Post by sleepy on Dec 27, 2006 22:05:46 GMT -5
I just joined the forums and figured I'd write some kinda guide to sion, I noticed she isn't particularly popular around the current community I have established myself in (SRM).
Move Set:
5A = basic standing punch, usually decent for everyone, just avoid trying to attack opponents like dashing ciel or crouching len, big punishment
2A = fundemental B&B startup, usually just used for blockstun, tick throws, blockstrings, and hit confirmation.
5B = one of your more consistent link to launcher combos, also good for if you catch your opponent in the air with j.C to land and to launch them.
2B = one of your longer ranged crouching attacks, careful using this, it's not fast, but it links into your 3B launcher
3B = Your volleyball launcher, very very versatile, usually will come out of any B move almost instantly.
6B (chargable) = Overhead, basic mixup, usually depends on player when it's initiated. Has been buffed from recent versions to give mere invincibility on the lower body. The chargable version has lost much of it's potency because of the infinite being removed in AC ver. B, since it compensated for the opponent landing in back of you. (charged version does knockdown)
5C (chargable) = Standing two hit kick, links into a lot of her moves, can be cancelled to two or one hits, ex cancelable into 623C, use it for blockstrings or blockstun, make sure you don't use it for a first attack or start of combo. (charged version does wallslam) Use only the charged version in corner combo situations, unless you're doing the j.C and land before the opponent into it. If you only let one hit hit, it's techable, so watch that.
2C = Your big trip super armor move. You can use this to take hits for knockdown and to cancel into 236 (A,B, or C) and also 421A. It's good for blockstrings and can be used to knock opponent down much similar to crouch cancels in smash brothers. Also cancels into 214A and 214C for combos.
j.A = your basic stuff move, links into a lot of moves, usually one of the better moves for blockstun in air, also can be used to make up for lack of B&B into air throws.
j.B = Situational move, don't use this stray by itself, if you do, you'll almost always get punished if you whiff, since you can't initiate any other attacks before landing or airdashes, or even ex's without the hit being blocked or hit.
J.C = Your air dominence and frame advantage move, if you can use this, sion will become that much easier for you, because basically you'll be unstoppable in the air, besides to ex shielding. Don't abuse on opponents in BH, or you'll learn the hard way. Good for frame traps and initiating pressure game.
Special Moves:
263A = basic two hit dragon punch, sion spins her etherlite in a circle, a little slow on the wakeup? maybe.
253B = think it's 6 hits, special cancellable, usually linkable into etherlite if I'm correct, personally I don't have the timing for this.
241A = Cutting sych, very very useful, usually is cancellable out of every move besides specials and exes. Sion slides at the opponent, to create mixup and confusion.
241B = Cutting synch with a 2 hit launcher, the only real use before was for the infinite, now that it's been nerfed in AC ver B, not really that much of a use for it.
214A = low hit etherlite whip, used to be able to be linked after 214D (shield bunker) on block. It knocks them over, useful for initiating heat activations.
214B = normal hit etherlite whip, not overhead or low hit, catches the opponent and brings them back to you, to be comboed. Works well after wallslam.
j.214A = The slide air, keep in mind, if you want to use this you better be willing to bear with the fact that it can be blocked links into only very very select combos and doesn't do enough damage. I would say next to useless.
j.214B = Nerfed in AC ver B, your unblockable slide air, much slower to start off, can easily be ticked into, on certian opponents it's good to use if they're in the corner after airthrow. Good if you use it sparingly, in AC may not be worth the damage, but that's my opinion.
214D = your long range shield bunker, really don't abuse this, unless you know what you're gonna do. It has a huge blindspot in from of sion and sometimes doesn't hit the target, even when appearing to. Perfect for the newbie nero.
22D = Reload animation, cancellable out of most moves, not useful unless you need to reload for some more warning shots. Will automatically be done if you run out of ammo.
Basic commands:
Dash (66) - really watch this, it works to charge in, but you want to watch your 2A timing when dashing in.
Backdash (44) - mild getaway and invincibility, don't use this to ever dodge supers or anything while stuck in the corner, you're not shiki or nanya or ciel, so don't try it. sometimes you won't even get out of the way of the attacks oncoming on certian characters even after backdashing their initiation.
