301
Sion TATARI (Vampire) / Re: So you wanna play this bad character and imitate Sp00ky, here is how.
« on: February 27, 2007, 08:25:11 AM »
Specials:
236A: Near useless. Doesn't knock down, major frame disadvantage. It's best use is for the 236A 236C super cancel on block. Also it can be used to (very rarely) end chains against people who like to move as soon as you whiff cancel for some surprise damage.
236B: Good frame advantage, soso string ender. Can be backdashed in anticipation, or even punished during startup with a fast enoguh ex, leaving it limited to being tossed out on cornered opponents whom you have fooled into thinking it's not coming.
236C: The only reason to even play this character. Leads to stupidly easy high damage combos. Advantageous on block. The only thing you have to keep people from mindlessly running back in to you over and over, as it punishes long distance normals and gives you a free combo + knockdown to boot. Can be used as a wakeup but has poor startup invincibility and does not persist if the opponent hits you early enough.
623A: Really really bad antiair that should be used extremely sparingly for surprise factor. Otherwise completely useless and should not be used.
623B: Really really bad move that serves as the only way to setup combos off 5C if you have no meter. Damn near useless outside of combos, having this blocked gives away your priority, stick to hitconfirming it if at all possible or don't throw it out at all. The only other purpose of this move: It's a special you can use if you land a held shield to punish the opponent (sometimes).
623C: Rarely should be used on wakeup. Otherwise useless. Most commonly you get this move when you fail to execute the 236A 236C supercancel and get 623C instead.
214A: Arc summon. Can be used as a mega early antiair but must be done in anticipation. Can also be used at the end of blockstrings but it's a risk as the opponent can just react quickly and punish the startup. This is the closest thing you get to a projectile and it's not amazing by any means, use it sparingly.
214B: Satsuki summon. Can be tossed out rarely during match reset situations just so you have something on screen. Can be setup off 2C for attempts at mixup on wakeup.
214C: Akiha Summon. Most commonly set up off 2C. Can be done in match reset situations to have something on the field. Has some interesting properties that you should be aware of and abuse: it is treated like a 'character' and thus will sweep away things that are dependant upon a character getting within range (Aoko orbs, Hisui bentos). Also it will 'push' the opponent away from you which is very useful in limited situations. Still should be used sparingly.
214D: Shield bunker. Notable because of it's special properties -- this move is cancelable during the shield spark if it shields or clashes with a move, allowing for you to create 'fake' bara cancels -- time your bunker to shield the end of their blockstring (easier than it sounds) and punish. Otherwise subpar even for a bunker.
41236C: Heat/Blood heat. Limited range, unblockable, fairly fast. Blood heat version can be done in combos but the scaling is horrific.
Last Arc: Activated with ground shield. V.Sion summons Reez Baife and they perform an attack. Last arcs in general are damn near useless, but assuming you land this it is a round ender, the damage is obscene.
236A: Near useless. Doesn't knock down, major frame disadvantage. It's best use is for the 236A 236C super cancel on block. Also it can be used to (very rarely) end chains against people who like to move as soon as you whiff cancel for some surprise damage.
236B: Good frame advantage, soso string ender. Can be backdashed in anticipation, or even punished during startup with a fast enoguh ex, leaving it limited to being tossed out on cornered opponents whom you have fooled into thinking it's not coming.
236C: The only reason to even play this character. Leads to stupidly easy high damage combos. Advantageous on block. The only thing you have to keep people from mindlessly running back in to you over and over, as it punishes long distance normals and gives you a free combo + knockdown to boot. Can be used as a wakeup but has poor startup invincibility and does not persist if the opponent hits you early enough.
623A: Really really bad antiair that should be used extremely sparingly for surprise factor. Otherwise completely useless and should not be used.
623B: Really really bad move that serves as the only way to setup combos off 5C if you have no meter. Damn near useless outside of combos, having this blocked gives away your priority, stick to hitconfirming it if at all possible or don't throw it out at all. The only other purpose of this move: It's a special you can use if you land a held shield to punish the opponent (sometimes).
623C: Rarely should be used on wakeup. Otherwise useless. Most commonly you get this move when you fail to execute the 236A 236C supercancel and get 623C instead.
214A: Arc summon. Can be used as a mega early antiair but must be done in anticipation. Can also be used at the end of blockstrings but it's a risk as the opponent can just react quickly and punish the startup. This is the closest thing you get to a projectile and it's not amazing by any means, use it sparingly.
214B: Satsuki summon. Can be tossed out rarely during match reset situations just so you have something on screen. Can be setup off 2C for attempts at mixup on wakeup.
214C: Akiha Summon. Most commonly set up off 2C. Can be done in match reset situations to have something on the field. Has some interesting properties that you should be aware of and abuse: it is treated like a 'character' and thus will sweep away things that are dependant upon a character getting within range (Aoko orbs, Hisui bentos). Also it will 'push' the opponent away from you which is very useful in limited situations. Still should be used sparingly.
214D: Shield bunker. Notable because of it's special properties -- this move is cancelable during the shield spark if it shields or clashes with a move, allowing for you to create 'fake' bara cancels -- time your bunker to shield the end of their blockstring (easier than it sounds) and punish. Otherwise subpar even for a bunker.
41236C: Heat/Blood heat. Limited range, unblockable, fairly fast. Blood heat version can be done in combos but the scaling is horrific.
Last Arc: Activated with ground shield. V.Sion summons Reez Baife and they perform an attack. Last arcs in general are damn near useless, but assuming you land this it is a round ender, the damage is obscene.