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Author Topic: F Sion in MBAA  (Read 15246 times)

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Offline magz

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F Sion in MBAA
« on: August 19, 2009, 01:43:44 AM »
Primarily a placeholder for now.

Note: All damage numbers are before proration. This is for Full-Moon Style Sion.

Normals
5A - Short range leg kick which hits low. Shorter range than 2A but more damage. Prorates 75. (350)
5B - 45 degree frontal kick. Good range. Moves Sion forward. Prorates 80. (800)
6B - Old overhead kick from MBAC. Can cancel into 5C into air combo or 2C/3C. Unlike 6C, 6B can cancel into 5C into 214B air combo on standing. Prorates 72. (700)
6[B.] - Old charged overhead kick from MBAC. Causes untechable bounce on hit. Prorates 75. (700)
5C - Sion's old 6C (with followup 4C) from MBAC. Hits twice if close enough. Hits once or twice depending on distance. Combos into 214B for launcher into combo if close enough. Prorates 100/90. (600 + 600)
4C - Followup to 5C but seems slower than old 4C followup. Does not combo unless 5C hits only once, you are close enough, and that 5C was CH. Pulls enemies closer on block. Prorates 100. (700)
6C - Slow and very visible overhead double fist slam which can crossup on crouching characters. Combos into both 5A and 2A but link is somewhat tight. Need to be close and either a) CH or b) on a crouching opponent to combo. Prorates 70. (1000)

2A - Short range elbow jab which hits low. For those that play HnK, it looks exactly like Rei's 2A. Longer range than 5A but less damage. Prorates 75. (300)
2B - Old 2B from MBAC. Sion jabs downward with her left hand while moving slightly forward. Prorates 100. (500)
3B - Uppercut launcher. Does not seem very useful unless her 214B combo doesn't work on everyone (have yet to test). Prorates 65. (800)
2C - Old 2C from MBAC. Sion sweeps low with her etherlite. Does not seem to have superarmor any longer but is faster and can even combo from 5B/2B (irrelevant, I realize). Good range and combos into 214A (knockdown) or 214C into combo. Causes knockdown on hit. Prorates 80. (1200)
3C - Sion does a sliding sweep attack which hits low and, like 2C, can be comboed into 214A/C and comboed from 5B/2B. Causes knockdown on hit. Prorates 60. (1200)

j.A - Short forward knee attack. Does not hit anywhere close to her old j.A but has crossup potential and hits high. Combos if you are low enough to the ground. Prorates 75. (300)
j.B - Old j.B where Sion swings her fists down fast for an overhead attack. Prorates 90. (700)
j.C - Old j.C somersault kick. Prorates 90. (1000)
j.[C] - Old j.[C] somersault kick which causes a knockup which is untechable for about a second or two which allows for more combos after jump canceling. Prorates 98R. (1000)

Specials and EX-Edge Attacks

Hollow Point
236A - Sion fires a bullet which hits about 70% of the screen's width away from her but will not hit point blank. Prorates 70. (500)
236B - Fires up to 7 bullets which hit full screen but not point blank. Prorates 97R. (250 Each)
236C - EX Move - Fires a single bullet which hits full screen and even point blank. Uses up the entire clip and does damage based on the amount of bullets remaining in the gun. Causes full-screen knockback on hit into knockdown. Prorates 100. (1-5 Bullets: 3000/6-10: 2500/11-12: 2000/13: 1500)

Etherlite Ground
214A - Sion's old 214A. She throws her whip out from below and brings it upward. Causes knockdown if it catches opponent. Can be used to OTG. Possibly useful as a punish to techs after air throws in the corner. Prorates 100. (1000)
214B - Same animation as 214A, slower, and knocks opponents up for a possible air combo. Combos from either hit of 5C. Can combo into 214A for knockdown. Does not OTG. Prorates 92R. (100)
214C - Sion's old 214C. Same animation as 214A/B. If the whip catches her opponent, they get hit four times and are then comboable. Can OTG. Prorates 100/100/100/70R. (350 Each)

