Difference between revisions of "Melty Blood/MBAACC/Sion Eltnam Atlasia/Crescent Moon"

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(Grounded Specials)
 
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Latest revision as of 14:37, 23 May 2020

Character Page Progress

This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached. When no main goals are left, please remove this section from this page.

In Progress To-do
  • Additional Ressources/Players to watch/ask
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name to can be searched in the match video database.
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Move Descriptions:
    • Expand upon the shorter move descriptions, cite their uses, add memes in captions, etc.
    • (Fix any inacurracies and missing details in the frame data.)
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Combos:
    • If necessary, add starter options in their respective section.
  • Move Descriptions:
    • Add Last Arc frame data.


Additional Resources

Match Video Database
Melty Bits: C-Sion
YouTube video showing off MBCSion's basic combos. Many thanks to FrostyTempered!

Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk


NA:

  • ScrawtVermillion

Overview

Strengths Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

Ammo

MBSionAmmo.png

Sion has an Ammo gauge that affects how many bullets can be shot from her 236 specials. If she runs out of ammo after one of these specials, she will automatically go into a reloading state during the move's recovery, where she loads all bullets back in but is left vulnerable and very minus. Unique to Crescent Moon, she can reload her ammo manually by inputting 22D.

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

After starting with weak and/or medium attacks, mix it up between 2c gunshots, 6c 4c, 2c 421[B], 5a rebeat or 6b after 5c(1).

Okizeme

Place text here

Defense

place text here*



Combos

As a note for all combos:

  • If the opponent is crouching, 5C will launch them and you will just want to go into air-combo afterwards. If there are specifics needed they will be noted.
  • If you don't trust your execution, you can omit the airdash j.C combo enders in all of these.


Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Enders

Condition Notation Damage
vs V.Sion
Notes
Airborne opponent,
  • Airthrow
1600
Meter Gained: 0 Meter Given (vs C-Moon): 0
Airborne opponent,
  • j.623B
1632
Meter Gained: 20 Meter Given (vs C-Moon): 6
Airborne opponent,100% meter
  • j.214C
3258
Meter Gained: 0 Meter Given (vs C-Moon): 1.1

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Raw airthrow starter,
  • Airthrow dash 5B 5C j.ABC dj.BC airdash j.C Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen. A raw airthrow will throw your opponent across the screen bouncing them up a good height. Be careful not to input the dash too early, because this will NOT work if you airdash instead.
Raw airthrow starter, corner only
  • Airthrow 2B 5B 5C j.ABC dj.BC airdash j.C Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
It is essentially the same as the previous combo, but with a 2B tacked on at the start.

Normal Combos

All of these work both midscreen and in the corner. All combos listed with Ender use Airthrow.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 5B 2B 5C 3C j.ABC dj.BC airdash j.C Ender
5058
Meter Gained: 73 Meter Given (vs C-Moon): 21.9
Basic combo, basic damage. At midscreen, j.623B ender is preferred.
Normal starter, grounded opponent, (100% meter for 236C)
  • 5B 2B 5C 2C 214A/236C
3685/4517
Meter Gained: 41/31 Meter Given (vs C-Moon): 13.4/24.8
Basic combo, allows for okizeme afterwards. 214A allows Sion to perform a safe-jump and 50/50 mix-up.
Normal starter, grounded opponent,
  • 5B 2B 5C 3C j.[C] airdash j.[C] dj.[C] j.214A(whiff) rejump j.BC dj.BC airdash j.C Ender
6011
Meter Gained: 100 Meter Given (vs C-Moon): 30
Also known as the Yuu combo. Nets the maximum damage possible on standing opponents.
Normal starter, grounded opponent,
  • 5B 2B 5C j.BC dj.[C] airdash j.[C] j.214A(whiff) rejump j.BC dj.BC airdashd j.C Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Nets the maximum damage possible on crouching opponents.
Normal starter, grounded opponent, 100% meter
  • 5B 2B 5C 2C 214C 5A 5B 2B 5C 2C 214A/air-combo/236C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic meter extension off of a 2C. Mainly used for setups and okizeme.
214B starter, grounded opponent,
  • 214B dash 5A 5B 2B 5C 2C 214A/236C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Off of a raw 214B, the damage output on an air-combo follow-up isn't really worth it. Stick to this unless you're sure that the air-combo will kill.
Aerial counterhit starter, airborne opponent,
  • AirCH land (2B) 5B 5C j.ABC j.BC airdash j.C Ender
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
This is your go-to aerial counterhit follow-up. If need be, omit the 2B when you're not sure you can hit with it.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter
  • 5B 2B 5C 3C 421C j.214A(whiff) 5[C] (2A whiff) 6[B] 214B dash 5B 2B 5C 2C 214A/236C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Between the 5[C] and 6[B] you will need to whiff a 2A to get the 6[B] to hit if the opponent is too high. Also if this happens you will have to input 214B as 236C.

