Melty Blood React

Melty Blood React

18.10.2013 01:43:30
In-Depth FAQ V.SION
Melty Blood ReACT (Based on 2.008)
V.SION


FAQ Version: 1.3


=================
Table of Contents
=================
I: About the Author
II: Melty Blood ReACT Game system
III: V.SION Introduction/Movelist
IV: Strategies
V: Credits - People who have helped
VI: Change Log


===================
I: About the Author
===================

My name is Sp00ky, and this is my first ever FAQ. I’m a 24 year old Computer
Technician based out of New York City. I came in contact with MBR thanks to
it’s exposure in part by Yukinose (Japan’s famous Guilty Gear Bridget player)
as well as exposure on Shoryuken.com’s forums. (Much love to Linalys,
VmanofMana, Master Chibi, Bellreisa, and the rest of the SRK Melty Blood
crew.)

You can send me feedback on this FAQ at the email address: vmf425@yahoo.com.
Make sure the subject is something along the lines of “Your Melty Blood FAQ”
or I won’t know what you want and may just dump it as Spam.

This FAQ is copyright Victor Fontanez 2004 (aka Sp00ky). You are free to use
it for any personal purposes. However you may not use it for profit in any
way, shape, or form. You also may not post it publicly on any message board
or website without my express permission. You may not alter this FAQ
whatsoever.

These sites currently have my permission to post this FAQ:
www.gamefaqs.com
www.gamecombos.com
www.neoseeker.com
www.dlh.net


=================================
II: Melty Blood ReACT Game System
=================================

ReACT’s system is varied. The main features are:

Chain combo system:

Similar to Guilty Gear’s style. You can chain any class of attack into
another class as long as you haven’t used it yet. Thus weak/medium/strong,
or strong/medium/weak.

Special moves/EX Moves:

Similar to Street Fighter 3, each character has a series of special moves,
and many of these have an EX form, which creates a more powerful version of
the move at the cost of some Magic Circuit (super meter)

Heat/Blood Heat system:

While in this mode you can perform Super moves as well as string several EX
moves at lowered cost. You may regain some health as well.

Shield/Last Arc:

You can Shield against attacks (Similar to Parrying in Street Fighter 3.)
Shielding while in blood heat can activate a hidden super.

This FAQ assumes you already understand the basic concepts of the game
system. If you don’t you should check out Kalciane’s excellent FAQ on
Gamefaqs.com


=================================
III: V.SION Introduction/Movelist
=================================

Sion Eltnam Atlasia is one of the newest characters to join the Tsukihime
world. Her first appearance was the original Melty Blood (of which ReACT is
just an expansion.)

Sion was once an attendee of Atlas Academy, a school for Alchemists. In the
world of Tsukihime, this is akin to a magician of sorts. Sion advanced
quickly at the academy. With her good looks, calculating attitude, and quick
advancement, she found herself feared or hated by her peers.

Sion is an extraordinary woman, even for an Alchemist. She has the ability
to see the thoughts of others, as well as briefly take control of their
minds by using a special filament called “Etherite.” (This is what the thin
whip she uses in combat is made up of.) The knowledge of how to use
Etherite and control minds is a part of her lineage and was passed down by
her parents. Sion also has advanced control of her own brain – she can
“overclock” her mind to cause thoughts to move swiftly. She can also split
her brain’s resources to perform up to 7 tasks in parallel. This makes her
a dangerous woman, almost like a walking think tank – she can calculate and
predict someone’s actions hours or even days before he or she actually
perform it.

Sion, however, is cursed. She was bitten by the Vampire Warakia, and
tainted with the Thirst For Blood. In the normal game’s storyline, Sion is
trying to find a cure for this curse. However, what if Sion becomes too
infatuated with her hunger for blood to think logically? This “what if” form
of Sion is referred to as Vampire Sion, or just V.Sion for the purposes of
this FAQ.

If you're curious about V.Sion or Melty Blood React in general, check out my
V.Sion combo Video at http://www.combovideos.com/page.php?id=156

You need to register with them to view the video, but registration is quick
and painless.

For more Melty Blood madness check out Linalys' multiple character video at
http://www.combovideos.com/page.php?id=158 or Mad Tea Party's at
http://www.combovideos.com/page.php?id=157

========
Movelist
========

The Following notation will be used in this FAQ:

7 8 9
4 5 6 A B C D
1 2 3

The numbers correspond to joystick directionals where the player is facing
RIGHT.

A: Weak Attack
B: Medium Attack
C: Strong Attack
D: Shield

Thus 236C would be the famous “Fireball Motion” of Quarter Circle Forward,
executed with the Strong Attack.

================
Move Description
================


Normal moves:
_____________


5A: A quick side arm jab aimed at the opponent's gut. So-so combo starter,
can often be ducked under. Not extremely useful.