Etherlite Air
623A - Sion's old 623A. Uppercut which, in MBAC, had foot invulnerability. Cancelable into 214C or j.214C depending on how late you cancel. Hits twice. Prorates 100/60. (1000 + 800)
623B - Sion's old 623B. Uppercut which, in MBAC, had full startup invulnerability. Not cancelable. Hits seven times. Prorates 100. (2800)
623C - Sion's old 623C. Uppercut which, in MBAC, had full startup invulnerability. Hits eight times. Prorates 100. (4100)

Slide Air
j.214A - Sion's old 214A aerial leg grab. Seems to be both faster and safer on block. Can be used to crossup. Causes knockdown on hit. Prorates 100. (100 + 1300)
j.214B - Sion's old unblockable 214B aerial leg grab. Slower startup than 214A. Causes knockdown on hit. Prorates 100. (100 + 900)
j.214C - Sion's old 214C EX-Edge. On grab, hits opponent six times in total. You can control the direction she moves in with the left/right inputs. Causes knockdown on hit. Prorates 100. (100 + 700*5)

Transfer Ride
22A - Flying knee attack which grapples onto standing opponent and throws them to the ground. Must be crouch blocked. Can crossup on crouching players. Causes knockdown on hit. Can OTG. Shieldable. Prorates 100. (2300)
22B - Running leg grapple attack. Has long startup. Unblockable but will miss certain characters if crouching (Miyako and maybe Len). Also can crossup on short crouching players. Does not hit jumping players. Causes knockdown on hit. Prorates 100. (2100)
22C - Flying knee attack which grapples onto the opponent and hits them six times in total. You can control the direction she moves in with the left/right inputs. Completely avoided by the opponent crouching. Causes knockdown on hit. Prorates 100. (100 + 700*5)

Arc-Drive
Barrel Replica (41236C during MAX or HEAT) - Same as old one. Sion throws a bullet in the air and, if it hits, she fires her Musashi Gundoh laser into the sky which does 10 hits. The bullet is air unblockable. Prorates 90. (4600)
Barrel Replica [AAD] (41236C during BLOOD HEAT) - Same as old one. Sion dashes forward and does her old 3B launcher and then fires the same laser into the air hitting 10 times. Prorates 50. (8900)

Last Arc
Barrel Replica Obelisk (hold standing Shield during BLOOD HEAT) - Upon shielding, she counters by pulling out her gun and firing a huge blast straight forward hitting 11 times. Prorates 72. (10450)

Combos
The only combo I've seen so far from the one video I've watched goes as follows:

Anything into 5C (1 or 2 hits) 214B j.[C]+[8] pause j.[C] 214A j.B j.C dj.B dj.C Air Throw/214C

The [8] means hold up while doing j.[C] in order to jump cancel. The pause after this is something that's kind of tough to explain in words, but it's easy to get with a little practice.
You can omit the last j.B or j.C to make it easier for the 214C to connect. I recommend 214C here because Sion's air throw is techable and I have an attachment to okizeme.
In order for the 214C to connect at the very end you want to have your opponent as low to the ground as possible and you can influence this with the timings of your j.[C]s and your j.B.
There is a chance to crossup if you jump forward after 214B as opposed to jumping straight up.
It's possible to insert a dj.A or two before the dj.B but that really depends on your opponent's relative height.

There's another one which may or may not work (the combo went invalid, but this one guy kept doing it so maybe it does work but just requires good timing):

Anything into 5C (1 or 2 hits) 214B [9] j.[C] + [7] pause j.[C] 214A 3B [8] j.[C] + [8] j.[C] 214A j.C dj.C Air Throw

The end kind of changed a bit and I don't think I saw him get the air throw he always went for, but it might be a nice way to increase the damage of the combo if it can be made into something valid.
« Last Edit: August 19, 2009, 05:56:26 PM by magz »
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Offline Tare

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Re: F Sion in MBAA
« Reply #1 on: August 27, 2009, 05:09:44 PM »
Playing around with her, I found out that 5B actually links after 3C 236A. This doesn't seem to have much use over her standard BNB, but if you were ever to hit them with 3C off a blockstring, it's definitely helpful to force some decent damge with 5B j.BC j.BC Air Throw.
« Last Edit: August 27, 2009, 05:11:23 PM by Tare »

Offline ViceVirtuoso

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Re: F Sion in MBAA
« Reply #2 on: December 08, 2009, 08:14:12 PM »
5B 5C(2) 3C 236A 5B aircombo does more than the 5B 5C(2) 214B j.[C] etc combo, if only by about 200 damage.

