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Author Topic: C-V.Sion  (Read 8142 times)

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Offline Benny1

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C-V.Sion
« on: September 21, 2009, 02:52:38 PM »
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. Video

Overhead:
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.
« Last Edit: April 22, 2010, 08:54:28 PM by Benny1 »
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Offline Tempered

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Re: C-V.Sion
« Reply #1 on: September 21, 2009, 11:46:40 PM »
Ciel summon is better than alot of people make it out to be in my opinion. I love to use it in max to pretty much give me complete control of the ground. Plus there are only a few characters who can deal with her j.c. Itll punish heats and laggy move giving you the initiative.

Also her 4b is a good anti-air, doesnt reverse beat to 5b/2b like other command normals, and has clash frames.

J.6a is good for whiffing (since it has a high hitbox) to land and immediately throw, though that only really works on people who dont mash or [8] all day.
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Offline Benny1

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Re: C-V.Sion
« Reply #2 on: September 25, 2009, 07:44:24 PM »
Edited adding a video here and there because I want to show off my keyboard smashing skills, a nice impractical combo + long blockstring from it, and I added the blasted Ciel summon.  I'm still not happy about it though.

I did fix the direction of the half circle for the arc drive too.
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Offline CT_Warrior

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Re: C-V.Sion
« Reply #3 on: February 04, 2010, 07:36:41 PM »
I decided that C-VSion is going to be my second alt next to Hisui/Kohaku.

For combos, I use

2A 5B 2B 4B 2C 5C 3C sj delay BC djBC adBC at.
2A 5B 2B 4B 2C 5C 3C 623C

It does a bit more damage than jA..B..C, and is more practical midscreen. The jB in the jA..B..C combo seems to whiff midscreen sometimes when you add too many attacks in the beginning.
It also makes it easier when you decide to do the meter variation and possibly more damaging since you won't have to drop moves off the beginning out of habit.

Offline Benny1

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Re: C-V.Sion
« Reply #4 on: February 05, 2010, 08:17:09 AM »
Oh, so you can end that with a ad.BC airthrow?  I've been playing around with that combo, but the problem was I was doing 3C j.BC ad.BC sdj.BC which works fine in the corner, but midscreen you crossunder a lot and that's bad.  If you can end with ad.BC though, yeah that's going to be more damage and also take care of that whiffing problem.
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Offline mizuki

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Re: C-V.Sion
« Reply #5 on: February 05, 2010, 12:41:46 PM »
Remember she can also do the corner mixup combo like H can i.e. off throw 5aa4b 623c for no crossup or 5aaa4b 623c for crossup, or you can do a back summon to mix them up even more. I just wish she had H's j.b.
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Re: C-V.Sion
« Reply #6 on: February 05, 2010, 07:34:09 PM »
C-V.Sion gets arcade mixup off 623c. You can SJ over, air backdash then time a j.2b for a WHICH WAY.
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Offline CT_Warrior

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Re: C-V.Sion
« Reply #7 on: February 05, 2010, 10:07:30 PM »
Cool stuff.
Did you 3C superjump neutral when you did the combo? I think if you tilt forward you'll go under or over them, if not, just do the first jBC earlier. It's a lot easier than the jA..jB..jC imo, though that's not too hard either.
« Last Edit: February 05, 2010, 10:12:34 PM by CT_Warrior »

Offline Benny1

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Re: C-V.Sion
« Reply #8 on: February 05, 2010, 10:36:19 PM »
Nah, it would be that I go under when I do the sdj, like Nanaya and Tohno do sometimes accidentally.  I probably could stop that by doing more ground normals in combos though, lol.
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Offline Cristu

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Re: C-V.Sion
« Reply #9 on: March 16, 2010, 12:32:23 PM »
actually there are 2 notable combos + the rejump combo and character specific one

this one: 2a5b2b5c2c3c aircombo.....
http://www.youtube.com/watch?v=9J0t3YSdmOY
will hit almost the same

some comparations with the 2a5b2b4c2c5c2b aircombo

2a5b2b5c2c3c j.bc dj.bc ad.bc grab will hit 4904 on v.akiha
2a5b2b4b2c5c3c j.bc dj.bc ad.bc grab will hit 4913 on v.akiha

