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Author Topic: Sion Eltnam Altasia ~ The Alchemist ~  (Read 8425 times)

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Offline Tare

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Sion Eltnam Altasia ~ The Alchemist ~
« on: April 18, 2007, 03:23:05 PM »
-**Important**- For now on, all updates will be available at: http://marblephantasm.thesrm.net. This is a subdomain branch off of SRM. The website is still incomplete. However the basic guide will be there.

For a basic moveset go here: http://thesrm.net/forums/index.php?topic=11.0 written by Animeruko
Another basic moveset and guide here: http://www.meltybread.com/forums/index.php?topic=37.0 written by sleepy

This will be based on MBR: FT although the combos I list will still be appliable. Her damage potential went down of course but she has received a few buffs.

- Updates -

- May 23, 2007 -
- Counter Hit Section Added-
- Block String Info Added -
- New Strategies Info Added -
- New Information Info Added -

Basic Background Information on the Character (Game Play Wise):

Sion really only has 1 or 2 BNBs she can utilize. Her really damaging ones and more difficult to execute involve her 214C and 421C EXs. I'd like to say she's quite meter dependent for high damaging combos but not as bad as Satsuki. The thing about Sion is she, like Satsuki, can continously loop her EXs as long as you have the meter for it. Of course after each loop the damage prorated higher and higher so usually 2 loops max is ideal, some may just stick with one. She's not a character for people just starting the game and do not grasp the concepts of whiffing and IADs.

Note: In Final Tuned 5C ( 2 hits ) pushes too far for 3B to conenct. In AC there's less knockback on her 5C kicks.

Basic BNB

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

An IAD > j.C > Airthrow ender will obviously produce more damage but doesn't give you a better setup since you already IAD'ed during the combo. Normally if you end your combo straight off with second j.C, you can IAD after the throw which will allow you a better position for setups. Sometimes this BNB won't work if you connect the 5A too far, so you can leave out 2B if you wish. 2A can also replace 5A. 3B will whiff if 5C hits 2 and the opponent was already too far.

EX Combos

As mentioned before Sion has the ability to continously chain her EXs with the help of 3B or 5C. The beginning of her EX strings are the same as her normal BNB, as well the same rules apply. I'll specify whether the string works Mid Screen or Corner or Both. Sion does have some character specific combos but I'll list general ones that'll work on pretty much everyone. Note, If you perform 3B > 214C on Ciel or Arcueid, there's a very very subtle delay between these two inputs ( About 0.2 of a second ). This delay is important or else 214C will whiff.

1 Loop EX Combos

Mid Screen or Corner

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > 214 C > 5B > 2B > 5C (1 hit) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

The 5B > 2B > 5C 1 (1 hit ) > can be replaced with 5A > 5A > 5B > 5C ( 1 hit ). What you want to watch out for in this combo is when Sion pulls the opponent back with her whip. If you hit 5B or 5A too early she won't do anything at all and the opponent gets a chance to block as the string is broken. Play around a little to get used to the timing, I'm not sure the exact frame she's free to hit but it's usually just when the opponent slides right infront of Sion. The whip will hit 3 times and there's perhaps a 0.5 second delay before you hit 5B or 5A.

Note: 2C can also instant cancel into 214C.

Corner

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > 421 C ( 3 Hits ) > j.A or B whiff > Land > 5[C] (2 hits) > 214 B > 5B > 2B > 5C (1 hit) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

The 5B > 2B > 5C 1 (1 hit ) > can be replaced with 5A > 5A > 5B > 5C ( 1 hit ). If you haven't played characters that required whiffing and long periods of delay and timing then this might become quite a problem at first. There are many, many ways on how you can perform after the j.A or B whiff > Land. This is simply the one I use the most. It is possible to add 5[C] > 2A Whiff > [5C] before the 214B but if you're just starting, this will be fine. The thing you need to watch out for is when you land and hit 5[C]. If you hit it too early the opponent will float too hit and 214B will miss ( Although for some combos you need to hit it this early, for this one, you can't ). You want to cancel 5[C] into 214B on exactly the second hit or else she won't do anything. Once again watch the timing after 214B connects and you should be fine.

Multiple Loops

3B can always cancel into 214C and 412. So get creative and the possibilities are pretty much endless, you could go on and on as long as you have the Heat Bar for it.

Example:

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > [ 214 C > 5B > 2B > 5C (1 hit) > 3B ] x Repeat however > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > 214 C > Into Corner > 5B > 2B > 5C (1 hit) > 3B > 421 C ( 3 Hits ) > j.A or B whiff > Land > 5[C] (2 hits) > 214 B > 5B > 2B > 5C (1 hit) > 3B > j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

Etc.