5B: V.Sion lifts her knee to the opponent's chest. Probably the best move to
use when attacking from her run to punish. Combo filler in other cases.

5C: A 3 hit rushing arm strike with some startup. Good damage, however you
can’t chain normals from it. High damage filler in some combos, don’t toss
this out of nowhere too often.

2A: A ducking kick. Fast, great combo starter, decent priority. Short range
compared to other 2As, but still her best poke.

2B: A lunging punch while crouching. A bit slow, mostly used as combo filler.

2C: A sweeping arm. High damage, good priority, set up for most of her
Juggles. Cancel the recovery with another move if blocked, or you’ll be
punished.

7/8/9+A: A downward kick. Fast, ok priority. Hard to go into a ground combo
after jumping in with this, but it will stuff some anti airs.

7/8/9+B: A jumping overhead arm sweep. I only use this as combo filler.

7/8/9+C: A jumping flip kick. Combo starter, combo filler, so-so air to air.

7/8/9+C(hold C): An alternate version where V.Sion juggles the opponent up.
Good setup for combos if you can land it, but landing it is tricky.


Command moves:
______________

6B: An overhead kick. Fairly fast, and easy to combo after if it lands.
The window to combo off it is somewhat tricky, practice.

6C (4C follow-up): V.Sion strikes with her whip. If you perform the follow-up,
she pulls the opponent’s feet out from under them while pulling the whip to
return. As of 2.008, you can no longer OTG after this. However, it remains
a useful block string for mind games.

3B: V.Sion performs a double-fisted uppercut. This is her ‘basic’ launcher,
and can be combod from a fair amount of moves. Don’t take this for granted
– it’s the best launcher in the game, but still punishable.

Throws:
_______

B: V.Sion grabs the opponent and flings them in a high arc. You can follow
this up if you toss them into the corner, but the timing is VERY tight.
Low Damage.

c: V.Sion grasps the opponent and performs a jumping kick to the midsection.
It places you and the opponent at very unusual positions after it hits, and
feels a bit awkward in use. Twice the damage of the B throw (which still
isn't much..)



Special moves:
______________

---------------------------
236+ A/B/EX: Cut! (Forward)
---------------------------


A version: V.Sion exclaims, “Katto!” While bringing her arm forward. Three
“blades” Will shoot from her arm for a short distance ahead of her, slashing
the opponent once. This move is punishable even if it hits on the ground.
At the very least, the blades persist even if you are hit out of the
animation. EX/Super cancelable.

B Version: Similar to A version, but hits 3 times and is safe if it hits.
The blades still persist, and you can use this move to cancel the recovery
of any normals that leave you open to defend yourself. (This particularly
applies to 2C and 5C, which are punishable on block) EX/Super Cancelable.

C Version [EX]: V.Sion exclaims, “Katto! Katto! Katto! Katto!” While
bringing her arm forward. Works similar to the B version, for slightly more
damage. Probably her most useless EX move.

-------------------------
623+ A/B/EX: Cut! (Upper)
-------------------------

A version: V.Sion exclaims, “Katto!” While bringing her arm upward. Three
“blades” Will shoot from her arm for a short distance ahead of her,
slashing the opponent once. This juggles if it hits, but doesn’t seems
possibly to follow up. So-so anti air but I don’t recommend it. Blades
persist if you’re hit.

B version: Hits 3 times. This juggles if it hits, and you can in some
circumstances follow up with an air combo, though it is hard. A bit slow
but can be used as anti air.

C version [EX]: V.Sion exclaims, “Katto! Katto! Katto! Katto!” While
bringing her arm upward. Three “blades” Will shoot from her arm for a short
distance ahead of her, slashing the opponent 5 times. This does good
damage, juggles if it hits, and is impossible to breakfall until you hit
the ground, making it a great air combo starter or launcher in a long combo.
Punishable if blocked. One of her most useful moves.

---------------------
214+ A/B/EX: Etherite
---------------------

A Version: V.Sion screeches in a husky voice and extends her coil of
Etherite, aiming for the opponent’s ankle. If this lands she trips the
opponent up. It doesn’t seem possible to follow this up, but at least this
can hit OTG.

B Version: Similar to A, but V.Sion will pull the opponent onto their feet,
setting up for a combo depending on distance. This version will NOT hit OTG.
Doesn’t seem possible to combo INTO this move, lowering its usefulness.

C Version[EX]: A mix of the A and B. Hits 4 times for moderate damage,
and sets the opponent up for a ground combo. This will hit OTG as well.
Extremely key to many of her longer combos.

---------------------------
22 + A/B/C: Illusion Summon
---------------------------

A Version: V.Sion coils her Etherite, creating an Illusion of Arcuied. The
Illusion will perform Arc’s Uppercut. (Typical Dragon punch style move.) It
is possible (although hard as hell) to combo after, but this move is fairly
slow and easy to punish during it’s startup. Use it for mind games, or an
EXTREMELY early (psychic) anti air.