Move Descriptions

Frame Data Help
Header Tooltip
Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage done against standing C-V. Sion.

Red Damage Base damage done to the recoverable red health bar by this attack. (Numbers are scaled and based against standing C-V. Sion.)

(x) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined and scaled meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable
N = Normal cancelable
SP = Special cancelable
CH = Cancelable into the next part of the same attack (Chain in case of specials)
EX = EX cancelable
J = Jump cancelable
(X) = Cancelable only on hit
-X- = Cancelable on hit or whiff

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Impact Frame Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul The frames in which a character either lacks an hurtbox on a specific part of their body, or cannot be affected by certain types of attacks.

X y~z denotes X type of invincibility happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible
Throw = Throw invincible

Hurtbox-Based Properties:

Full = No hurtboxes are present
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
MBCSion5A.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
350 147 75% (O) 3.0% -SE-, -N-, -SP-, -EX-, (J) LH 5 4 7 1 -

A downward angled jab. Has good range, combos into itself, hits crouchers. Your main whiff-cancel move. It has frame advantage on block.


5B
MBCSion5B.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
600 313 100% 5.0% N, SP, EX, (J) LH 6 4 15 -4 -

A knee that moves Sion forward slightly.


5C
5[C]
MBCSion5C.png
MBCSion5XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
5C 400, 700 (1078) (721) 100% 4.0%, 5.0% (9.0%) N, SP, EX, (J) LH 7 2 (2) 6 15 -10, -3 -

Sion kicks low and high for a two-hit attack. First hit can be cancelled into anything. At maximum range, first kick hits and second kick whiffs on crouchers. Has no hittable box from her knee out making it sort of useful for anti-airing. Can be used as an anti air, but very risky, and not worth it on some characters. As an example, Ryougi is very easy to anti air with 5C, Nanaya is next to impossible to anti air with it.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
5[C] 1000, 900 (1783) (1014) 90%x2 (M) 6.0%, 10.0% (16.0%) N, SP, EX, (J) LH 22 2 (2) 8 17 -11, -7 -

Charged version of 5C. Shares the same traits as 5C. Second hit causes a wallslam. Not very useful outside of combos, and even then its uses are limited.


Crouching Normals

2A
MBCSion2A.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
300 98 75% (O) 3.0% -SE-, -N-, -SP-, -EX-, (J) L 4 4 9 -1 -

A low kick. Has medium range, combos into itself, a great poke. Primarily used for hit-confirms, tick-throws, and staggers. Your fundamental BnB start-up.


2B
MBCSion2B.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
500 294 100% 5.0% N, SP, EX, (J) L 7 6 13 -4 -

A lunging low punch that moves Sion forward and reaches far. Good for poking and hit-confirms.


2C
MBCSion2C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
1200 784 80% (O) 12.0% SP, EX L 16 3 22 -7 -

Sion sweeps her opponent with her etherlite whip. Similar to her 2C from Act Cadenza, but comes out much faster and can be combo-ed into. Reaches about 1/3rd of the screen. Can be cancelled into specials on hit/block.


Aerial Normals

j.A
MBCSionjA.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
300 176 75% 3.0% SE, N, SP, EX, J LHA 6 5 11 - -

A downward angled kick with a rather high hitbox. This is your go-to move to keep people on the ground if you're above them.


j.B
MBCSionjB.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
700/560 490/392 90% (O) 7.0% N, SP, EX, J HA 8 5 - - -

A fast arm swing attack. Great range and hitbox. This is your go to move with Sion in the air to air and ground. After extended play this move beats out j.C is most situations when the opponent is not above you.


j.C
j.[C]
MBCSionjC.png
MBCSionjXC.png
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
j.C 1000 588 90% (M) 10.0% N, SP, EX, J HA 7 2 - - -

Jumping somersault kick with a nice big hitbox. Your general air-to-anything move. If your opponent is above you, this move is going to beat anything they do 80% of the time; most moves that can beat it while you're under them come out really slow. Unfortunately, if you're ABOVE your opponent it loses to a lot of things if you're bad at timing.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
j.[C] 1000 499 98% (M) 10.0% N, SP, EX, J HA 18 4 24 - -

Same as j.C but charged. Generally only used for fuzzy guards, fakeout high or combos. On whiff, after you pop up, you retain your air options, meaning you can double jump/air dash and/or use an attack or special.