I doubt that last combo where you land after 214A and hit another j.[C] actually works. Tried it for hours and can never get it to hit against a teching CPU in practice mode.
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Offline Zero

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Re: F Sion in MBAA
« Reply #3 on: December 08, 2009, 08:24:08 PM »
5B 5C(2) 3C 236A 5B aircombo does more than the 5B 5C(2) 214B j.[C] etc combo, if only by about 200 damage.

I doubt that last combo where you land after 214A and hit another j.[C] actually works. Tried it for hours and can never get it to hit against a teching CPU in practice mode.

The 236a combo uses a gun shot so you don't want to use that a lot since you can use it for blockstrings or zoning instead and the 4 j.[c] combo is possible but you need like at least 7 hits before 214b for it to work.

Offline Tempered

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Re: F Sion in MBAA
« Reply #4 on: December 08, 2009, 08:30:30 PM »
yeah the 4 j.[c] combo is like 5aaabc 214b j.[c] j.[c] j.214a 3b j.[c] j.[c] 214a jbc jbc at
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Offline Benny1

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Re: F Sion in MBAA
« Reply #5 on: December 09, 2009, 09:50:58 AM »
I found the four j.[C] combo was easiest on small characters like Len, but it's a hard combo, so eh.  It's j.214A land 3B j.[C], btw, not j.214 land j.[C]

You do need a lot of gravity though.
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Offline Zero

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Re: F Sion in MBAA
« Reply #6 on: December 09, 2009, 12:40:07 PM »
Ok, so I tested the gun combo compared to the normal 2 j.[c] combo. Note that all this was done on VSion.

5a 5a 5b 5c(2) 214b j.[c] dj.[c] j.214a j.bc dj.abc throw
4535 damage, 75.4% meter

5a 5a 5b 5c(2) 3c 236a 5b j.bc dj.abc throw
4564 damage, 76.3% meter

5a 5a 5b 2b 5c(2) 214b j.[c] dj.[c] j.214a j.bc dj.abc throw
4688 damage, 79.9% meter

5a 5a 5b 2b 5c(1) 3c 236a 5b j.bc dj.abc throw
4525 damage, 75.4% meter

As you can see the gun combo does do more than 2 j.[c] if you omit the 2b and gain more meter but if you add it in then going for 2 j.[c] is always more efficient. As I mentioned before that the gun combo also takes up 1 shot that you could use for zoning or blockstrings instead.

EDIT: 5a 5a 5a 5b 2b 5c(2) 214b 9 j.[c] 7 delay dj.[c] j.214a land 3b 7 j.[c] 8 delay j.[c] j.214a land j.bc dj.bc throw does 5355 and gives 105.5% meter just to note.
« Last Edit: December 09, 2009, 01:06:53 PM by Zero »

Offline ViceVirtuoso

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Re: F Sion in MBAA
« Reply #7 on: December 09, 2009, 01:33:01 PM »
Tested it out and looks like I was just doing the 4x j.[C] combo incorrectly. Can't quite pinpoint what I was doing wrong, but going by the posted combo, it works.

Ignore my last post.
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Offline Tempered

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Re: F Sion in MBAA
« Reply #8 on: December 09, 2009, 02:15:30 PM »
F-Sions gunshots aren't that great for zoning imo. I feel that you should be wasting bullets to get under 4 shots. 236c is extremely fast and is a great punisher. Also when you have less than 4 bullets left it does around 3500 damage.
« Last Edit: December 09, 2009, 02:25:42 PM by Tempered »
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Offline ViceVirtuoso

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Re: F Sion in MBAA
« Reply #9 on: December 09, 2009, 04:18:53 PM »
236A is not a zoning tool but something to throw in blockstrings -- its range is only a few pixels more than 5C. I like 236B, but as my sig suggests I overuse it so I know its weaknesses. It's mainly there to keep people from doing certain things at fullscreen range like Aoko setting up orbs or any F character charging meter. 236C is of course better for this but I try to save my meter for 214C at the end of air combos or for heat/burst.

