Sailor Moon S/Sailor Moon

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Sailor Moon
link
MoonPortrait.gif
Full name Usagi Tsukino
Age 15
Height 4'11"
Blood type O
Hometown Azabu-Juuban, Minato ward, Tokyo, Japan
Likes Eating, sleeping, reading manga, playing video games, Tuxedo Mask
Dislikes Carrots, Math, English class, dentists, future daughters flirting with her bf, getting slapped by Rei-chan
Special skills Crying, throwing tiaras, healing others, saving the universe with the power of love & friendship

Character Overview

Moon has strong mixups and setplay options with Heart and forward hop. Moon also has very solid projectile game in neutral -- with Tiara coming out and recovering very fast -- as well as back dash Heart allowing her to bait and punish jump ins like you would with a DP. She also has two very good throws.

Pros Cons
Zoning: Tiara and Heart are both great projectiles with different uses that compliment Moon's other tools well and give her strong full screen game

Forward hop: Her unique dash jump gives her a way to escape corner pressure and, paired with Heart, opens up unique mix ups and setplays to her

All-rounded protagonist: Having two projectile, good mobility, very nice normals, great throws and a Flash Kick, Moon is a character with tools for every occasion

Technical to a fault: Not only she's most likely the hardest character to master in the game, but not being careful with your inputs might cause you to get a forward hop when you most likely don't want it

Dead zones: While her projectiles are great, some characters have an easy time dodging them, making Moon helpless when that happens

Movement

Speed Forward: 1.224/1F

Speed Backwards: 1.096/1F

Jump: 47F

Jump Speed: 2.000/1F

Jumping Distance: 82

Back Dash
MoonDash.png
44
B.pngB.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A 17 N/A N/A

Strike, projectile and throw invulnerable for 1~16 frames. Move Distance: 96

Cancel LP or LK with Dash Jump: ~2F of frame advantage

Cancel HP or HK with Dash Jump: ~+10F of frame advantage

Can be canceled into itself similar to Chibimoon's Backdash, however the window to do so is tight due to only being 17 frames. If performed frame perfectly, Moon could theoretically get up to four backdashes before the input buffer stops a fifth from coming out. A double backdash can be performed consistently by inputting 42144 and holding the last 4 input.


Dash Jump
MoonJump.png
66
F.pngF.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A 42 N/A N/A

Foot invincible at 1F. In the air during 1F~40F. Move Distance: 96

Cancel LP or LK with Dash Jump: ~+22F of frame advantage

Cancel HP or HK with Dash Jump: ~-10F of frame advantage

As noted in the Character Overview, this is a useful way to escape situations both in neutral and as a guard cancel, but it can also be very dangerous due to the game's input buffer. Trying to shimmy as Sailor Moon can result in an accidentally forward dash due to pressing forward twice within 15 frames, and thus can leave you open to be punished.


Throws

Headbutt
7. 6HP.png
6HP
F.png + HP.png
Range Damage Techable Advantage
40 (Left: 39) 20 No +41 (2P: +42)

Moon can easily go for meaties when they land. This throw is also great for running the clock.


Rabbit Flip
8. 6HK.png
6HK
F.png + HK.png
Range Damage Techable Advantage
48 (Left: 47) 20 Yes +11 (2P: +12) on tech

Moon recovers much faster than the opponent if they don't tech. She has enough time here to throw a heart and go for her forward hop cross over, setting up her mixups. Very good throw.


Air Throw
9. j.6HK.png
6HK
F.png + HK.png
when opponent is in the air
Range Damage Techable Advantage
48 (Left: 47)? 24 Yes +11 (2P: +12) on tech?

Air version of the above, catches people by surprise as most moons will use jLK or jHK for air-to-air pokes instead.


Normal Attacks

Standing Light Punch
MoonSLP.png
5LP
LP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 2 / 3 / 3 / 3 / *

Moon does a punch, you most likely see this from someone who just threw a tiara and is already trying to throw another one for some reason.


Standing Light Punch (Close)
MoonSHPC.png
5LP
LP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 3 / 4 / 5 / 5 / *

Short range elbow hit with good start up and active frames, very poor range, an extra point of damage compared to normal LP.


Standing Heavy Punch
MoonSHP.png
5HP
HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 12 21 47 -4 6 / 8 / 9 / 10 / *

Moon does a haymaker. Not her greatest button due to the loads of startup.


