Difference between revisions of "Sion Eltnam Atlasia (Tatari) (MBAC)"

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[[Category:Melty Blood: Act Cadenza]]
 
[[Category:Melty Blood: Act Cadenza]]
[[Category:Sion Eltnam Atlasia (Tatari)]]
 

Latest revision as of 16:48, 2 June 2009

Character Bio

Sion (Tatari) is primarily a gimmick character who wins off the basis of her air superiority with her Jump C, as well as several difficult to block frame traps involving knockdown into B or C Summon with followup options of low, overhead, throw combo, or Air throw as Anti Air. She's a fairly linear, good damage character that has seen some success in tournament play.

She is considered middle tier.

Normal Attacks

Ground throw: 1000/400, 35%r proration. Over the shouler throw, air recovery is not possible. More damage can be tacked on when throwing opponents in the corner.

Air throw: 1200/500. Enemy gets thrown to the ground. No recovery is possible.

The notation and definition for the terms in the movelists can be found under Move List Notation (MBAC).

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
5A 350 150 3% 4 78% Ground Any
2A 350 120 2% 4 75% Low Any
j.A 350 180 3.5% 6 78% Any Any
5B 600 320 5% 6 100% Ground High
3B 700 400 7%  ? 80% Ground High
2B 500 300 5% 9 100% Low Low
j.B 560 400 7% 8 100% Upper High
5C 400*2+900 200*2+700 4+4+9% 11 80% Any High
2C 1200 800 12% 13 55% Low Low
j.C 900 500 10% 6 90%r Upper High
214D 1500 900 9% 31 100% Ground High

(raw data)

Special Attacks

The notation and definition for the terms in the movelists can be found under Move List Notation (MBAC).

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
Katto (Terror News (Lie))
236A 900 450 5% 13 100% Any Any
236B 600*3 300*3 6*3% 24 100% Any Any
236C 1000*3 750*3 -100% 18 90%r Any Any
Upper Katto (Terror News (Malice))
623A 1200 900 13% 11 70% Any Any
623B 800*2 500*2 8+8% 11 85%r Any Any
623C 700*5 450*5 -100% 14 90%r Ground Any
Summons (Replicant Conductor (Osiris))
214A 400*4 250*4 3*4% 37 94%r Any Any
214B 1000 700 10% ~120 80% Any Any
214C 1500 1100 10% 104 80% Ground Any
Bite (Cruel: Blood) [Requires Heat or Max Mode]
41236C 3000 2343 -300%  ? 100% Unblockable Unshieldable
Bite (Cruel: Blood) [Requires Blood Heat Mode]
41236C 4200 3750 -300%  ? 100% Unblockable Unshieldable
? (Blood Bible: Heart Breaker) [Requires Blood Heat Mode]
D (grd) 900*8 780*8 -300%  ? 100% Unblockable Unshieldable

(raw data)

236A/C floats the opponent.

Techniques, Strings, and Combos

Sion(Tatari)'s 5B and 2B both leave the opponent in a fairly lengthy blockstun. These can be used to tick throw, dash in and attempt another string, or just manipulate the opponent into jumping while you have advantage and can airthrow easily.

Her overhead (6B) chains from these as well as most of her normals. Mixing overhead, 2C (her sweep) and pausing before dashing in again for another string or a throw will keep the opponent guessing.

Many opponents will mash A repeatedly at the end of your whiff cancels to stop you from running back in. Punish those characters with 236+A or 236+B for some easy damage, with the added benefit of the B version having frame advantage on block and generaly being tough to avoid if the opponent already commited to trying to counter her dash in. 236C can be used on the corner in the same manner with the added benefit of allowing you a followup combo if it hits:

236C j.BC dj.BC Airthrow. (Land and perform a summon or airdash as mentioned above and try for the wakeup ownage.)

When throwing the opponent into the Corner, Arcuied summon stops wakeup jumping and allows you a shot at mixup. Once you train the opponent not to jump, mix in another summon to try for extended mixup strings without fear of the opponent jumping out before your summon is completed.

Underrated but definately useful is the all time favorite Dash -> Block. Most high priority wakeups are unsafe and punishable in this manner.

All of these techniques can be used to find a way to force a hit while you have Akiha summon looming as well -- you can often get two or three block string attempts with the Akiha summon protecting you from most ways the opponent could possibly counter you.