Speaking of which, anybody have some good uses for IH? I found you can IH 623A's first hit (which has no proration) into an air combo but that's gimmicky at best. Most of the moves I would actually want to IH for mixups don't actually work. Namely, 6B on block (works on hit only) and 22A/22B.
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Offline Tempered

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Re: F Sion in MBAA
« Reply #10 on: December 09, 2009, 05:13:04 PM »
you can IH 623a at any point block, hit, or whiff. something to keep in mind.
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Offline Zero

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Re: F Sion in MBAA
« Reply #11 on: December 09, 2009, 05:53:33 PM »
You'd be amazed at how well 236a is for zoning instead of using 2c sometimes.

Offline Zero

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Re: F Sion in MBAA
« Reply #12 on: January 19, 2010, 04:56:56 AM »
So I've noticed that her AD is actually useful other than an anti-air(my only use for it before) since it knocks the opponent down right in front of you when it hits.  The untechable knockdown time is long enough for you to do almost whatever you want after(for example, j.214a crossups).  So I see two combos into it that are useful to me right now, they are:

5a 5a 5b 2b 5c 214b j.[c] delay dj.[c]214a AD

5a 5a 5b 2b 5c(1hit) 3c 236a 623a IH(ground) 2b 5c(1hit) 623a AD

You could use these after the AD:
j.214a crossups (depending on height)
walk back whiff 6c (depends how far you walk back)
walk back meaty 6c
meaty BE6b (really good option since if its blocked then you can go into 6c or 2/3c)
whiff BE6b meaty 5/2a or throw

Note worthy, if you did the first combo then you could cross under the opponent before they hit the ground but you can not use most options after. You could go with 623a IH(air) j.b/c which can whiff or hit meaty instead after the first combo too.
« Last Edit: January 19, 2010, 05:01:21 AM by Zero »

Offline TalesofDawn

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Re: F Sion in MBAA
« Reply #13 on: February 13, 2010, 09:40:05 PM »
Would you guys say 5abc>3c>214c>5a>5b>2b>5c>214b>j.bc>j.bc>Airthrow is a decent use of meter?
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Offline Zero

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Re: F Sion in MBAA
« Reply #14 on: February 14, 2010, 03:56:55 AM »
Would you guys say 5abc>3c>214c>5a>5b>2b>5c>214b>j.bc>j.bc>Airthrow is a decent use of meter?

Meter usage for Sion is usually just for a decent amount of damage into untechable knockdown purposes. You would probably use meter for something like 5a 5b 5c(1) 3c 214c 5a 5b 2b 5c(2) 214a or go for air combo j.214c ender instead.

Offline TalesofDawn

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Re: F Sion in MBAA
« Reply #15 on: February 14, 2010, 09:43:38 AM »
Hmm.... I didn't think the j.214c ender was worth it in that combo, because it doesn't add much damage and makes the combo cost 200%.
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Offline Zero

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Re: F Sion in MBAA
« Reply #16 on: February 14, 2010, 10:00:39 AM »
Hmm.... I didn't think the j.214c ender was worth it in that combo, because it doesn't add much damage and makes the combo cost 200%.

I meant just do normal bnb and add j.214c instead of airthrow to get a knockdown instead of a tech game.

Offline TalesofDawn

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Re: F Sion in MBAA
« Reply #17 on: February 14, 2010, 01:38:46 PM »
Ah. Okay. Thanks, Zero.
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Offline Benny1

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Re: F Sion in MBAA
« Reply #18 on: February 24, 2010, 08:14:55 PM »
In my quest to find my true main character, this character is the next character I'm trying, and I'm really, really, really liking her.  I get hype for C-Sion pressure but this character is just more fun.

Things of notice, I think:

5B is a good, good meaty.  It has no hitbox for Sion near the tip so you can actually bait a few things and it is fast.  It's neutral on block which helps and it confirms into good damage.

2B is freaking godlike, it's fast, it has a good attack box, it's disjointed near the top, it moves her forwards, it's like C-V.Sion 2B on crack (MBAC V.Sion).

3B is really good anti-air.  Even if it's air blockable, the clash is nice and it goes REALLY high.

3C is actually also disjointed at the tip.  It's the best hitbox of the three F-V.Sion, H-Sion, and F-Sion slides.

For a correction in the starter post, the followup to 5C can be done with 5C, 2C, and 4C.  I think 6C doesn't work, and I know 3C cancels into slide.  The follow up is +10 on block and is godlike.

