Because I love writing guides. As usual, I'm not the greatest at this game, so bitch at me if something is wrong, I'll fix it. Also if you have anything to add.
C-V.Sion is a rather unseen character, especially over H-V.Sion with her large damage and powerful setups. However, there are merits to C-V.Sion, and though yes, she definitely isn't as good as H-V.Sion, she is still a good character, though she needs to a work much harder than H-V.Sion (but this is kind of like saying you need to work harder than Ciel in MBAC). Also, we don't have garbage meter mechanics, so that's a plus.
Normal Moves
5A: A mid-waist backhand fist smack. Still neutral on block. Can tick throw off of this, and it is good pressure string filler.
5B: A little knee to the waist. Actually nerfed from MBAC, it is now -1 on block. Nobody cares though, make them respect it anyways.
4B: A reverse claw swipe, it's the Half Moon 5B. Strong in combos, not so much in pressure. Does catch jumpouts rather well. Has anti-air clash and more range than the half moon version.
5C: A new version of 5C, an awkward little claw smash. It hits only twice, but is jump and normal cancellable like regular normals.
2A: A really low ground kick that hits low. Not good on block.
2B: A low fist smack. Actually +1 on block now, and moves her forwards a little. Good combo filler, pressure filler, this move is good. In fact, this is far better than H-V.Sion's 2B. Laugh at her for that one.
2C: A swipe with her hands that knocks down. It's a type 2 attack so it doesn't hold people for long, but is sped up from MBAC. It's also chargable now, which makes it only -1 on block, and the charged version can be used in pressure to catch people flinching. Still not that good of a move though, unfortunately.
j.A: A little kick with her leg. Not bad, it's fast, but not as good as j.C
j.6A: A really weird uppercut in the air. It's used to fake overheads in IAD pressure into something like her arc drive. IAD.6A whiff arc drive is strong.
j.B: Her old j.B from MBAC. A little diagonal swipe down with her hands. Quick, can hit some spots that j.C can't hit well. Useful.
j.2B: A dive kick with a minimum height. Neutral or so on landing with good angle, can be used in fuzzy guard combos, can crossup on oki.
j.C: Fast, good hitbox, this move scares people pretty bad.
Ground throw: Throws them, it's like the Len ground throw, kind of, can combo from this in the corner. Due to sped up 2C, you can combo 2C after this easily.
Air throw: Throws them diagonally straight at the ground. Techable. j.2B to tech punish neutral and back.
Special Moves:
236A: Katto! A forward claw energy claw attack that really isn't useful except for being ex cancelled into 236C in pressure which isn't even as useful as it used to be. Don't use this often.
236B: Katto! A slow, forwards claw energy whatever attack that is +frames on block. If you are point blank, this is powerful, but it's slow, so it's rather reversible. Be careful using it, use it rarely and unpredictably. Dodge beats this.
236C: Katto katto katto katto! A fast three hit claw smash that launches. Used to be good for damage in combos, but it has been nerfed absurd amounts and is now useless except for in pressure rarely. Use it rarely, it's not often worth 100% meter for a pretty much safe pressure reset with this character.
623A: Katto! An upwards energy claw. Useful as anti-air with upper body invincibility. Not great, be careful with it.
623B: Katto! An upwards energy claw that hits twice. Useful in combos, but they're not as high damage as her optimum combos, and are harder to do imo
623C: Katto katto katto katto! A quick EX reversal and powerful combo tool. Many many frames + on hit, punishable on block. Works sort of like a blockable throw, will grab OTG even.
214A: Arcueid summon. She does a 22A/B style attack. Comes out kind of quick and is +frames on block, but can be hit out of at the start and the summon won't stay.
214B: Satsuki summon. She winds up and does her 214B, but it doesn't hit high. Useful in oki setups.
214C: Akiha summon. Walks up and does 6C. Solid in the sense it will push people around and you can't walk through it. Probably her most useful oki setup.
421A/B/C: Same summons as above, but she summons them further away, about halfway across the screen.
63214C: Ciel summon, she does her 214BBB series. This costs 150% meter. If you are in max and feel like making the enemy jump,
I guess this will do that, but I really dislike the whole 150% meter for it.
43216C: In MAX/HEAT, this is a little throw with not too much range that gives her a bit of life back. Kind of useful in setups, but not really a good choice. In BLOOD HEAT this used to be a very useful attack because it could hit airborne opponents, but so much for that! Don't use this often.
Last Arc: She smashes you with some claw or something. And talks a lot. It's retarded.