2a5b2b5c2c3c j.bc dj.bc ad.c grab will hit 4785 on v.akiha
2a5b2b4b2c5c3c j.bc dj.bc ad.c grab will hit 4802 on v.akiha

if after 5c2c the character is too far for 3c to hit you can always summon.. or you can choose to use 2c5c3c instead if your reflexes allow to think that fast.. actually there are no benefits using this combo but to cut the 4b from the chain.. if its on block you can finish with a low atk, but thats not big of a deal.. oh, and if you confirm with b, this combo will always hit more then the other one (when you have time to aprox and punish you can use this, confirming with b.. hint to keep close of your oponent: do 2c as soon as you can after 5c, and 3c as soon as you can after 2c.

now on fat characters (I dont know everyone this works) but I'm sure in nero you can add 4b to that combo and this will hit more then both above, but it requires you to be close of your opponent.

about combo after summon akiha kicks:

I'm still not sure of it, but these are so far the most damaging ones I found.. after Akiha kicks, always 6(c).. now.. sometimes it will crossup, sometimes it will not.. it depends the distance you hitconfirmed, and the timing you did the 6(c).. the timing may chance according to the hitconfirm.. but its ok.. there is a generic follow up

crossing or not you can always 6(c) 2c5c3c aircombo

if your oponent didnt crossup above your head you can do after the 6(c) a 2(c)

not crossing 6(c) 2(c) 5c3c aircombo

here are a video exemplifing

http://www.youtube.com/watch?v=4p_-vgiMhGc

I was going to create a video with every hitconfirm variation crossing and not crossing but then I realized hey! its the same combo, its too much work for not much since the idea is still there.. then there are only the 2aaa and 2aa hitconfirm variation.
« Last Edit: April 15, 2010, 11:56:42 AM by Cristu »
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Offline Cristu

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Re: C-V.Sion
« Reply #10 on: June 04, 2011, 11:38:16 AM »
[random mode]

this character needs only 2 things to be playable again:

1. a decent overhead or her old overhead back *camping with a gun to shot ppl who say 6c is good*
2. untechable airthrow

to compensate 236a236c loss she would have summon mix-ups out of 623c with good overhead to mix-up and hitconfirm into summon combos... after all she is only good for 623c 214c...

and about untechable airthrow, yeah, or they should at least give her that ex on air into tech punish =/

[/random mode]
« Last Edit: June 04, 2011, 11:43:11 AM by Cristu »
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Offline Tonberry

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Re: C-V.Sion
« Reply #11 on: June 04, 2011, 12:49:55 PM »
this character needs only 2 things to be playable again:

1. a decent overhead or her old overhead back *camping with a gun to shot ppl who say 6c is good*
2. untechable airthrow

If they gave her old overhead back they'd probably take away that it's low invul and beyond that it's not that great if the other person has good reaction time.  With C-Sion it's pretty good because she has 5{c} 2a as well but C-VSion doesn't have any charge ground normals. 

They're never giving her or anyone else untechable airthrow back :laffo:

Does anyone have a link to that old nico vid w/the C-VSion 421 summon setups?
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Offline Cristu

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Re: C-V.Sion
« Reply #12 on: June 04, 2011, 01:24:21 PM »
Man, I would say that video is sadly invalid =/. The reason: an inverse summon can't protect you from pokes, if they poke you and your summon hits them, they will be throwed to the other side of the screen, not being possible to combo, what makes normal summon superior in every aspect =/. Using for zoning is also a tremendous movement sacrifice for nothing..

About the overhead, if it were like Sion's things would be way better, even without low invul (though I see no reason for removing low invul since shes was already mid-low tier in MBAC with low invul). But even without low invul at least it would useful to mix-up. That overhead used in mixups is godlike, the best in the game imo. 6c in the other side is only good for punishing mashers, and even for that it fails often.. and its not even cancelable like F-Sion's :emo:

The airthrow issue can be fixed by never air comboing unless you're gonna kill, but I don't think its so cool :{
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Offline Tonberry

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Re: C-V.Sion
« Reply #13 on: June 04, 2011, 06:42:18 PM »
Man, I would say that video is sadly invalid =/. The reason: an inverse summon can't protect you from pokes, if they poke you and your summon hits them, they will be throwed to the other side of the screen, not being possible to combo, what makes normal summon superior in every aspect =/. Using for zoning is also a tremendous movement sacrifice for nothing..