Standing Heavy Punch (Close)
MoonSHPC.png
5HP
HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 10 10 26 +9 7 / 9 / 11 / 12 / *

Short range elbow hit with good start up and active frames, very poor range, decent damage, and leaves moon plus to do tiara combos. Except you usually only see this when moon goes for an HP throw in a place where she cant yet.


Standing Light Kick
MoonSLK.png
5LK
LK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 5 13 +7 3 / 4 / 5 / 5 / *

Amazing button, her entire boot is disjointed and the hitbox is huge. It's a combo tool, an anti air, just a very good button.


Standing Heavy Kick
MoonSHK.png
5HK
HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 7 26 39 -4 8 / 10 / 12 / 14 / *

Mostly used in combos before ending with tiara. Good damage, good range, good start up, poor recovery when not canceled.


Crouching Light Punch
MoonCLP.png
2LP
D.png + LP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 2 / 3 / 3 / 3 / *

This button can head hit crouchers! That's pretty cool. Crouching light kick does the same damage with out and hits low... use that instead.


Crouching Heavy Punch
MoonCHP.png
2HP
D.png + HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 12 11 30 +6 6 / 8 / 9 / 10 / *

This button can head hit crouchers and actually does pretty good damage for it all things considered. Even then it's hard to imagine using this button on purpose.


Crouching Light Kick
MoonCLK.png
2LK
D.png + LK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 3 / * / 5 / * / *

Good button. Use this. Her boot below the knee is disjointed, it hits low, it's just a good 2LK.


Crouching Heavy Kick
MoonCHK.png
2HK
D.png + HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 8 23 37 ~2/D 8 / * / 12 / * / *

Great poke sweep, Moon's entire leg is disjointed and this normal also shifts her hurtbox so that when timed correctly, you can sweep under multiple projectiles: Mercury's Bubbles, Moon's Tiara, and (difficultly) Chibi's Heart Attack


Jumping Light Punch (Vertical)
MoonJLP.png
j.LP
Air.pngLP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +4~+14 3 / 4 / 5 / 5 / *

Awkward small hitbox, but like other jumping light punches shifts Moon's hurtboxes around.


Jumping Light Punch (Moving)
MoonJLP.png
j.LP
Air.pngLP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +4~+14 3 / 4 / 5 / 5 / *

Same as above, but moving. No real differences.


Jumping Heavy Punch (Vertical)
MoonJHP.png
j.HP
Air.pngHP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 13 10 27 +4~+14 5 / 7 / 8 / 9 / *

Compare to Jumping Light Punch, the heavy version is the same idea with the same hitboxes/hurtboxes at the cost of not being as active and dealing nearly twice as much damage.


Jumping Heavy Punch (Moving)
MoonJHP.png
j.HP
Air.pngHP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 13 10 27 +4~+14 6 / 8 / 9 / 10 / *

Same as the above except it's moving and actually does twice as much damage as jumping light punch. Can be more plus than jHK in some jump in situations.


Jumping Light Kick (Vertical)
MoonJLK.png
j.LK
Air.pngLK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +6~+14 4 / 5 / 6 / 7 / *

Great air normal. You can use it as an anti air, it's very plus as a jump in. Overall good button.


Jumping Light Kick (Moving)
MoonJLK.png
j.LK
Air.pngLK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +6~+14 4 / 5 / 6 / 7 / *

Moving version same as the vertical version for Moon. Can be used as an anti air.


Jumping Heavy Kick (Vertical)
MoonJHK.png
j.HK
Air.pngHK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 10 25 +6~+14 6 / 8 / 9 / 10 / *

Same hitbox/hurtbox as jumping light kick for more damage. Sadly, it doesn't add a lot damage.


Jumping Heavy Kick (Moving)
MoonJHKM.png
j.HK
Air.pngHK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 9 24 +1~+14 8 / 10 / 12 / 14 / *

Moon's go-to jump in button for damage. Also a very good jump-away air-to-air due to it's length and disjointed boot hitbox.


Special Attacks

Moon Spiral Heart Attack (LP)
MoonSP1LP.png
j.214LP
Air.pngQCB.png + LP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 19 Projectile All All +18~ 8 / 10 / 12 / 14 / 2

18F: Guaranteed action. Backdash version gets +28~ frames of advantage.

Moon Heart. Can be done out of a backdash either after a normal backdash input or by doing 4214P to get an instant backdash heart. It can be used as a great anti-air if you can read a jump, or react with instant backdash heart.