Combos:
I know there's a thread for this, but here are bnbs anyways.
Meterless:
(2A x n) (5B) 2B 4B 2C 5C j.A delay j.B delay j.C land j.BC sdj.BC ad.C air-throw
Do this.
VideoOverhead:
6C 2A 2B 4B 2C 5C j.A delay j.B delay j.C land j.BC sdj.BC ad.C air-throw
Fun as heck, fine damage.
Meter:
(2A x n) (5B) 2B 4B 2C 5C 3C 623C 214C/421C
Hurts your damage but good setups, of course.
Corner Throw:
throw 2C 5C 3C j.BC dj.BC ad.C air-throw
j.A...B...C stuff is too hard off of throw to be practical.
Meter Corner Throw:
throw 2C 5C 3C 623C 214C/421C
Oki in the corner? Yes please.
OTG meter combo in the corner:
(2A x n) (5B) 2B 4B 5C 2C dash 2A 5AAAA 4B 623C
Video. If you can't tell by my keyboard smashing, you need to be FAST on the 4B 623C.
OTG tech punish setup:
(2A x n) (5B) 2B 4B 5C 2C dash 2A 5AAAA 4B recover 2B
2B timing must be changed to different tech directions obviously, but will hit every tech. 2B 4B 2C 5C j.A delay j.B delay j.C land j.BC sdj.BC ad.C airthrow after this, okay?
If the enemy is EXTREMELY close to dying, try this to add on a little more damage
(2A x n) (5B) 2B 4B 5C 236C dash 3C j.BC dj.BC ad.C airthrow.
Rarely, rarely worth any sort of meter.
As before, V.Sion has a fuzzy guard, but it doesn't work on even medium height characters.
The idea is
j.AC dj.C (fuzzy)
If it hits, combo is
dj.C j.2B land 2A 2B 4B 2C 5C j.A delay j.B delay j.C j.BC sdj.BC ad.C
It's good damage.
For summon setups, essentially just mixup 5A throw, 5A 6C, 5A 2[C], and various jump setups. It's hard to disrespect summon if you're even close to on the enemy, so go nuts.
==Strategy==
So now that you know everything about this character, what do you do with her? First of all, learn how to hitconfirm into her new bnb. This is the first step you need to learn, because it is good meter, and this character NEEDS meter for oki. Whenever you have meter, unless you need it for heat, you should be 623C comboing. You lose little damage and get good, good oki.
The 421A/B/C summons are not as good as they were hyped up to be, as they vanish if you are hit during the middle of them. This is a little sad, but oh well. Akiha reverse is still good if you keep them in blockstun and use that 6C. 6C is slow, but still pretty subtle, so it will get quite a few people. If you use it too much though, people WILL start to read it, so beware that.
But really, what you want to do is use your 5B and 2B to scare them into respecting you dashing back in and continuing pressure. Gather respect by 5B delay 2B and then start doing 5B dashin, 5B delay 2B 2[C] works rather well, and use your new found normal cancellable 5C to move yourself forwards to hit them again.
Like I said before, air throw tech punishes are j.2B and land 5B, ground tech from OTG is 2B.
Your damage is weak, and your HP is weak, you need to force in those Oki hits.
Anyways, here are some setups I've been playing with. Theory fighter, but they seem feasible.
j.2B AD. Invincibility means it beats pokes and blocking. Also it has enough startup you can't whiff the throw due to blockstun.
IAD.BC 5A (jump outs) vs IAD.BC 6C (overhead) vs. IAD.BC (whiff the j.C) throw (blocking) vs. IAD.BC 641236C (dash arc drive, blocking/late poke) vs. IAD.BC 2A (low) vs. IAD.BC 2[C] (staggered low)
If IAD.BC connects for whatever reason on a taller character, and you have good execution, you are at an enormous damage opportunity.
IAD.BC dj.AABC land 2ABC 5C j.A...B...C j.BC dj.BC ad.C airthrow.
Video. This is admittedly hard and situational, and probably not worth it. Keep in mind if for whatever reason they continue to stand block, IAD.BC dj.AABC land dash 5ABC 236A xx 236C is a very long airtight blockstring for good guard damage.
And then, keep in mind that most of Sp00ky's old V.Sion tech is still good. In particular, go to
http://www.meltybread.com/forums/mbac-specific-71/blockstring-yomi-and-how-to-improve-your-hitconfirm-ratio/http://www.meltybread.com/forums/mbac-specific-71/secret-weapons-and-tactics-how-to-be-random/Anyways, please get some discussion going if you can, I'd like to see more people try this character.