My strategy typically is to play very much like an MBAC V.Sion: 5B and 2B staggers all day.  They're so fast and advantageous that if you get any respect you can do stuff like 2B 2B dash 2B all day.  Also, I have discovered what I call THE BLOCKSTRING, which is awesome guard damage:

dash 5AA 5B 2B 5C (2) 3C 22A.

Yeah!  It's that awesome.  It won't work on really thin characters (Len) and some characters can like 5A it before the 22A (V.Akiha at least) so I need to work on it more, but this thing is about a third of their guard bar, is virtually poke proof between 3C and 22A and is airtight beyond that.  I was looking for a use for 22A and here it is!  It's like a freaking tiger knee blockstring.

Now if only I could find a use for 22B...
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Offline ViceVirtuoso

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Re: F Sion in MBAA
« Reply #19 on: March 03, 2010, 02:21:44 PM »
I'm starting to really like 6C. Once you get the 6C -> 2AA link timing down, you can basically start your blockstrings over from 2A since it moves you forward a decent bit and has good advantage on block. Should you hit with it, it's a free combo.
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Offline Rash

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Re: F Sion in MBAA
« Reply #20 on: March 29, 2010, 03:32:37 PM »
I'm trying to pick up F-Sion, but having immense trouble with F/H-Ciel even as a computer player. She seems to have an immense amount of options at any time and constantly attacks with an attackbox larger than her hitbox. I could 236, but whenever she's not in range to interrupt me, she's throwing knifes at the speed of bullets...

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Offline Kumlekar

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Re: F Sion in MBAA
« Reply #21 on: August 26, 2010, 11:28:17 PM »
Can someone link a video with these j.[C] combos? I'm having trouble landing even the second j.[C], been doing 5A->5B->5C->214B->j.BC->j.BC or, 5A->5B->5C->3C->214C(3 hits)->214B->j.BC->j.BC instead.

Offline Press

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Re: F Sion in MBAA
« Reply #22 on: September 23, 2010, 09:36:46 PM »
Yay dead thread...

So here's a random vid I made whilst I was bored
http://www.youtube.com/watch?v=DBM5a8J-9uQ

I found the four j.[C] combo was easiest on small characters like Len, but it's a hard combo, so eh.  It's j.214A land 3B j.[C], btw, not j.214 land j.[C]

You do need a lot of gravity though.

You can actually do this combo with just a generic 5a 5b 2b 5c starter. You just have to do j.c superjumpcancel j.b j.c at the end instead.
« Last Edit: September 23, 2010, 10:11:31 PM by Press »
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Offline Press

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Re: F Sion in MBAA
« Reply #23 on: November 23, 2010, 11:37:43 PM »
I wonder if anyone even plays this character anymore....

Anywho, since it hasn't been mentioned, she has a 6 charge jc combo
http://www.youtube.com/watch?v=wyrbUTYLQcs
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Offline Cristu

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Re: F Sion in MBAA
« Reply #24 on: June 19, 2011, 09:55:29 AM »
I think I'll be maining F-Sion...

Been training her combos these days. They seemed easier when Chest was doing them xD, but I'm improving.

So, just to be sure:

Her bnb is:
xA 5B 2B 5C (2 hits for more damage/meter) 214B 9 j.[C] 8 [4] j.[C] 214A 3B 7 j.[C] 8 j.[C] 214A j.ABC dj.BC Airthrow

And her ex bnb is:
xA 5B 2B 5C (1 hit for less prorate/more damage) 214B 9 j.[C] 8 [4] j.[C] 214C 8 j.[C] 8 [4] j.[C] 214A 3B 7 j.[C] 8 j.[C] 214A j.ABC dj.BC Airthrow

Is that correct?

Edit: OMG, using ex whip after an aerial counter hit is totally worth it. There is the problem gravity goes too high, but it's fixable by doing only 2b 5c (1 hit) after the ex whip, 2b instead of 5b because 2b prorate is 100% and 5b is 80%. I don't know if it works on every character though:

CH -> 214C 2B 5C (1 hit) 214B 9 j.[C] 8 [4] j.[C] 214A 3B 7 j.[C] 8 j.[C] 214A j.ABC dj.BC Airthrow
« Last Edit: June 19, 2011, 10:37:49 AM by Cristu »
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