Command Normals

6B
6[B]
MBCSion6B.png
MBCSion6XB.png
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
6B 700 392 72% (O) 7.0% (N), (SP), (EX), (J) H 25 2 19 -3 -

An overhead knee attack, cancels into anything on hit, unsafe on block. An essential component of Sion's mix-up game.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
6[B] 700 392 75% (O) 7.0% N, SP, EX, (J) H 31 3 15 0 -

Charged version of Sion's 6B. Can be cancelled on block and comes out pretty fast. Untechable bounce on hit. Terrible in combos now.


3C
MBCSion3C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
700 392 75% (O) 7.0% (SP), (EX), (J) LH 10 4 27 -13 -

Sion does a double fist volleyball uppercut which launches her opponent. Cancels into anything on hit but is unsafe on block. Your main combo starter. Inputting 8 on hit will allow Sion to do an extra high follow-up jump.


6C
6C~4C
MBCSion6C.png
MBCSion6C2.png
Hurtboxes on Block/Hit
MBCSion6C4C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
1000 686 100% 10.0% SP, CH, EX, (J) LH 21 4 21 -9 -

Sion throws out her whip to hit the opponent about 1/3rd of the screen away. Really slow start-up. Can be cancelled into specials on hit/block.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
~4C 700 588 60% 6.0% N/A LHA 12 1 12 5 -

Sion retracts the etherlite whip she sent out with 6C. Pulls the opponent towards you on block and grants a small frame advantage. Knockdown on hit.


j.2C
MBCSionj2C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
1000 784 70% (O) 10.0% N/A HA 12 8 23 - -

A downward double fist attack that will beat out a few anti-airs and generally a better move to jump in with than j.C. Slow but has lots of active frames and a great hit box.


Universal Mechanics

Ground Throw
6/4A+D
MBCSionThrow.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
1500 735 100% 0.0% - U 3 1 20 30 (Hit) -

Sion grabs the opponent and kicks them. Untechable knockdown.


Air Throw
6/4A+D
MBCSionThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
1600 (Gold)/1300 490 30% 0.0% (J) U 2 1 13
(Landing)
- -

Standard air throw.


Shield Bunker
214D in neutral or blockstun
MBCSion214D.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
500 196 30% 0.0%
(-50.0% in blockstun)
- LHA 26 4 19 -5 -

Similar to 6C and F Moon's 5C, but the huge hurtboxes also appear on whiff


Heat
A+B+C
MBCSionHeat.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
100 0 100% -100.0% (min) - U 16 5 25 - Full 1-20

Standard Heat hitbox.


Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCSionCSpark.png
MBCSionCSparkAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 11 10 20 N/A Full 1-39
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
Air 100 0 100% removes all - U 12 10 15 N/A Strike 1-30


Special Moves

Grounded Specials

Warning Shot
236A/[A]/B/[B]/C
MBCSion236.png
MBCSion236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
A 400 294 70% (O) 3.0% N/A LH 7 4 22
49 (Reload)
-4
-31 (Reload)
-
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
[A] 400x2 (670) (492) 70% (O) 3.0%x2 (6.0%) N/A LH 7 4 (10) 4 22
49 (Reload)
-1
-28 (Reload)
-

Sion uses bullets to shoot the ground near her opponent. A component of your pressure game. Used in combos for more damage and meter. Shoot a bullet at the ground. Hold A to shoot two bullets.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
B 400x3 (1009) (741) 80% (O) 3.0%x3 (9.0%) - LH 7 4 (10) x3 21
50 (Reload)
+3
-25 (Reload)
-
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
[B] 400x5 (1578) (1158) 80% (O) 3.0%x5 (15.0%) N/A LH 7 4 (10) x5 21
50 (Reload)
+7
-25 (Reload)
-

Shoots 3 bullets at the ground. Hold to shoot up to 5 bullets. Can be delayed very slightly.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
EX 300xAmmo, 300 (581 ~ 2750) (284 ~ 1341) 97%xAmmo (M), 97% (O) -100% N/A LHA 4+9 4 ~ 76 55 -36 ~ -28 -

Uses the remaining amount of bullets to shoot the opponent. Pushes the opponent to the end of the screen for an untechable circuit breaking knockdown, regardless of how many bullets are left. Circuit Break occurs on the last hit. Great for punishing midscreen HEAT activation.


