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Author Topic: F Sion: combos  (Read 3947 times)

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Offline Cristu

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F Sion: combos
« on: January 15, 2014, 05:59:29 PM »
{} command has to be held.
j. means what comes next is done in the air.
◕ the next move has to be delayed.
✈ airthrow.
_ your character lands.

- F Sion doesn't have different combos for corner (she do, but it's in very specific situations and doesn't raise the damage more then 100 or so, so they're not being covered);
- Button A is almost always optional: sometimes it slightly raises or diminishes the damage, as well as sometimes it makes the combo easier or harder to do (more hits = more gravity). It's recommended to put more As on combos that the height has to be tightly controlled, like the j.{C} combos. Also, more hits means more magic circuit, however, when combos gets too long, the opponent bar will go up much faster then yours, so I tried to write the best options for each case.
- After 214C on okizeme combos instead of doing the complete version, which is dash AABC 3C 214A, you can do ABC 3C 214A to make it easier. The difference is very little, I actually always use the simple version to make sure it will never miss.
- After the 6C overhead the combos are just like the combos that start with 2A, so they're not listed. As a reminder, 6C can only combo on crouching opponents (and still not on all characters).
- The character used for damage reference was C V.Sion.
- Overhead combos damage considered the opponent in crouching stance.
- Inside the parentheses are damage, magic circuit earned by Sion and magic circuit earned by the opponent.
- A good hint to choose your combos is to value okizeme, dificulty, ex use, style, corner carry and spent magic circuit in damage and do the equations later. E.g. if the combo finisher sets a good okizeme, I'll add 2000 to the equation (the stronger your mix-ups, the more you should value okizeme). If it's easy, I'll give it 1500; if it's hard it wont get 1500, maybe 1000 or less as long as it's proportional with your chance of doing it consistenly in championships. Deppending on how much you think 100% MC is worth, you give value to the magic circuit gain difference between combos. E.g. for me using 100% is only worth it when it does at least 1250 more damage. If 100% = 1250, 1% = 12,5, so you multiply and value it too in the equation. Just go giving things precise values and then calculate what combos are more valuables to you.