B Version: V.Sion coils her Etherite as above, summoning an Illusion of
Satsuki. Satsuki performs the B version of her rushing slap. Similar startup
to above, similar combo ability after. Use it to keep an opponent grounded
after wakeup, or for mind games.

C Version: V.Sion coils her Etherite (again), this time summoning an
Illusion of Akiha. Akiha’s Illusion will SLOWLY walk forward a few steps and
perform her 6C (a step kick.) This will wallslam if it hits, and can be
followed up. You can combo the opponent before Akiha lands her kick, but
most likely the opponent will just block. Limited uses as compared to the
A/B versions.

----------------------------------
214 + A/B/EX (Air only): Leg Throw
----------------------------------

A Version: V.Sion dives quickly downward at an almost vertical angle. If
she reaches the opponent, she will grab their neck between her ankles and
slam them down. This IS blockable.

B Version: Similar to above, but with some startup. V.Sion will come down at
about a 45 degree angle. And yes, it’s still blockable. Use sparingly as a
surprise maneuver, or to OTG the opponent.

C Version[EX]: Similar to the B version but without startup. If V.Sion grabs
the opponent, she will slam them 5 times. You can use 4/6 to guide the
slams left or right. V.Sion will end up standing on the side where she
performs the last slam.


Super Move: Bite: 63214 + C
___________________________

You must be in Heat/Blood Heat to perform V.Sion’s super move.


Heat: V.Sion yells in a pained voice, and reaches out to grab the opponent.
If she connects, she will bite into their neck for good damage, as well as
healing a portion of her life. This move is unblockable and has very high
priority, however there is a small amount of startup before the super flash.
The range is also nearly point blank if you want it to land.

Blood Heat: Similar to Heat, but reaches a bit further. It naturally does
more damage, and heals more of her lifebar. This can be combod into in
certain circumstances, though the scaling is horrendous.


Shielding moves:
________________


Shield Bunker: 214 + D
______________________

V.Sion performs a slower version of her 6C. It juggles, and is cancelable
if it hits. It’s powerful enough to make it practical for countering in the
heat of an opponent’s combo, though risky.

Shield Counters:
________________

To perform V.Sion’s shield counters, you must follow up a successful shield
with the command 236+D

Ground: A string of Cut! Moves, leaving the opponent in a juggle state. It
is possible to follow this up. (and indeed, you should!)

Air: A modified version of V.Sion’s Air C Attack. It juggles up for a
follow-up opportunity.

Crouch: V.Sion rushes forward and switches up to the opponent’s back.
Depending on how laggy the move you shielded, you may be able to follow up
with a combo.

Last Arc:
_________

To perform V.Sion’s last Arc, perform a successful standing shield while in
Blood Heat.

V.Sion will coil her Etherite behind her, summoning an illusion of
her protector until death, Reez Baife. Together, V.Sion charges the opponent
while Reez slams into them with a large weapon dubbed the 'Pile Bunker'.
EXTREMELY damaging. You can follow this up with EX Etherite into combo.



============
IV: Strategy
============

V.Sion, while severely weakened by recent patches, still maintains a good
crust of her game. Her main focus is on a somewhat brute force method of
attack, as well as playing mind games with the opponent to create openings.

Mixup Game:
___________

This is the part of her game that sadly, has suffered most. Her old mixup
series that would create high damage opportunities now become minor hits for
small damage. With this in mind, take a whittling approach to your offense.
The idea is to coax your opponent into making a mistake with your minor
tough to avoid strings, and then open a can of whoopass when the frustrated
opponent leaves a bigger opening.

Use: The 6C -> 4C Block string. When you perform a small ground combo that
is blocked, try ending the chain with this. It leaves you with a HUGE frame
advantage if blocked. (and lands a knockdown/minor damage if unblocked.)
Abuse the hell out of this! After the string, there are a few follow-ups that
can come in handy. Following up with dash -> throw is REALLY hard to avoid,
though it only does minor damage. You can also try dashing up and performing
her overhead, which creates a combo opportunity if they fail to block.
Summoning Arc (22 + A) will keep them grounded (or score an opening if they
jump but fail to block.) Finally, if you landed this point blank and have
the opponent trained for your other actions, try a rushing 2+A or 2+C (if
they block high looking for the overhead. You can follow this up with EX
Etherite.) You can also try just blocking when you’ve annoyed the opponent
sufficiently with this technique, and see if they create an opening for you
by using a laggy high priority special. Mix it up.