Etherlite Air
623A/B/C
MBCSion623A.png
MBFSion623B.png
MBFSion623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
A 1000, 800 (1682) (676) 100%, 60% (O) 10.0%, 8.0% (18.0%) EX LHA, LH 4 2 (2) 8 31 -21 Full 1, Low 2-5

A 2 hit DP that can be EX-cancelled, mainly into 214C and 421C. Has one frame of invincibility and low invulnerability.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
B 800, 500, 300x5 (2375) (1111) 100% 8.0%, 5.0%, 3.0%x5 (28.0%) N/A LH 4 18 32 -25 Full 1-7

A 7 hit DP that is air unblockable and comes with full start-up invincibility.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
EX 800, 500, 400x5 (3101) (1952) 100% -100.0% N/A LH(1), LHA(2-7) 2+2 18 34 -31 Full 1-10

A 7 hit EX DP that is air unblockable and comes with a lot of invincibility. Generally a waste of meter, being that the only thing it does better than 623B is deal more damage.


Etherlite Ground
214A/B/C
MBCSion214A.png
MBCSion214B.png
MBCSion214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
A 1000 (880) (603) 100% 10.0% N/A LA 13 4 21 -13 ~ -11 -

A fast whip used for knockdown. Hits low, comes out fast, sets up Sion's okizeme. Comboable from 2C or 6C.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
B 200x2 (373) (182) 90%x2 (M) 0.5%x2 (1.0%) (J) LHA 24 4 23 -15 ~ -13 Low 1-25

A slow whip that brings the enemy closer to you. Hits mid. Has lower body invicibility until the second half of the active frames. Dash forward 5A into combo.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
EX 350x4 (1334) (933) 100%x3, 70% (M) -100% - LHA 5+17 4 23 -13 -

A fast whip that brings the enemy closer to you and hits 4 times. Hits mid, comes out fast (not as fast as 214A), sets up opponent for combos from 2C or 3C.


Cutting Sync
421A/[A]/B/[B]/C
MBCSion421.png
MBCSion421XAXB.png
MBCSion421C.png
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
A 600, 1000 (1207) (709) 100%, 65% (O) 5.0%, 8.0% (13.0%) (J) LH 31 2 (2) 3 21 -6 Full 5-13 15-25, High 14
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
[A] - - - - - - - - 30
(Full Animation)
- Full 5-13, High 14-22

A slide with a kick that launches your opponent. Can pass through certain characters midscreen if close enough (frames 8-13). Hidden -22.5% Reverse Beat penalty. Hold A to fakeout. Fakeout has upper invincibility.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
B 600, 1000 (1207) (709) 100%, 65% (O) 5.0%, 8.0% (13.0%) (J) LH 32 2(2), 3 21 -6 Full 6-14 16-26, High 15
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
[B] - - - - - - - - 38
(Full Animation)
- Full 6-14, High 15-24

A slide with a kick that launches your opponent. Air unblockable, jump cancellable, can be continued into air combo. Hidden -22.5% Reverse Beat penalty.

Hold B to fakeout. Fakeout has upper invincibility.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
EX 600x2, 800, 1200 (2006) (1375) 70% (O), 65%x2 (O), 90% (M) -100.0% (N), (SP), (EX), (J) LH 2+15 16 42 -40 Full 1-17

EX slide with a jumping kick that hits the opponent 4 times. Launches, air unblockable, can be cancelled into anything on hit, unsafe on block. A major component of Sion's more damaging corner combos.


Reload
22D
MBCSion22D.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - - 39 1 18 - -

Sion reloads the bullets in her magazine. Much slower in Actress Again compared to Act Cadenza. If done while having full ammo, Sion will enter an uncancelable 27-frame animation.