Basic > no okizeme
Without spending MC.
01. (4367, 68,8% - 25,1%) AB 2B C 214B ◕B 9 j.ABC j.29 j.ABC ✈
02. (4655, 76,9% - 27,8%) AB 2B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
03. (5359, 102,1% - 36,2%) AB 2B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214A _ ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
Magic Circuit 100%. 214C can be used to extend combos on the ground.
04. (4806, 55,1% - 39,2%) AB 2B 2C 214C AB 2B C 214B ◕B 9 j.ABC j.29 j.ABC ✈
05. (5041, 66,8% - 49,7%) AB 2B 2C 214C AB 2B C 214B ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
Magic Circuit 100%. Finishing with 214C deals more damage and carry to the corner.
06. (4853, 63,4% - 24,4%) AB 2B C 214B ◕B 9 j.BC j.29 j.BC j.214C
07. (5136, 74,2% - 28,0%) AB 2B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214A _ 8 j.BC j.29 j.BC j.214C
08. (5715, 99,4% - 36,4%) AB 2B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214A _ ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.BC j.214C
Magic Circuit 100%. j.214C is used as a fast fall.
09. (5743, 76,4% - 47,6%) AB 2B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214C _ 8 j.{C} j.8 j.{4} ◕j.{C} j.214A _ ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
Magic Circuit 200% (j.214C fast fall + j.214C finisher). More damage and carries to the corner.
10. (5979, 75,2% - 45,5%) AB 2B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214C _ 8 j.{C} j.8 j.{4} ◕j.{C} j.214A _ ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.BC j.214C
Basic > okizeme
Without spending MC.
11. (2674, 34,6% - 12,6%) AB 2B 2C 214A
12. (3524, 54,9% - 21,6%) AAB 2B 5C(2) 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214A _ 214A
Magic Circuit 100%. Combo that mixes a bit of damage with okizeme at 100% MC cost.
13. (3999, 43,7% - 31,5%) AB 2B C 214B 214C dash AABC 3C 214A
14. (4330, 43,7% - 29,3%) AB 2B 2C 214C dash AABC 3C 214A
Counter > no okizeme
Without spending MC.
15. (3881, 46,8% - 15,6%) j.B counter hit -> B 9 j.BC j.9 j.ABC ✈
16. (4205, 49,5% - 16,5%) j.B counter hit -> 2B C 9 j.BC j.9 j.ABC ✈
Magic Circuit 100% (214C).
17. (4844, 47,9% - 34,4%) j.B counter hit -> 2C 214C AAB 2B C 214B ◕B 9 j.ABC j.9 j.ABC ✈
18. (5095, 58,2% - 42,6%) j.B counter hit -> 2C 214C AB 2B C 214B ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
19. (5328, 78,5% - 55,2%) j.B counter hit -> 2C 214C B 2B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214A _ ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.ABC j.29 j.ABC ✈
Magic Circuit 100% (j.214C). Less damage in this case, but takes to the corner.
20. (4747, 44,1% - 15,8%) j.B counter hit -> B 9 j.BC j.9 j.BC j.214C
21. (5192, 46,8% - 16,7%) j.B counter hit -> 2B C 9 j.BC j.9 j.BC j.214C
Counter > okizeme
Without spending MC.
22. (2173, 26,1% - 9,8%) j.B counter hit -> 2C 214A
Magic Circuit 100% (214C).
23. (4192, 35,2% - 26,4%) j.B counter hit -> 2C 214C dash AABC 3C 214A
Raw airthrow > no okizeme
Without spending MC.
24. (2909, 43,2% - 14,4%) Raw airthrow > _ dash 2A B 9 j.BC 9 j.ABC ✈
25. (3159, 55,8% - 18,6%) Raw airthrow > airdash j.{C} ◕7 ◕j.{C} j.214A _ 3B 8 ◕j.BC j.29 j.BC ✈
Magic Circuit 100% (j.214C).
26. (3361, 49,5% - 17,6%) Raw airthrow > airdash j.{C} ◕7 ◕j.{C} j.214A _ 3B 8 ◕j.BC j.29 j.C j.214C
Raw airthrow > okizeme
Without spending MC.
27. (1864, 9,0% - 4,1%) Raw airthrow -> _ 214A
Magic Circuit 100% (214C).
28. (2728, 18,1% - 20,7%) Raw airthrow -> _ 214C dash AABC 3C 214A
Overhead 6B > no okizeme
Without spending MC.
29. (4003, 57,6% - 21,4%) 6B C 214B ◕B 9 j.BC j.29 j.ABC ✈
30. (4338, 68,4% - 25,0%) 6B C 214B 9 j.{C} j.8 j.{4} j.214A _ j.BC j.29 j.ABC ✈
31. (4592, 75,6% - 27,4%) 6B C 214B 9 j.{C} j.8 j.{4} j.214A _ ◕3B 8 ◕j.BC j.29 j.ABC ✈
Magic Circuit 100% (214C).
32. (4633, 49,2% - 38,5%) 6B 2C 214C AAAB 2B C 214B ◕B 9 j.ABC j.29 j.ABC ✈
33. (4881, 63,2% - 45,6%) 6B 2C 214C AAB 2B C 214B ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
34. (5083, 78,5% - 55,2%) 6B 2C 214C B 2B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214A _ ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
Magic Circuit 100% (j.214C).
35. (4594, 54,9% - 21,6%) 6B C 214B ◕B 9 j.BC j.29 j.BC j.214C
36. (4856, 65,7% - 25,2%) 6B C 214B 9 j.{C} j.8 j.{4} j.214A _ j.BC j.29 j.BC j.214C
37. (5077, 72,9% - 27,6%) 6B C 214B 7 j.{C} ◕j.8 ◕j.{C} j.214A _ ◕3B 8 ◕j.BC j.29 ◕j.BC j.214C
Magic Circuit 100% (j.214C used as fastfall).
38. (5515, 67,8% - 40,5%) 6B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214C _ 8 j.{C} j.8 j.{4} ◕j.{C} j.214A _ ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
Magic Circuit 200% (j.214C fast fall + j.214C finisher).
39. (5822, 64,6% - 40,7%) 6B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214C _ 8 j.{C} j.8 j.{4} ◕j.{C} j.214A _ ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 ◕j.BC j.214C
Overhead 6B > okizeme
Without spending MC.
40. (2251, 26,1% - 9,8%) 6B 2C 214A
41. (2558, 31,5% - 11,6%) 6B 5C(1) 3C 214A (requires close range)
42. (2949, 36,9% - 13,4%) 6B 5C(2) 3C 214A (requires closer range)
Magic Circuit 100% (214C).
43. (4058, 35,2% - 26,4%) 6B 2C 214C dash AABC 3C 214A
Overhead 5{C} > no okizeme
Without spending MC.
44. (3223, 47,7% - 18,1%) 5{C} 214B 9 j.BC j.29 j.ABC ✈
45. (3710, 65,7% - 24,1%) 5{C} 214B 7 j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
46. (3951, 72,9% - 26,5%) 5{C} 214B 7 j.{C} j.8 ◕3B 8 ◕j.BC j.29 ◕j.ABC ✈
Magic Circuit 100% (j.214C).
47. (3749, 45,0% - 18,3%) 5{C} 214B j.BC j.29 j.BC j.214C
48. (4158, 63,0% - 24,3%) 5{C} 214B 7 j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.BC j.214C
49. (4239, 63,9% - 24,6%) 5{C} 214B 7 j.{C} j.8 ◕3B 8 ◕j.BC j.29 ◕j.C j.214C
Overhead 5{C} > okizeme
Without spending MC.
50. (1860, 23,4% - 8,9%) 5{C} 214A
51. (2572, 34,2% - 12,5%) 5{C} 3C 214A (requires close range)
Magic Circuit 100% (214C).
52. (3209, 32,5% - 27,7%) 5{C} 214B 214C dash AABC 3C 214A
Shield counter > no okizeme
Without spending MC.
53. (2461, 46,2% - 15,9%) Shield counter -> B 9 j.ABC j.29 j.ABC ✈
Magic Circuit 100% (214C).
54. (3035, 45,0% - 37,9%) Shield counter -> 2C 214C AAAB 2B C 214B ◕B 9 j.ABC j.29 j.ABC ✈
55. (3186, 60,3% - 48,4%) Shield counter -> 2C 214C AAAB 2B C 214B ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
56. (3328, 74,2% - 54,7%) Shield counter -> 2C 214C B 2B C 214B 9 j.{C} j.8 j.{4} ◕j.{C} j.214A _ ◕3B 7 ◕j.{C} j.8 ◕j.{C} j.214A _ 8 j.BC j.29 j.ABC ✈
Magic Circuit 100% (j.214C).
57. (2978, 43,8% - 15,2%) Shield counter -> B 9 j.BC j.29 j.BC j.214C
Shield counter > okizeme
Without spending MC.
58. (1267, 28,7% - 9,2%) Shield counter -> 2C 214A
Magic Circuit 100% (214C).
59. (2596, 28,8% - 25,9%) Shield counter -> 2C 214C dash AABC 3C 214A

