years to give them some fear of it.

Offline Raoh Punches Faces

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Re: my lame guide!
« Reply #20 on: July 05, 2007, 04:33:24 PM »
any good strats vs nero?

Offline recca4001

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Re: my lame guide!
« Reply #21 on: July 20, 2007, 01:00:50 AM »
I will pwn you as according to my calculation.

Offline Gilliam

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Re: my lame guide!
« Reply #22 on: August 07, 2007, 04:02:59 AM »
Hey i was wondering if it was possible to hit arc,warc,or kouma with 3b 214c? I've tried countless times and it never connects. I'm sure it works i'm just doing something wrong.

Offline Tare

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Re: my lame guide!
« Reply #23 on: August 07, 2007, 05:59:00 PM »
There's a slight delay/pause before inputting 214C after a 3B, the pause is subtle but important

Offline Gilliam

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Re: my lame guide!
« Reply #24 on: August 08, 2007, 05:39:50 AM »
Thanks Tare. I'll continue to work on the delay in hopes of one day actually landing it on those 3 chars.