Aerial Specials

Etherlite Air (Air)
j.623A/B/C
MBCSionj623A.png
MBCSionj623B.png
MBCSionj623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
A 800x2 (1209) (591) 60% (O) 10.0%x2 (20.0%) EX LHA 4 8 7
(Landing)
-17 (TK) High 4-7

Air DP. Starts out with pretty small hurtboxes.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
B 500, 300x4 (1470) (607) 100% 5.0%, 3.0%x4 (17.0%) N/A LHA 4 17 10
(Landing)
-29 (TK) -

A weaker 623B.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
EX 500, 400x4 (1796) (926) 100% -100.0% N/A LHA 1+3 17 10
(Landing)
-26 (TK) Full 1-6

A 7 hit EX DP that is air unblockable and comes with a lot of invincibility. Generally a waste of meter, being that the only thing it does better than 623B is deal more damage.


Slide Air
j.214A/B/C
(j.214C~6/4)

MBFSionJ214A.png
MBFSionJ214B.png
MBFSionJ214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
A 100, 1200 (1262) (1047) 100% 1.0% N/A LH
(Whiffs vs Air.)
12 (Until Landing) 4
(Landing)
2 ~ -3 -

A fast air slide attack. Safe on block with very fast recovery, even on whiff. A and EX versions gain upper body invicibility until landing when blocked, for some reason.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
B 100, 800 (900) 382 100% 1.0% N/A U 30 (Until Landing) 22
(Landing)
N/A -

A slow air slide attack, but is unblockable. Unsafe on whiff.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
EX 100, 700x5 (3270) (1361) 100% -100.0% N/A HA 3+1 (Until Landing) 6
(Landing)
4 ~ -5 -

EX air slide. Flips the opponents 5 times. Hold 4 or 6 to control the direction of her throw. Safe on block and whiff.


Arc Drive

Barrel Replica
41236C during MAX/Heat
(~mash C)

MBFSionAD.png
Der bullet
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
AD 100, 450x10 (3076) (2251) 90% (O) removes all N/A LH, LHA 9 33 (18) 19 81 -133 (First Hit) Full 1-133
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
~C Max. 400x6 (4023) (2023) - - - - - - - - -

Sion flips an air unblockable bullet into the sky and then fires a huge purple laser upward from her gun. You get more hits if you mash C as she fires the laser. Good anti air if you think it will kill, as it's barely telegraphed at all, with no superflash until she fires the gun. As an arc drive, it also works as a reversal, as it has ludicrous amounts of invuln starting from frame 1, though it's a free punish for the opponent if it's blocked.


Another Arc Drive

Barrel Replica
41236C during Blood Heat
(~mash C)

MBFSionAAD.png
Running to the other end of the screen just for you
MBFSionAD.png
Fly away home
Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
AAD 900, 800x10 (3740) (3096) 50% removes all - LH 1+7 ~ 1+35 3 43 -28 Full 1-(Until end of active frames)

Sion runs forward. If she runs into an enemy, she will automatically throw out an uppercut, which will launch the opponent high into the sky before she performs her normal arc drive animation. This move isn't as good as her normal arc drive, due to half of the base damage being eaten by the 50% prorate on the uppercut, and it has superflash frame 1 after the input, making it much more telegraphed. It works well as a combo ender, though, if you think it'll kill, and it's a decent reversal since she moves fast.

Version Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
~C Max. 800x6 (4832) (2885) - - - - - - - - -

Sion flips an air unblockable bullet into the sky and then fires a huge purple laser upward from her gun. You get more hits if you mash C as she fires the laser. Good anti air if you think it will kill, as it's barely telegraphed at all, with no superflash until she fires the gun. As an arc drive, it also works as a reversal, as it has ludicrous amounts of invuln starting from frame 1, though it's a free punish for the opponent if it's blocked.


Last Arc

Barrel Replica - Obelisk
Grounded EX Shield during Blood Heat
MBFSionLA.png
GUN
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
10450 5895 50% + 50% * remaining BH time -all - - - - - - -

Sion spins around, anchoring herself with etherlite before she fires a massive purple blast from her pistol. This is a pretty standard last arc, all things considered, but it's a much better return for your meter burn than AAD considering that even at the bottom of your meter you'll still do nearly 6000 damage. It wall slams after the hits, which gives you no real oki off of it, but considering that even against Akiha you can reasonably expect to take half of your opponent's life bar at minimum, it does the job it's meant to do and looks fantastic while it does so.


MELTY BLOOD Actress Again Current Code
General
FAQ
Advanced
Characters
Aoko
Tohno
Hime
Nanaya
Kouma
Miyako
Ciel
Sion
Riesbyfe
V.Sion
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V.Akiha
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Neco-Mech