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Atlas Academy > Sion Eltnam Atlasia

F Sion in MBAA

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magz:
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.

Tare:
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.

ViceVirtuoso:
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.

Zero:

--- Quote from: ViceVirtuoso 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.

--- End quote ---

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.

Tempered:
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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