Misc EX Combos

Mid Screen or Corner

5A > 5A > 5B > 5C (2 hits ) > 421C (3 hits) > IAD > Land > 2B > 3B >  j.B > j.C > Jump Cancel > j.B > j.C > Sion has an option here to end airthrow or IAD > j.C > Airthrow

Not much to say about this string. You'd usually use this Mid Screen since there's much better options you can use for Corners.The hardest part is probably connecting the 2B after the IAD. This has to be done quite fast but  practice will make this seem like nothing.

Mid Screen or Corner

5A > 5A > 5B > 2B > 5C (1 or 2 hit depending on the range) > 3B > j.B > j.C > Jump Cancel > j.C > j.214C

Not much to say about this string either. You can actually use pretty much any kind of launcher to perform this, but just make sure the opponent isnt so far up that j.214C won't connect.

If your opponent whiffs a move that requires lots of animation recovery, you can j.214A punish as it comes down very quickly.

OTG EX

2A > 2B > 5C (2 hits) > 2147C

Get use to the Jump Cancel after the second 5C hit. You should be able to anticipate when you buffer the 2147 motion as you'll literally be pressing it at the sound of the hit.

2A > 5A > ( Optional 5A ) > 5B > 5C (2 hits) > 2147C

Sion Strategies / Information / Blockstrings

Strategies

Hitting j.C before landing will allow you to drop onto the ground faster and recover. This is generally used after an Air Throw or blockstring fakes. For example, say your opponent on wakeup is expecting a j.C overhead, if you jump and float low enough and hit j.C the hit will actually not come out and you'll instantly land and be able to do anything you wish. If they aren't fast enough or notice it, you can go for a 2A afterwards.

j.214 B is unblockable. So, generally if you j.A > j.C on a ground opponent and they're blocking you can jump cancel and hit in a j.214 which will catch turtlers off guard.

623C is a good wakeup EX to punish since it has priority and clash frame advantage over a lot of moves on wakeup.

If j.C is blocked and you're low enough on a ground opponent you can recontinue to pressure if you IAD and j.A or, if you're too high you can IAD and use that as a crossup. In this case, whiffing j.A right before you hit the ground I THINK will act the same way as the j.C and allow you to turn to your opponent and dash into them to catch them off guard.

If you're right under your opponent, be aware that 3B is air unblockable in AC. This attacks shoots vertically upwards and has plenty of active clash frames.

2C has lots of range and gives you superarmor. Although it has a very slow startup, it can easily be used to hit confirm or trade hits. Generally trading hits will pay off as you can link into a 214C loop when it connects. You'll usually use this to trade hits if your opponent has whipped out a move that requires a long animation recovery or to counter an EX.

Information

The reason why Sion is such a hard character to play has nothing to do with her combos. It's the issue with her zone control and setups. It's quite hard for people just starting to able to land a good hit confirm on their opponent with her. You need a good understanding on the other opponents character to utilize her blockstrings well. Her C variations if whiffed are very punishable as they have slow recovery time if not whiff cancelled. Her 2C if block is not cancelable by simple A/B/C variations. You'll have to use a 214, 412, 236 or 623 ender. Although if you decide to go 623 and you whiff, prepare to eat one.

j.214C is controllable on which direction Sion decides to slam her opponent. Example you can constantly hit 6 < > 4 and she'll slam right and left. Generally you want to slam them towards the corner in 1 direction. On wakeup you'll be set in a way that the corner will be on the back of the enemy and you on the other side.

- Heat Safe - If you end strings with 214 A. You're free to Heat without risking the chance of being punished.

Block Strings

First off, remember to not always keep a consistent rhythm with your blockstrings as sometimes you'll need the delay to be more safe against SBCs. Staggering and delaying here and there helps and will sometimes trick the opponent to unblock since they'll believe it's safe to counter / escape.

2A > 2A > 2B > 6C > 4C is a nice endling block string. Although it does have a downside. There's a small frame where the opponent is free to do anything from 2B > 6C but it's very minimal. Anyhow, why is this so nice? It leads to many types of setups, the 4C component will immediately pull the enemy back in where you can quickly dash and 2A and catch them off guard. 6B overhead, or any kind of air setup or whatever you can think of. Example: 2A > 2A > 2B > 6C > 4C > j.A > j.C > Land and so on.

2A > 2A > 2B > 5C (1 hit ) > 2A this is a very nice low, mid, low string. It'll allow you to cancel the 5C animation delay afterwards because of 2A reverse beating and hopefully catch them off guard. Not much you can follow up with though.