Grab - basic knockdown, the only real move to cancel the dash animation with. Grab just leaves the opponent in the direction pressed.
Airdash (j.66) = make sure you give yourself enough time on this so that your opponent doesn't hyper jump and grab you, ciel players will kill it if you don't watch your placement, also keep in mind, with sion the J.C won't come instantly out of this and neitehr will a lot of her moves, use it with caution, finesse and timing.
Air Backdash (j.44) = Good for canceling hyperjumps, don't ever use it to get away, range and distance isn't long enough to use as an escape tactic, probably not that useful besides wakeup mixup and air to ground game.
Air Grab = One of your better moves, after the diagonal throw, you can airdash and use moves after the airdash, depending if you didn't use this to combo in with the airdash already.
Ex Moves :
214C = The biggest looper of all, 214C usually is used after the launchers or cancelling of the 241B. Can catch wallslams, 2B and corner combos well, also if used correctly can destroy cross screen heat activations. Combos into almost all B&B combos, basically one of the best ex moves in game.
623C = Your wakeup SRK, lots of hits plenty of damage, decent for mindgame of tricking your opponent into air teching while you hyperjump airgrab them.
421C = Cutting sync ex loops for corner combos, can be comboed after 5C, or after 3B usually. cancel the third hit into a whiff on air combos or air dash to get on the floor ahead of your opponent to extend your combo. if chosen you can continue to combo in the air after you connect with this super, learn to hit confirm before this, it's not good to waste bar on something risky.
j.214C = Ex Slide air, stay away from it unless you really knwo what you're doing, unlike 214B it's blockable and very punishable, can be air comboed in, when you're finish the opponent will be in back of you.
41236C = Basic Drive, anti air, can be comboed in with use of launcher, esentially useless unless you like flash or showing off. Somewhat useful for anti air though, lots of invincibility in initiation. (Mash C to get more hits, for damage)
41236C (blood heat) = sion will charge to the opponent do a launcher then start up her attack, can be comboed in, does some worth it damage, really not too useful. (Mash C to get more hits, for damage)
Last Arc (on sucessful shield while in blood heat) = somewhat powerful, does a good 5k, just make sure you really know what your opponent is gonna do.
Move Set:
5A = basic standing punch, usually decent for everyone, just avoid trying to attack opponents like dashing ciel or crouching len, big punishment
2A = fundemental B&B startup, usually just used for blockstun, tick throws, blockstrings, and hit confirmation.
5B = one of your more consistent link to launcher combos, also good for if you catch your opponent in the air with j.C to land and to launch them.
2B = one of your longer ranged crouching attacks, careful using this, it's not fast, but it links into your 3B launcher
3B = Your volleyball launcher, very very versatile, usually will come out of any B move almost instantly.
6B (chargable) = Overhead, basic mixup, usually depends on player when it's initiated. Has been buffed from recent versions to give mere invincibility on the lower body. The chargable version has lost much of it's potency because of the infinite being removed in AC ver. B, since it compensated for the opponent landing in back of you. (charged version does knockdown)
5C (chargable) = Standing two hit kick, links into a lot of her moves, can be cancelled to two or one hits, ex cancelable into 623C, use it for blockstrings or blockstun, make sure you don't use it for a first attack or start of combo. (charged version does wallslam) Use only the charged version in corner combo situations, unless you're doing the j.C and land before the opponent into it. If you only let one hit hit, it's techable, so watch that.
2C = Your big trip super armor move. You can use this to take hits for knockdown and to cancel into 236 (A,B, or C) and also 421A. It's good for blockstrings and can be used to knock opponent down much similar to crouch cancels in smash brothers. Also cancels into 214A and 214C for combos.
j.A = your basic stuff move, links into a lot of moves, usually one of the better moves for blockstun in air, also can be used to make up for lack of B&B into air throws.
j.B = Situational move, don't use this stray by itself, if you do, you'll almost always get punished if you whiff, since you can't initiate any other attacks before landing or airdashes, or even ex's without the hit being blocked or hit.
J.C = Your air dominence and frame advantage move, if you can use this, sion will become that much easier for you, because basically you'll be unstoppable in the air, besides to ex shielding. Don't abuse on opponents in BH, or you'll learn the hard way. Good for frame traps and initiating pressure game.
