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When's Melty on Steam?
ahaha that's no--wait, what?

Topics - Tempered

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Sion Eltnam Atlasia / Corner Cutting Sync Mixup.
« on: March 29, 2010, 11:58:31 PM »
Thanks to Shinobi for this video. http://www.nicovideo.jp/watch/sm10173890

if you cant watch it ill rip it to youtube soonish.

I put this in its own thread since all of Sion's moons can use this mix up. (Xie: "Tempered is pretty good, but his weakness is that he is dumb") Anyways its just combo corner blah into launcher 421c j.214a (I know they use j.214c in the video but you don't need it to) 5[c] 2awhiff 6[/b]

After 6[/b] you can either jump straight up, double jump out of the corner then back dash to not cross up, or jump out of the corner (so your jumping into your opponent and pushing them out of the corner) double jump out of the corner, then air back dash to cross up into the corner. Also you can opt not to jump out of the corner, instead double jump straight up then drift out, then dodge like shown in the video. the dodge will cross up weather or not you pushed them out a bit.

2nd set up. After 6[/b] you can also do 623a (this will do 421a, C will need to hold it as to not get a kick, F cant use this version :<) then jump out of the corner, then back dash on top of them. I don't know the specifics for crossing up or not for this setup.


Ill play around with this to see if I cant get a high hit in somehow to add to the mix up.

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Sion Eltnam Atlasia / C-Sion in MBAA
« on: December 08, 2009, 11:58:09 PM »

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Sion Eltnam Atlasia / H-Sion in MBAA.
« on: August 19, 2009, 11:18:15 PM »
This is mostly a placeholder I plan to update as I find more stuff with H-Sion. If you got questions, im sure i have answers, if you found something i havent, id like to know.

WIKI LINK: http://mbaa.mizuumi.net/index.php/Sion_Eltnam_Atlasia

Normals
5a: Downward angle jab, good range, hits crouchers and has a rather high hit box to randomly hit people out of the air it seems.
>6a: After 5a sion attacks with her elbow.
>>6a: After the first 6a sion then kicks forward and launches her opponent. Able to air combo or combo into 214a/b/c afterwards.
2a: Same as her old 2a from MBAC. Does a medium range low kick. Great poke.
5b: Her short range knee kick from MBAC, moves her forward slightly. Something you can use to anti-air but not recommended, only if your feeling brave.
2b: Sion does a short crouching jab, slightly more range than her 5b. Not that good of a poke, only really a combo filler, doesn't move you forward and has pretty bad priority, but its really fast.
6b: Over head knee attack, combos into just about anything on hit, unsafe on block.
6[b.]: Charged version of her 6b. Makes it cancelable to anything on block which is nice since it comes out rather fast. Untechable bounce on hit.
5c: Sion does a high split kick (same as MBAC/C-moon 5c but with only one hit)
2c: Sion slides towards the opponent to trip them. this move is pretty safe on block even if you don't whiff cancel it. Also a GDLK tech punish.
3c: Sion does a double fist vollyball uppercut which launches. (same as her old 3b from MBAC/C-moon 3c) Comboable from 5c and 2c. unsafe on block.
6c: Double claw overhead attack. I havent found a way to combo off this move yet.
6[c]: Same as 6c but charged. Can combo 2b2c3c jbc jbc jc AT off of it.
j.a: Downward angled kick with a rather high hitbox. This is your go to move to keep people on the ground if your above them.
j.b: A weird short range arm swing attack. Terrible range and only really good in certain situations because its faster than j.c
j.c: Jumping somersault kick with a nice big hitbox. Your general air-to-anything move. If your opponent is above you this move is 80% going to beat anything they do, most moves that can beat it while your under them come out really slow. Unfortunatly if your ABOVE your opponent it loses to alot of things if you're bad at timing. Also counter hit fish with this.
j.[c]: same as jump c but charged.

Special and EX moves
236a: A bouncing gun shot which shoots downwards, bounces up, then back again and a downward angel to off screen. So far its safe on block from my play. Can combo off it into a 4.5k combo. [236a jbc jbc jc at]
236b: Another bouncing gunshot which follows the same patter as 236a, but reversed. (shoots up first)
236c: Uses up all of Sion remaining bullets to unleash a powerful untechable shot. The less bullets you have left, the more damage it does. (1500,2000,2500,3000) This acts as your reload, as she doesn't have a reload command in this mode. Get an easy 4k combo just doing w/e into it.

214a: Fast whip that knocks down. Sets up some Oki. can be comboed into from 6aaa, 5c, 2c.
214b: Slower whip that bring the enemy closer to you. Can combo almost anything from it. Comboed from 6aaa.
214c: Good ole EX whip. Brings the enemy right next to you for free comboing. Comboed from 3c.

j214a: Fast air slide attack, Sion wraps her legs around the opponents neck then flips them over to drive their head into the ground. Safe on block with real fast recovery, even on wiff.
j214b: Slower aid slide attack, but is unblockable while being unsafe on wiff.
j214c: EX air slide. She'll flip the opponents 5 times with you able to control which direction you go in by holding forward or back. Also safe on block and wiff.

623a: 2 hit DP that can be ex canceled into 214c or 421c, low invulnerable (if same as MBAC)
623b: 7 hit DP, air unblockable, full start up invincibility.
623c: 7 hit EX dp, also air unblockable. Even more invincibility just to make sure. Generally a waste of meter imo, whill need more play to see if theres a use for it over 623b.

