Sailor Moon S/Sailor Pluto
|Full name||Setsuna Meiou|
|Likes||Space-Time Door, ice-cream bars|
|Dislikes||People who mess with the Space-Time Door|
|Special skills||Guarding the Space-Time Door|
Pluto is not a planet anymore. As such she is regarded as one of the weaker characters in the game. It is still certainly possible to win with her and she does have a play style that is appealing to some. Her big normals, high damage combos, as well her game changing desperation make her no pushover.
|• Good, disjointed pokes: All her normals have some disjointed hitboxes attached to them and/or are great as stuffing air approaches
• Great desperation: The second best desperation in game, this move gives Pluto not only an extremely strong hitgrab, but also a much needed movement option that opens up a lot of possibilities for pressuring and mix ups
• High damage combos: Her full combos do a lot of damage on the entire cast, and she even has an infinite against Chibi and Venus if they are crouching (though this is really, really hard to execute)
|• Poor Guard Cancels: Pluto probably has the least amount of viable options to Guard Cancel with, having to rely on throws or hard reads to reverse the situation instead
• Hurtbox shifting: Some of her moves shift her hurtbox forward, making her much more vulnerable than she needs to be
Speed Forward: 1.240/1F
Speed Backwards: 1.112/1F
Jump Speed: 2.032/1F
Jumping Distance: 92
|Rod-Lock Knee Machine Gun|
|Standing Light Punch|
|Standing Light Punch (Close)|
|Standing Heavy Punch|
|Standing Heavy Punch (Close)|
|Standing Light Kick|
|Standing Heavy Kick|
|Crouching Light Punch|
|Crouching Heavy Punch|
|Crouching Light Kick|
|Crouching Heavy Kick|
|Jumping Light Punch (Vertical)|
|Jumping Light Punch (Moving)|
|Jumping Heavy Punch (Vertical)|
|Jumping Heavy Punch (Moving)|
|Jumping Light Kick (Vertical)|
|Jumping Light Kick (Moving)|
|Jumping Heavy Kick (Vertical)|
|Jumping Heavy Kick (Moving)|
|Strict Sweep (LK)|
|Strict Sweep (HK)|
|Dead Scream (LP)|
|Dead Scream (HP)|
Pluto is a big girl with big buttons and big damage, but it can be hard to get in on people and conversely if people get in on Pluto her poor guard cancels make it hard for her to gain control
When learning Pluto you can try playing her like a shoto by throwing fireballs and anti airing opponents jump ins with HP. Then pick your spots to jump in and hit a high damage combo.
To truly master Pluto you will need to have understanding of how to control space with her and how to punish other characters for not respecting that space, thus keeping them in the corner. If all else fails, you have your desperation to fall back on, which can steal games from your opponent.
Pluto also benefits from a decent High-Low-Throw mix, mostly in part to her good jumping punches, good 2LK, and further reach on throw. This is only made better if Pluto has her desperation as it's fast enough to catch people out of their guard cancels and can even act as a tick throw set up. Desperation isn't just a good move for damage, it's also a movement tool.
A good example of a Pluto route to show the mix is jHP starter. You can charge down-back during the jump, 2LK on landing. If it hits, follow up with any other light to push her back far enough so that standing HP becomes its far version, from there 4HP lets her far HP without losing charge, then cancel to 6LK for Strict Sweep. That's over half a health bar on the entire cast except for Chibi.
Say they dont have an answer for the jHP but block it; you've got the option to either backdash into fireball to catch a potential guard cancel, or go for tick throw, or go for 2LK. What if 2LK hits? Then you go ahead with the above combo chain and still deal half a health bar of damage to the cast except for Chibi. So what if they block the 2LK? Go for tick throw or backdash into fireball. It's a good mix. Then throw the desperation into the mix and you already know what kind of shenanigans Pluto is capable of.
• Vs. Sailor Moon
Respect that Moon's fireballs are faster than yours, but yours do more damage and chip. In the war of guard cancel fireball attrition, it should be pretty hard for Moon to come ahead. Try not to jump in this MU as Moon can backdash heart as an anti air. If you do want to try jumping in, try to save it as a read for jumping over a tiara; do not jump at crouching Moon unless you feel your jLP/jHP can beat her scream (It probably wont). If you feel like Moon will jump at you, standing Heavy Punch or hard read with Heavy Dead Scream. The only other time you will want to jump is to use jumping light punch to stuff out Moon forward dash if she's trying to get away from a corner. If moon throws her desperation out, learn the distance where you can punish her as she falls with standing Heavy Punch.