COMBO MOVIES

15.02.2010 - F Sion Combo Movie Red Reduction Division (Nicovideo)
Japanese MBAA advanced combo movie with lots of insanities and possibilities. F Sion wasn't nerfed, so it's still all valid.

21.04.2012 - Full Moon Sion Movie 「Unquenchable Flame」(Youtube)
Combo movie I did that covers most of the main combos and confirms. I really recommend it. The "map" of the combo movie is in the description.
« Last Edit: January 16, 2014, 08:44:30 AM by Cristu »
A little bit of console ain't too bad.

Offline purps

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Re: F Sion: combos
« Reply #1 on: January 16, 2014, 08:10:52 AM »
Thanks Cristu, that should be a good help. Some suggestions:

Quote from: Cristu
Overhead 6B > okizeme
Without spending MC.
39. (2251, 26,1% - 9,8%) 6B 2C 214A

At closer ranges, for more damage and pushback you could also use

*   (2558, 31,5% - 11,6%)  6B 5C(1) 3C 214A
** (2949, 36,9% - 13,4%)  6B 5C(2) 3C 214A


Quote from: Cristu
Overhead 5{C} > okizeme
Without spending MC.
47.   (1860, 23,4% - 8,9%)  5{C} 214A

Again at medium/close range you can also use 3C too boost the damage

* (2572, 34,2% - 12.5%) 5{C} 3C 214A


Quote from: Cristu
Basic > okizeme
Without spending MC.
11. (2674, 34,6% - 12,6%) AB 2B 2C 214A

Worth noting is that sion can combo from j{C} into grounded 214A with properly delayed 214B 9j{C} 8~4j{C}. It is tight though.

* (3524, 54,9% - 21.6%) AAB 2B 5C(2) 214B 9 j.{C} j.8~{4} ?j.{C} j.214A _ 214A.

Offline Cristu

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Re: F Sion: combos
« Reply #2 on: January 16, 2014, 08:45:02 AM »
Thanks Purps, I added them all :>. You're seeing the delay character as "?". It should look like this
« Last Edit: January 16, 2014, 08:48:31 AM by Cristu »
A little bit of console ain't too bad.