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Atlas Academy > Sion Eltnam Atlasia

my lame guide!

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sleepy:
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.

sleepy:
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.

Sp00ky:

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

Raoh Punches Faces:
who are Sion's worst match ups? and any strats for them? i find it hard to play vs smaller chracters like len

Zaido:
just imo... i think Sion has very little weaknesses or which i should say worst character match ups??

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