Maybe, but they still look cool and most people don't know the audio cues for which summon she is doing so if you do it in the corner they won't know what's coming.  I just wanted to see it again anyways.

About the overhead, if it were like Sion's things would be way better, even without low invul (though I see no reason for removing low invul since shes was already mid-low tier in MBAC with low invul). But even without low invul at least it would useful to mix-up. That overhead used in mixups is godlike, the best in the game imo. 6c in the other side is only good for punishing mashers, and even for that it fails often.. and its not even cancelable like F-Sion's :emo:

F-Sion's 6c isn't cancelable.   For a normal overhead, Sion 6b is pretty good but it's not that tricky by itself.  I played LK recently ~20-30 games with H-Sion and had zero successful overheads.  I did meaty overhead, overhead after IAD, overhead randomly in pressure, overhead after 214a sj 214a, overhead after dodge mixup, and overhead reset after 214b, it failed every time.  I used it fairly conservatively overall so it wasn't just that he knew when to block it because I repeated the same setups into it.  Again, it can be tricky for C-Sion because of 5{c} 2a looking similar but since C-VSion doesn't have a charge normal, besides 6[c] which can't be half charged into a low, it wouldn't make any sort of drastic improvement to her game.
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Offline Benny1

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Re: C-V.Sion
« Reply #14 on: June 04, 2011, 07:01:59 PM »
Yeah, the thing about the old 6B is basically it looked like HEY GUYS I'M BRINGING MY FOOT AROUND TO MURDER YOU.

Now, Tonberry, you're forgetting 2[C], it's a ground chargable low but the chances of ever faking out an overhead with 2[C] is miniscule.

Reverse summons really are a little scary but I dunno, I don't think they're a huge deal.  I need to see somebody not drop her new 1.05 combos to see if her damage is worthwhile yet or not.  The biggest issue I see with this character is the sheer lack of damage she had, and as everybody's damage is being scaled down, I really doubt hers is.

Of course, H-V.Sion having good oki off of 623C again is also bad because it takes away one of the few perks this character DID have.
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Offline Cristu

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Re: C-V.Sion
« Reply #15 on: June 05, 2011, 06:57:44 AM »
I played LK recently ~20-30 games with H-Sion and had zero successful overheads.  I did meaty overhead, overhead after IAD, overhead randomly in pressure, overhead after 214a sj 214a, overhead after dodge mixup, and overhead reset after 214b, it failed every time.
Man, that was pretty bad luck xD. By my experience with Sion and MBAC's VSion I can say there are two things you need to get this overhead to work. First thing is that pressure has to be staggered allday or else overhead will be the only movement leaving a gap. Second thing is that the low variation has to be dangerous and used often on all setups you want the overhead to work. Having that its murder stuff. It worked vs any top japanese player. And in VSions gameplay that overhead allowed (on summons setup) more then 5 timing options to mix-up, any hitconfirm = 5k

dash 2aaa
dash 2a6b
dash 2a..2a
dash 2aaa6b
dash 2aaa...2aaa
dash 6b 6b
dash 6b...2aaa
dash 6b 2a6b
dash 6b 2a..2a

It can be done with 6c, but yeah, they'll surely block :|.

That 2[c]... I stopped using that when I got countered by 2a twice in a match... It's good for getting you close to your opponent sometimes though.

The inverse summons dont cover you, thats just too critical. If they hit, you usually can't confirm into a combo x.x

Inverse summon setups, 2:07 -> 2:31
http://www.nicovideo.jp/watch/sm10013215
« Last Edit: June 05, 2011, 07:11:38 AM by Cristu »
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Re: C-V.Sion
« Reply #16 on: June 05, 2011, 08:48:50 AM »
In my opinion once the opponent is used to Sion's overhead and has decent reaction time, you either need them really scared/nervous or just be extremely random in order to land her overhead consistently. Once they know the matchup I don't see many good players tagged by her overhead very often.
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