421a: Slide fakeout that moves you closer to your opponent. you can cancel a blocked 6aaa from to make it sorta safe if your autopiloting.
421b: Slide with a kick follow up that is untechable, some invincibility in the middle of the slide. Can combo 214c from it. air unblockable.
421c: EX slide that follows up with a kick that send you up into the air. airunblockable.

Arc Drive
41236c: Barrel replica, like her other moons. Sion will toss up a bullet into the air, causing an untechable hit, which she follows up with a energy beam shot up into the air.
No Avanced/Another Arc Drive or Last Arc for H-Moon.  :'(

General Combos
5abc3c jbc jbc at

5a6aa (214c 5a6aa) 214b 5a6aa 214b 5a6a2c 214a {better oki} or j.bc j.bc at {bit more damage.}

5ab2bc5c ja b c j.[c] j.214a j.bc j.bc at

5abc3c j.[c] airdash j.[c] double jump j.[c] j.214a j.bc j.bc airthrow.
(for this to work you want to delay the air dash so Sion pushes them back a bit, then delay the last j.[c] as much as possible to get them as low as possible)

Fuzzy Guard combo: j.[c]baa 2abc5c j.a b c j.[c] j.214a j.bc j.bc airthrow

for all these combos its possible to super double jump after a j.bc at the end of the combo and do j.c j214c for better knockdown since airthrow can be teched.


Tips, Tricks and gimmicks
After 214a you can airdash into pretty much anything, and depending on the timing you can change the side you land on. Also you can time j.[c] to meaty on wakeup for a fuzzy guard setup or you can delay the j.[c] to whiff and go for a low.
6[b.] is safe on block because you can cancel it. 6[b.] into 2a is really fast and is generally a free combo.
6[c] is also safe on block and can be jump canceled. its shield bait though if you use it too much.
j.214b is unblockable and is a great gimmick to use to end rounds.
236a/b is great for zoning and fishing for counter hits. be ready to follow up on a counter hit for the easiest 5k damage you'll ever receive.
Tech Punishes are generally done with 2c into short combos. Off airthrow in the corner you can punish back and neutral techs with j.214a and forward tech just by landing. If they dont tech your airthrow you get a free 50/50 crossup setup by airdashing into the corner after your airthrow.

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Len / MBAA Len discusion/Video thread.
« on: November 16, 2008, 11:41:54 PM »
I know nobody plays or cares about her.  :mystery:

But this vid makes me want to play her

http://uk.youtube.com/watch?v=RLep6MXsbRo

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Mech-Hisui / MBAA Mech.
« on: October 14, 2008, 10:56:21 AM »
For anyone that's interested this might spark your interests to continue playing/picking up this character.

http://www.nicovideo.jp/watch/sm4918940

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Sion Eltnam Atlasia / MBAA Sion.
« on: September 22, 2008, 09:17:51 PM »
Well since nobody else seems to play Sion (Well they do but they like never come here.) I thought id try to liven up these parts of the forum by Copying everyone else. MBAA TALK  :blah:

Anyways my impressions so far from the Joybox vids are that

Crescent moon: I think I saw one person play her and she seemed pretty much unchanged combo and move wise. http://www.youtube.com/watch?v=Y09EJCV-fq4 Shes different compared to MBAC Sion, not completely different, but different. Her 2c and 6c have faster startup, her 6b seems to have less range, her j214a seems to act as a fastfall, giving a landing cancel and being possibly safe on block. In the vid just posted her combos seem different. bnb into 3b(c? now) 421c j214a 5[c]2awhiff6]b[ 214b is her cutting sync now it seems. She also gains an EX gunshot and a Claw Like attack in the air. Also can do a double aircombo with 3b j.[c] j.[c] land jbc jbc ender.

Half Moon: WHOA WHERE THE FUCK DID HER DAMAGE GO!? Never mind. People played her wrong, but she gets a non damaging whip loop that builds meter I guess. But she gets to 3k+ pretty easily by just doing 2abc3b jbc jbc AT looks like. She loses normal gunshots for a ricocheting shot that bounces in different patterns. Looks good for zoning and it reaches fullscreen. Some of her normals have changed. She seems to also have another overhead that doubles as a way to get back in after pressure. But it seems real easy to shield and punish, doesn't look punishable on block. If you can keep your block strings from becoming predictable her pressure seems possibly even better than Crescent moon. Command moves I noticed were Gunshots, DP whip, whips, Slide air and cutting sync.

Full Moon: OH HAY THERE'S MY DAMAGE. FSion like most full moon characters, lose rebeats and therefore loses pressure options. Seems like she has a completely new normal set, and I haven't seen a 6b type move yet. Her gunshots were changed into a full screen forward shot, with single, 7 shot (maybe mashable?) and EX variants. She still has whips but B whip has been changed into a launcher for her so you can only air combo or ex whip afterward. I only saw once but she seems to have gained a command grabequse move. Like her old J214 moves but instead can be used from the ground. She leaps forward then flips them for damage. Most of the Full moon Sions were terrible and spent most of the match in combos or block stun so I cant comment TOO much. The only one that won was one that spent most of the match fullscreen shooting a terrible aoko.

Airthow is now techable but it looks like its possible to punish forward tech just by falling and doing a j.attack before you land. back techs by airdashing (in the corner anyways).

Voice Actor is changed but fits rather well imo.

http://www.youtube.com/watch?v=ASfwFTWNpeE pretty much all Sion, gives you a great impression of half moon, with a segment of full moon.

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