Generally your blockstrings will start off like:


2A > 2A > 2B > ....
2A > 2A > 5B > ....
2A > 5B > 2B > 5C ( 1 hit ) > 5A ....
5A > 5A > 5B > ....
5A > 2A > 2B > ....
5B > 2A > 2B > ....
5[ C ] ( 1 hit ) > .....
5[ C ] ( 1 hit ) > 2A > ....
5[ C ] ( 1 hit ) > 5A > ....
5[ C ] ( 1 hit ) > 2B > ....
j.A > j.C > Land > Dash > 2A > 2A ...
j.C > Land > Dash > 2A

Dash ender. Her Dash is pretty fast and will work well agaisnt hardcore turtlers as you can easily run in and tick throw or reconnect with a 2A. Keep in mind they won't be in blockstun long enough for you not to be punished.

421 A/B ender serves as a very nice fake out. Usually 421 A/B will come after a 2C ending blockstring as it'll close the gap you've created between your opponent once again. You can also use this after a 2B/5B blocked.They both have the same starting animation so its hard to tell which one you've actually thrown out against your opponent. 421 A is usually used for a tickthrow ( A quick blockstring into dash throw ) or quick 2A setup. 421 B is jump cancellable and used to throw your enemy off. Because 421 B has an ending kick animation it'll launch them in which you can procede with an air combo of choice. Downside is this, there's a long delay before you can actually do anything in both A and B variations, so if your opponent calls your move real early, you're going to get punished.

236A/B/C ender. In my opinion, C is garbage, don't use it. These are also commonly thrown out after a 2C ending blockstring. If you've been mashed 421A/B a lot and your opponent is set in the mindset you're going to use it after 2C end string then throw out a 236A/B ender to punish them back. Both will allow you to recover fast enough that you won't get punished. 236B will shoot out more bullets and push your opponent further back if you need some space.

214A/B ender. A nice finish. Although if you use it too close you'll get punished. 214B will bring them towards you and if they're close enough allow you to 5B > 5C > 3B launch. 214A will allow you to setup if it connects as you gain major frame advantage after knockdown.

6B Overhead ender. If the over head connects, hit 3B and launch as you wish. If it doesn't, too bad you just lost your pressure for the time being. All there is to it. Note that if you started off your string with 6B with nothing infront and you're exactly next to your oppponent, you can sneak in 5B > 2B before the 3B launch. Although she's not completely immunte to them Sion also receives a few invincibility frames on low attacks. Not used after a 2C.

2C ender. 2C has slight delay before the whip actually comes out, but this isn't always bad. Sometimes putting gaps into your blockstrings help with mind games. You also receive superarmor with her 2C. 2C is cancellable into virtually any special move on block or hit. If 2C hit confirms you might want to go straight into a 214C loop. If it is blocked you might want to cancel into 412/214/236 A or B. The downside is if 2C is block it'll but a very large gap between you and your opponent, you might want to close this gap with a risky 421A fakeout or keep them in hit stun with 236A/B and approach.

Counter Hit

Sion's anti-air counter hit is a little tricky. Generally, you'll land her CH's off of j.A/C's against your opponent. If you CH off of a j.A/C you'll most likely land before your opponent do. Depending on where you land, the timing is different. You'll either have to chase down 5A > 3B or wait until the opponent has dropped low enough. Usually you'll be beside your opponent. The key is patience. Don't rush the 5A > 3B or 5B > 3B as the opponent is falling and you're right beside them. You want them to float at about your chest height before you hit either or. If you 3B with them too high, you won't be able to Air Combo follow up. After a 3B launch > j.B > j.C > Jump Cancel > j.B > j.C > Air Throw.

CH Anti Air Options:

5D Shield > 5A > 3B ....
j.A/B/C CH > Land > 5A > 3B ....
j.A/B/C CH > Land > 5B > 3B ....
« Last Edit: June 06, 2007, 03:35:35 PM by Tare »

Offline sleepy

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Re: Sion Eltnam Altasia ~ The Alchemist ~
« Reply #1 on: April 20, 2007, 08:37:31 AM »
Nice J, you wrote out the blockstrings I didn't have to !! :)

Offline Tare

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Re: Sion Eltnam Altasia ~ The Alchemist ~
« Reply #2 on: April 21, 2007, 10:42:58 AM »
You're so lazy L. I'm going to eat all the food at your house when I come.

Offline sleepy

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Re: Sion Eltnam Altasia ~ The Alchemist ~
« Reply #3 on: April 21, 2007, 11:21:42 AM »
it's a guys house, all we have is mac and cheese and cup ramen, go ahead :o

Offline Tare

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Re: Sion Eltnam Altasia ~ The Alchemist ~
« Reply #4 on: April 21, 2007, 12:53:40 PM »
Damn, aren't you becoming a chef? Cook something good fag.

Offline sleepy

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Re: Sion Eltnam Altasia ~ The Alchemist ~
« Reply #5 on: April 21, 2007, 09:40:20 PM »
pickled milkshakes and buffolo chips just for you :P