Sion Eltnam Atlasia (MBAC)

From SuperCombo Wiki

Sion.gif

Character Bio

Sion probably has the most brutal moveset of the entire cast. Multiple frame traps, frame advantage strings, and high priority specials combine with her brutal jump C and offer nothing but pain. She is a god of drawing counterhits, and the queen of damage when she has meter -- her Cutting Synch loops are unquestionably the highest damage BNB combos in the game. Also watch out for her deceptive Shield Bunker cancels as well as her rare jump fakeouts with her air grab specials. She has very few weaknesses once she gets rolling -- the largest weakness is her sheer difficulty to use, causing anything but the most fanatic and well versed player to at times make technical or distance errors that leave her open where she should not be. You do not play Sion, you become Sion.

Sion is an advanced character; not for the untrained or easily frustrated (as a bad Shiki or Red Arcueid will steamroll a bad Sion). However, her raw damage output (and various ways to get that damage) puts Sion right in the top tier.

Normal Attacks

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
5A 350 150 3% 5 78% Ground Any
2A 350 120 2% 4 75% Low Any
j.A 350 180 3.5% 6 78% Any High
5B 600 320 5% 7 100% Ground High
6B 700 400 7% 23 75% High High
6[B] 1700 1200 12% 43 75% High High
3B 700 400 7% 12 75% Ground High
2B 500 300 5% 9 100% Low Low
j.B 560 400 7% 8 100% Upper High
5C 600+700 400+450 4%+5% 8 100% Ground High
5[C] 600+700 400+450 6%+10% 22 100% Ground High
6C4C 1000+700 700+600 10%+6% 21+14 100% Ground High
2C 1200 800 12% 19 80% Low Low
j.C 900 500 10% 6 90%r Upper High
j.[C] 1000 510 10% 24 100% High High
214D 1200 800 10% 21 100% Any High

(raw data)

  • 6[B] causes an techable knockdown on hit. At max range, induces untechable ground bounce, (on grounded characters)
  • 3B launches on hit -- techable at apex.
  • 5[C] induces wallslam on hit -- techable after wall impact.
  • 2C knocks down on hit -- untechable.
  • j.[C] launches on hit -- untechable.

Special Attacks

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
Gun Shots (Warning Shots)
236A 400 300 3% ? ? xxx xxx
236B 400*3 300*3 3%*3 ? ? xxx xxx
236C 400*5 300*5 3%*5 ? ? xxx xxx
Uppercut Whip (Etherite: Air)
623A 1800 700 18% ? 100% xxx xxx
623B 2800 1800 28% ? 100% xxx xxx
623C 3700 2400 -100% ? 100% xxx xxx
Whip Catch (Etherite: Grand)
214A 1000 700 10% 18 ? xxx xxx
214B 800 500 8% 24 ? xxx xxx
214C 500*4 300*4 -100% 22 ? xxx xxx
Leg Grab (Slide: Air)
j.214A 1200 0 0% 12 100% xxx xxx
j.214B 1500 0 0% 30 100% xxx xxx
j.214C 700*5 300*5 -100% 9 100% xxx xxx
Slide Kick (Cutting Synch)
421A 0 0 0% X 100% xxx xxx
421B 1600 ? ? 34 65% xxx xxx
421C 3200 ? -100% 17 65% xxx xxx
? (Black Barrel Replica) [Requires Heat or Max Mode]
41236C 5100 4500 -300% ? ? xxx xxx
? (Black Barrel Replica) [Requires Blood Heat Mode]
41236C 5900 5200 -300% ? ? xxx xxx
? (Black Barrel Replica: Obelisk) [Requires Blood Heat Mode]
D (grd.) 6600 4400 -300% ? 100% xxx xxx

22d - 31f

Character Strategies and Notes

Combos

Your standard combo (sans meter or any special situations) is 2AB5C (one hit) 3B jBC 66j.C dj.BC aithrow. The hitbox on her 5C is big enough to allow you to stick an extra one in after an airdash.

Corner +meter: 2a 5b 3b, 421C (3hit), whiff j.a, charge 5c (2hit), 214b, dash 5abc, 3b, j.abc j.bc airdash c, airthrow -- ~5400

This combo itself works different on Ciel than it does on Shiki Tohno, however.

Corner +meter: - 2a 5b 3b, 421C (3hit), whiff j.b, charge 5c (2hit), 214b, dash 5ab, 2b, 3b, j.abc j.bc airdash c, airthrow -- ~5500

Corner+200% magic circut: (5[c], c, 3b, ex kick, whiff j.a) x 2, 5c, 6b, 5b, 3b, j.bc j.bc dash c throw. Good luck landing a 5[C] clean though.

100%+, near corner j.bc, 5b, 2b, 3b, 421C, whiff j.B, charge 5[C], 421B, whiff 5a, 421B, whiff 2a, 214B, 5b, 2b, 5c, 3b, j.abc j.bc airdash c, airthrow

200%+, near corner j.bc, 5b, 2b, 3b, 421C, whiff j.B, charge 5[C], 421B, whiff 5a, 421B, whiff 2A, 214B, 5b, 2b, 3b, 421C, whiff j.B, charge 5[C], 421B, whiff 5a, 421B, whiff 2a, 214B, 5b, 2b, 5c, 3b, j.abc j.bc airdash c, airthrow ~7600 damage

200%+, near corner j.bc, 5b, 2b, 3b, 421C, whiff j.B, charge 5[C], 421B, whiff 5a, 421B, whiff 2a, 421B, charge 6[B], 5B, 3B, 421C, whiff j.B, charge 5[C], 421B, whiff 5a, 421B, whiff 2a, 421B, charge 6[B], 5B, 3B, j.bc j.bc airdash c, airthrow. ~7800 damage.

Changes Between Arcade and PS2 Versions

  • 5[C] now have 90% forced proration on both hits, damage down from 1200/1000 (red dmg 800/750) to 1000/900 (red dmg 600/500).
  • j.214B damage reduced from 1600 to 600.
  • 623A prorates to 60% on second hit
  • 214B has 90% forced proration.
  • 214D no longer special cancelable on block.
  • 421B cancelable only by EX/Arc Drive on hit now.
  • 6B no longer special cancelable on block.
  • Charged 6B allways bounces standing opponents now.
  • 5A/2A no longer have 'non-empty' recovery frames (all recovery frames of her As can now be canceled into whatever).
  • 2B now features slight forward movement.
  • 3B no longer airblockable.
  • 236C improved (unknown what)
  • 6B now has more lower body invinciblity.
  • Blood Heat Arc Drive executes faster.