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_AtlasiaNormals5a: 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 moves236a: 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 Drive41236c: 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 Combos5abc3c 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 gimmicksAfter 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.