• Vs. Sailor Mercury
Mercury doesn't have many high damage combos, but she's very fast and if she gets you in a a corner then it's a pain getting out. When cornered pay attention to how close they are and what move they're throwing out. If Mercury is using Aqua Mirage, it can be guard canceled into Heavy Dead Scream for knock down. If she's spaced far away, there's a chance you'll trade, but you'll get the knockdown and do more damage so you win. If she's Aqua Mirage up close, I hope you picked Port 1 and are comfortable with Backdash Throw because that will solve your problem quick. Against Far LK spam, it's a little harder depending on how good the Mercury is at keeping the LK pressure at a good distance. If they get to close and you're P1, backdash throw. If they dont, you can try to mash a light and see if you can trade in the recovery since your buttons are big, but it's tight. Another option is just let it get close to time and guard cancel one of them into desperation. If you're P2 or Mercury spacing is really bothering you, you can try to guard cancel into heavy tornado. You may trade with something getting it out, but it knocks down on hit and can get you out of the corner.
If the Mercury is going for damage instead, block any jump ins then block low and look for potential tick throw set ups. Once again, P1 backdash throw is a savior here, but mashing 2LK can have it's uses too.
In neutral, try not to jump at Mercury unless she has bubbles on screen or is constantly jumping. If bubbles are on screen, she can't have a tornado on screen and that's good for you. The shoto playstyle also works well here as long as you don't get cornered. Don't let Mercury dictate the flow of the match.
• Vs. Sailor Mars
Projectile war of attrition is okay here (just don't stand full screen away), but getting in isn't too bad and once you're in Mars struggles. You can strict sweep over predictable snake pressure, though you'll need to watch your head for birds. Also your overhead close HP works in this match up and Mars already has a tough time in the corner. This is a great matchup to have P1 for since that means Mars will have an even rougher time in the corner.
• Vs. Sailor Venus
Projectile war of attrition is strong here, Venus struggles at a distance. The MU is a little trickier up close. A lot of Venus players are used to holding down for up ball, which leaves them open to potential strict sweeps. Trying to land desperation in this MU is a pain. Try to space around Venus pokes and bully her with your light tornado.
• Vs. Sailor Jupiter
Respect Jupiter's special moves, they're all good and they all work really well on Pluto. Try not to get zoned out too hard by Coconut and figure out when you can punish with Dead Scream. Jupiter has poor lows and trouble dealing with lows, Pluto has some great lows.
• Vs. Sailor Chibi Moon
Pluto can bully Chibi with jumping LP to keep her grounded. You can also use jumping LP to safely pressure chibi spamming backdash. Hell, you can cross over backdashing Chibi by using jLP, jHP, or jHK depending on when you hit the button. Chibi can react and backdash the opposite direction, but that makes the Chibi have to work even harder if they're trying to chain backdashes. When Chibi does her Luna P desperation, Pluto can guard cancel HK strict sweep to close space and even hit Chibi sometimes.
• Vs. Sailor Uranus
Poke. Poke. Poke. Don't let her in. Don't let her breathe. Jumping is scary and advise not doing it unless you're an absolute madlad.
• Vs. Sailor Neptune
Neptune in general wants to use her good pokes, lows, throw, and DP to harass you in the corner. Forward jumping in neutral is just asking to get anti aired. Your fireball is better and in bigger fireball wars, you can try to play around hers. Ideally Neptune wants to walk you to the corner and start going for mix. jLP can beat out her jLK so if you see her jump, 8LP is a decent reaction to keep her in check. Heavy Tornado works as a hard read, but the risk is rarely worth the reward. Neptune can opt to mash 2LK to avoid Pluto desperation both by stuffing it out and low profiling; you can opt for a jLP or jHP into the confirm if you feel the risk is worth it.
• Vs. Sailor Pluto
Pluto has issues dealing with Pluto's pressure. This makes this a very odd mirror. Sometimes pressing buttons just works. Also overhead works here. P1 Pluto definitely has the edge just from being able to get out of corner pressure.
A lot of this information is outdated, 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.
- Pluto overview advent video
- Basic Pluto primer by DaiAndOh
- Pluto section of Koushun's Mix-up Movie
- Pluto BnB combo by Big Zam
- 48 damage combo against Chibi by Big Zam
- Pluto section of Koushun's Combo Movie 1
- Pluto section of Koushun's Combo Movie 2
- 56 damage string by Big Zam
- 82 damage combo with desperation by Big Zam
- 85 damage combo with desperation against Chibi by Big Zam
- Why Pluto is a fraud
|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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