Moon Spiral Heart Attack (HP)
MoonSP1HP.png
j.214HP
Air.pngQCB.png + HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 19 Projectile All All -1~ 10 / 13 / 15 / 17 / 3

18F: Guaranteed action. Backdash version gets +8~ frames of advantage.

Big Fast Heart. Like the light version, Can be done out of a backdash either after a normal backdash input or by doing 4214P to get an instant backdash heart. It can be used as a great anti-air if you can read a jump, or react with instant backdash heart. This version is much larger and faster. The Heavy version also causes moon to float a little on her way back down to the ground--which can be useful or terrible depending on when it's used.


Sonic Cry (LP)
MoonSP2LP.png
[2]8LP
D.png (charge ) U.png + LP.png
45 frame charge time
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 16 1(2)x7 28 62 ~-5 6x7 / 8 / 9 / 10 / 1xN

1~15F are fully invincible. 16F~37F are upper body invincible.

Moon's voice is so annoying, it can hurt people. Get off me move. Good invincibility, but slow. This version has multiple hits which can total up to some pretty neat damage in weird situations.


Sonic Cry (HP)
MoonSP2HP.png
[2]8HP
D.png (charge ) U.png + HP.png
45 frame charge time
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 10 1(1)x23 39 92 -44/D 12(x23) / 16 / 18 / 20 / 3xN

1~9F are fully invincible. 10F~55F are upper body invincible.

Moon's voice is so annoying, it can hurt people. Get off me move. Good invincibility, but slow. Preferred version for anti airs (12 damage vs light's 6) and for when you want Knockdown, even if it means taking a trade. This version can also do an insane amount of chip.


Moon Tiara Action (LP)
MoonSP3LP.png
236LP
QCF.png + LP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 Projectile 31 42 +6~ 10 / 13 / 15 / 17 / 2

10F: Guaranteed action.

Standard hadouken projectile. Recovery is small on the LP version, you can even link multiple in a combo in the corner! Your go to special for most everything.


Moon Tiara Action (HP)
MoonSP3HP.png
236HP
QCF.png + HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 Projectile 46 61 -9~ 12 / 16 / 18 / 20 / 3

10F: Guaranteed action.

Standard hadouken projectile. Much faster than the LP version as the cost of more recovery. The speed of the heavy Tiara make it a better combo ender for when you're too far away to connect to light Tiara, for example multiple Tiara combos typically end with heavy Tiara.


Desperation Attack

Silver Crystal Operation
MoonD.png
2363214HK
QCF.pngHCB.png + HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 89 22 122 -43/D 48 / 62 / 72 / 72 / 12xN

Invincible from 10F~103F. Able to do any action except walking from 117F.

Moon slowly advances slightly forward in the air, enveloping herself in energy. Good damage and chip damage like all supers. 7 frames needed to input this as well as 12 frames before it becomes active gives it the appearance of being slow. Try to buffer the input during a jump or other move to make it better. This move is extremely invulnerable and in a lot of cases you can backdash away upon landing before you're punished.


Strategy

Moon's neutral tools are amazing. Tiara is one of the best projectiles in the game. Heart is amazing if you can consistently backdash into it, being not only a set play tool but also a way to bait and punish aggressive players. Her light kick can anti air, her sweep goes under a few projectiles (Shabon Spray, Moon Tiara Action, and Pink Sugar Heart Attack) and is disjointed. On hit you can backdash heart (or even tiara) out of sweep for additional pressure and mixups. It's all really solid.

Moon also has some okizeme setups (aka vortex/setplay). After knocking an opponent down, backdash and throw a heart out. Then time a forward dash to create an ambiguous crossup. You'll be able to combo after the heart hits to another sweep and repeat the loop. This is mostly fake however, and every character has ways to completely bypass the left/right mix with either a wake up special or a backdash option select. You can go for it as a knowledge check or to surprise someone to keep them on their toes.

Moon’s forward dash (which looks more like a command jump) can also get her out certain situations in neutral or when done as a guard cancel. Strong neutral tools and vortex potential make her a great choice. Anti-airing when cornered can be difficult as you need 45 frames to charge Sonic Cry and don't have enough room to backdash heart. Choosing 1P port can help with this, as it gives Moon access to Backdash Throw with invul. However, choosing 2P port gives you access to other options including follow ups to 1P teching your HK throw and more wake up options. 2P Moon is able to do the following on wakeup: Backdash Special, Backdash Backdash, Backdash Block, Backdash Forward dash, Backdash Throw, Wakeup Throw.