Bread and Butter Combos (BNBs)

  • 2A2B2C3B j.BC Air Dash C dj.BC Airthrow.
  • 5B5C 623B j.CB dj.BC Airthrow.
  • Throw BNB: Throw, 2C 5C 623B j.C dj.C Airthrow. (Corner only)
  • Easier version: Throw 5B 3B j.BC dj.BC Airthrow. (Corner Only)

Remember to always whiff an attack on the way down from her airthrow. This allows you to immediately dash or perform a summon on landing.

You can also try:

  • Instant Air Dash -> j.AC xx BNB
  • Instant Air Dash -> j.B xx BNB
  • Instant Air Dash -> Whiff j.B -> Ground Throw
  • Instant Air Dash -> Whiff j.B -> 2A xx BNB

If you have not used your air dash yet in a BNB, after your air throw you can air dash while high in the air (crosses up [Player 2 V.Sion only]) or air dash low to the ground (ends in front of waking opponent). These options are better then Arcuied summon on wakeup as they allow you immediate attempts to mix up a waking opponent from a variety of angles.

Meter Combos:

Midscreen:

  • 2A2B5C 236C dash jump C Air Dash C dj.BC Airthrow.

Corner:

  • 2A2B5C 236C j.BC Air Dash C dj.BC Airthrow.


OTG string

  • 2A5A5A 5B5C 623B

Use this on a cornered opponent when they are knocked down and do not tech, or when you knock an opponent down with a counter hit setup but could not get to them fast enough to air combo. Great damage for an OTG string.


Anti Air Techniques

  • EX Shield xx 5A (Counter hit) 3B j.BC dj.BC Airthrow
  • 623A (Counter hit) dash 5B3B j.BC dj.BC Airthrow
  • Jump C (Air to Air Counter hit) land dash 5B3B j.BC dj.BC Airthrow

Jump Up and immediately airthrow is also a suitable anti air.

Summon Strings and Setups

Akiha

(all of these begin off 2C XX Summon Akiha)

Midscreen:

  • 6B (Akiha hits) Dash to corner 3B j.BC Airdash C dj.BC Airthrow.
  • 2AB (Akiha hits) Dash to corner 3B j.BC Airdash C dj.BC Airthrow.
  • Dash (opponent backdashes) Throw.

Note that midscreen it is usually more effective to use the default BNB rather then the summon setups which are not guaranteed damage.

Corner:

  • 6B (Akiha hits) 6B5B3B j.BC dj.BC Airthrow
  • 2AB (Akiha hits) 6B5B3B j.BC dj.BC Airthrow
  • Dash, jump in place j.2B (Akiha hits) 6B5B3B j.BC dj.BC Airthrow
  • Tick Throw or Dash Throw while the opponent tries to block the expected blockstring.
  • Dash (pause) opponent jumps, Jump XX Airthrow.
  • 5A (Meaty Fakeout) -- Heat Super. Akiha will hit adding damage as well.

There are many other ways to bait counterhits, find a way through the opponents guard, or scare them into turtling for the throw. If your mixup attempt is blocked, use Akiha's blockstun to make a second attempt at mixup, or rush in and Heat super as soon as they recover to get your damage anyway.

Satsuki

(all of these begin off 2C XX Summon Satsuki)

  • 6B5B2B (Satsuki Hits) 6B 2A(whiffs) 6B5B3B j.BC dj.BC Airthrow.
  • 2B5B5C (Satsuki Hits) 6B5B3B j.BC dj.BC Airthrow.


Satsuki puts the opponent in a fair amount of blockstun and can be used to get a free mixup attempt on the opponent if they block, similar to Akiha as above.

Arcuied

  • (opponent blocks your 2C or 5C) XX Arcuied (Frame advantage on block, combo opportunity on hit. Opponent can punish this by throwing out a really fast poke and hitting you before the summon has completely formed.)
  • Arcuied hits in any of the aforementioned setups: Superjump C dj.C Air Throw.

Changes Between the Arcade and PS2

  • Proration on 5C changed from 78% to 80%.
  • Forward ground dash sped up.
  • Ground throw no longer Air Techable.
  • Heat Super no longer jumpable after the super flash.
  • Satsuki Summon takes much longer now to hit.