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 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
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 |
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.
Additions in Version B
Faster Ground Dash -- Her corner rushdown IMPROVES. Rejoice.
Ground throw no longer Air Techable --- Throw Combo has been updated.
High overall damage? (Needs further testing)
Heat Super no longer jumpable after the super flash. You can again start adding this to your mixup.
Satsuki Summon Overhauled. Combos using it have been updated.
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.