Match-ups

Vs. Sailor Moon

- Reads and fireballs the MU. Tiara is really good and a lot of Moon mirrors have dead time of just throwing Tiaras. Jump ins punished tiara reads, but backdash heart and sonic cry can punish jump in reads.

- Moon crouches under all hearts with one rare exception against a neutral crouching Moon. Ideally just use Heart as an anti air or a way to retreat while zoning.

- Moon can also low profile under tiaras with sweep.


Vs. Sailor Mercury

- Being cornered in this MU is terrible as Mercury's Aqua Mirage can make your life hell. Either guard canceling into forward dash or a well timed sweep can get you out.

- Moon sweep goes under bubbles, but it's not as useful as it sounds. Mercury is very fast and doing this at the wrong ranges can lead into a free jump in from Mercury.

- Mercury crouches under all hearts with one rare exception against neutral crouching Mercury. Ideally just use Heart as an anti air or a way to retreat while zoning.

- Be mindful of Mercury cross up after HP throw when cornered. If you're P1 in this MU and tech the throw, backdash away from her throw loop attempt.


Vs. Sailor Mars

- Mars wins in the mid-range fireball war, Moon wins in the long-range fireball war.

- Another strategy is to just react to the snakes with neutral jump, react to birds by ducking and throwing tiara, and react to jump ins with backdash heart.

- Be mindful of Mars cross up with HK throw when cornered. If you're P1 just don't tech Mars HK throw as that will lead into eating big damage from Mars due to 1f vulnerability on landing.


Vs. Sailor Venus

- Venus crouches underneath all hearts and can low profile tiaras with her crouching LP or crouching HP.

- Venus can struggle at full screen, but can easily blow you up when up close. Make it very difficult for her to get in and then get away.

- Playing Keep Away in this MU can really frustrate Venus and make it hard for her to get anything done.

- Dont let yourself get cornered -- especially if Venus has access to desperation. Learn where they want to use Upball in their strings and forward dash out then.


Vs. Sailor Jupiter

- Jupiter Lariat is invul thru projectiles and catches moon out out of her forward dash. Don't do it.

- Upon seeing Jupiter throw coconut, it's easy to react and forward dash to her giving Moon enough time to punish her before she lands.

- Jupiter Lariat is the hardest thing to deal with as it shuts down a lot of Moon's projectile options; however if you can bait a bad lariat that's a free sweep.

- Heavy Sonic Cry against any telegraphed jump ins.

- Being 1P Moon here is suffering; Teching Jupiter's normal throw leads into big damage combos


Vs. Sailor Chibi Moon

- Chibi can crouch under heart and tiara, this effectively makes using your good zoning tools a lot harder. Going for heart cross ups against Chibi usually results in eating a slide when you land.

- However, Moon's normals are much longer than Chibi's and a lot of them will do head damage due to Chibi's height. Play good footsies with your normals instead of your specials in this MU.


Vs. Sailor Uranus

- Always try to read what Uranus will do before hand and react according. If you knock her down, she may try to wakeup forward dash with invul.

- Sweep is good at dealing with her slide, but knocking her down gives Uranus access to her wakeup options--which can spell disaster. Be ready.

- Tiara as a poking tool at neutral is very good.

- Heart is very situational as Uranus can slide underneath it

- Sonic Cry's invul on start up can be useful for punishing wakeup forward dash attempts or even fireball into dash in neutral.

- Always be ready for Uranus wake up options.

- Just dont get hit 4head


Vs. Sailor Neptune

- Backdash Heart is really useful here as it stops all jumping attacks and also baited DPs.

- Moon's tiara is better than Neptune's fireball, if the Neptune realizes this and tries to jump in that's a free backdash heart. Watch and react to their movements.


Vs. Sailor Pluto

- GC Sonic Cry can be used to punish desperation attempts

- Backdash Heart stops jumpy Plutos

- Tiara should win a normal fireball war, react to jump ins with backdash heart

Colors

Player 1 MoonC1.png
Player 2 MoonC2.png


Frame Data

MoonFrameData.jpg

External Links

A lot of this information is out of date, so please tread with caution and cross-verify information. Roughly ordered by level of practicality/difficulty from most practical/least difficult to least practical/most difficult to perform in a match.

SMSJR Cart JP.png
Sailor Moon S
Sailor Chibi Moon Sailor Jupiter Sailor Mars
Sailor Mercury Sailor Moon Sailor Neptune
Sailor Pluto Sailor Uranus Sailor Venus
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