Wakeup:
A similar situation to following the 6C-> 4C string. V.Sion’s overhead is
good if done early enough that they can’t hit you during the startup. You
can also Summon Arc (22+A) if you predict a jump, or try Summoning Satsuki
early (22 + B) to keep the opponent grounded. Throwing a waking opponent can
annoy them into making a mistake, which you can punish on their next wakeup
with 2+A. (Combo if it hits, perform a string into 6C->4C if it doesn’t, to
put the opponent back under the mixup radar!) You can also abuse the
priority on your HEAT super by landing it on a waking opponent. Finally,
once you have trained your opponent with these, walk just outside the
opponent's throw range and just BLOCK. It works wonders.

Instant Air Dash: V.Sion’s air dash isn’t spectacular, but you can IAD it
on occasion. The best attack to use after IAD is C, as you can easily combo
after, and it stuffs some slower anti airs. A has good priority but it’s
REALLY hard to combo after.

Defending yourself:
Learn the timing on your opponent’s common specials or strings, and its
gaps. You can punch through their offense VERY effectively by canceling
your block with a well-timed shield bunker -> EX Cut! (upper).

Doubly effective are V.Sion’s standing shield counter (which also chains
into EX Cut! (upper) and Last Arc (which chains to EX Etherite). Landing
these can flat out win you the round – they’re that good.

Details and ‘technical information’ that don’t apply anywhere else:

V.Sion’s EX Etherite can be canceled during any hit before the 4th.
This allows for some interesting links that don’t really do much damage,
such as EX Etherite -> A Etherite (knocks down) or EX Etherite -> Blood Heat.
(horrific damage scaling as a part of a longer combo).

Combos
______

V.Sion’s combo repertoire is fairly linear, believe it or not. A lot of her
moves are easily comboable, but the most damaging combos have a lot of
similarities.

Primary combo focuses:
For jumping attacks, I will use the notation 8. However you may need to use
7, 8, or 9 depending on the combo/your position as relative to your opponent.

I’m going to avoid basic stuff like 2C -> Cut! (Forward). This stuff you
could figure out after 2 seconds in training mode. I’ll mostly try and
concentrate on the most efficient combos.

First off, V.Sion’s Air Chain:

(Launcher) -> 8B, 8C, doublejump, 8B, 8C, Air Dash, Air Throw. In any combo
where I indicate the “air chain” that means this combo. Note that you COULD
toss some As in there, but the new damage scaling makes this often not worth
it (You often end up with LESS damage.)


Train yourself to follow up 2C with one of three strings based on meter.

3B -> Air Chain

6C -> EX Cut (upper) -> Air Chain (Low meter cost)

B Cut! (forward) -> EX Etherite -> extended combo. (Use when you have a lot
of meter or are in heat mode)


Combos:
5A, 5B, 2B, 2C, 3B, Air Chain.

6B, 2A, 2B, 2C, 3B, Air Chain. (Hits overhead.)

2A, 2B, 2C, 6C, 4C. (This is the typical string to use when being blocked.
Follow up with one of your mixups.)

2A, 2B, 2C, 5C, EX Cut! (Upper), 3B, Air Chain. (The timing is a bit tricky
on the 3B. This is a typical EX claw launch.)

2A, 2B, 2C, B Cut! (forward), EX Etherite, 2A, 2B, 2C, 5C, EX Cut! (Upper),
3B, Air Chain. (High damage combo, uses up quite a bit of meter, but gains a
chunk of it back in the process.) Some spots in this combo have tricky
timing.

EX Cut! (Upper), 3B, Air Chain. Does MORE damage then the above (much more
difficult to perform) combo. Use this as anti-air and catch your opponent
by surprise for big damage.

Summon Satsuki, Satsuki hits, 3B, Air Chain. (Typical Satsuki follow-up.)

Summon Satsuki, 8C(charged), doublejump, 8B, 8C, air dash, air throw.

Summon Akiha, Akiha hits, EX Etherite, combo of your choice. (Typical Akiha
follow-up)

5C, B Cut! (Forward), EX Cut! (Forward). This is the anti-footsies chain.
Fast, good damage and can catch an opponent looking to play footsies by
surprise.





==========
V. Credits
==========

CjayC: Much love for one of the greatest gaming sites in history,
Gamefaqs.com.

The Shoryuken.com Melty Blood ReACT Crew: I would have never known this game
if not for you.



==============
VI: Change Log
==============

This is FAQ Version 1.3. The Change log follows.

1.3: Updated Authorized Sites list

1.2: More typo fixing and cleanup
Updated some strategy information
Added information on available combo videos

1.1: Lots of Typo fixing
Updated Reez Baife/Last Arc information. (Credit: Linalys)
Updated Copyright information
Added Throw information (duh...)

1.0: Everything!

You can contact me regarding this FAQ at vmf425@yahoo.com.
Please make the subject line of your email relevant to the FAQ.
 
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