Special Moves:
263A = basic two hit dragon punch, sion spins her etherlite in a circle, a little slow on the wakeup? maybe.
253B = think it's 6 hits, special cancellable, usually linkable into etherlite if I'm correct, personally I don't have the timing for this.
241A = Cutting sych, very very useful, usually is cancellable out of every move besides specials and exes. Sion slides at the opponent, to create mixup and confusion.
241B = Cutting synch with a 2 hit launcher, the only real use before was for the infinite, now that it's been nerfed in AC ver B, not really that much of a use for it.
214A = low hit etherlite whip, used to be able to be linked after 214D (shield bunker) on block. It knocks them over, useful for initiating heat activations.
214B = normal hit etherlite whip, not overhead or low hit, catches the opponent and brings them back to you, to be comboed. Works well after wallslam.
j.214A = The slide air, keep in mind, if you want to use this you better be willing to bear with the fact that it can be blocked links into only very very select combos and doesn't do enough damage. I would say next to useless.
j.214B = Nerfed in AC ver B, your unblockable slide air, much slower to start off, can easily be ticked into, on certian opponents it's good to use if they're in the corner after airthrow. Good if you use it sparingly, in AC may not be worth the damage, but that's my opinion.
214D = your long range shield bunker, really don't abuse this, unless you know what you're gonna do. It has a huge blindspot in from of sion and sometimes doesn't hit the target, even when appearing to. Perfect for the newbie nero.
22D = Reload animation, cancellable out of most moves, not useful unless you need to reload for some more warning shots. Will automatically be done if you run out of ammo.
Basic commands:
Dash (66) - really watch this, it works to charge in, but you want to watch your 2A timing when dashing in.
Backdash (44) - mild getaway and invincibility, don't use this to ever dodge supers or anything while stuck in the corner, you're not shiki or nanya or ciel, so don't try it. sometimes you won't even get out of the way of the attacks oncoming on certian characters even after backdashing their initiation.
Grab - basic knockdown, the only real move to cancel the dash animation with. Grab just leaves the opponent in the direction pressed.
Airdash (j.66) = make sure you give yourself enough time on this so that your opponent doesn't hyper jump and grab you, ciel players will kill it if you don't watch your placement, also keep in mind, with sion the J.C won't come instantly out of this and neitehr will a lot of her moves, use it with caution, finesse and timing.
Air Backdash (j.44) = Good for canceling hyperjumps, don't ever use it to get away, range and distance isn't long enough to use as an escape tactic, probably not that useful besides wakeup mixup and air to ground game.
Air Grab = One of your better moves, after the diagonal throw, you can airdash and use moves after the airdash, depending if you didn't use this to combo in with the airdash already.
Ex Moves :
214C = The biggest looper of all, 214C usually is used after the launchers or cancelling of the 241B. Can catch wallslams, 2B and corner combos well, also if used correctly can destroy cross screen heat activations. Combos into almost all B&B combos, basically one of the best ex moves in game.
623C = Your wakeup SRK, lots of hits plenty of damage, decent for mindgame of tricking your opponent into air teching while you hyperjump airgrab them.
421C = Cutting sync ex loops for corner combos, can be comboed after 5C, or after 3B usually. cancel the third hit into a whiff on air combos or air dash to get on the floor ahead of your opponent to extend your combo. if chosen you can continue to combo in the air after you connect with this super, learn to hit confirm before this, it's not good to waste bar on something risky.
j.214C = Ex Slide air, stay away from it unless you really knwo what you're doing, unlike 214B it's blockable and very punishable, can be air comboed in, when you're finish the opponent will be in back of you.
41236C = Basic Drive, anti air, can be comboed in with use of launcher, esentially useless unless you like flash or showing off. Somewhat useful for anti air though, lots of invincibility in initiation. (Mash C to get more hits, for damage)
41236C (blood heat) = sion will charge to the opponent do a launcher then start up her attack, can be comboed in, does some worth it damage, really not too useful. (Mash C to get more hits, for damage)
Last Arc (on sucessful shield while in blood heat) = somewhat powerful, does a good 5k, just make sure you really know what your opponent is gonna do.