Sailor Moon S/Sailor Uranus

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Sailor Uranus
link
link
Full name Haruka Tenou
Age 16-17
Height 5'11"
Blood type B
Hometown Tokyo, Japan
Likes Driving, running, biking, flirting, and generally being good at everything
Dislikes Kou Seiya, standing LK, 1P side
Special skills Awakening the sexuality within thousands of young viewers

Character Overview

"Cousins"

Pros Cons
Game-breaking forward dash: Forward dash that takes only 15 frames to traverse the entire screen and is almost fully invincible if done as a wake up option (completely invincible on P2 side)

Infinite: Has a rather easy infinite that works on every character

Diving Gaia Crash: Command grab that takes 1/3 of the opponent's health, which becomes absolutely terrifying when paired with her lighting speed forward dash

Amazing match ups: Uranus wins against the entire cast and completely invalidates half of them at high level of play

Controversial: While not banned in tournament play at the current moment, there is, has been, and will be discussion about a ban, so if you want to main this character, you might want to do it as soon as possible (I guess...?)

Situational Anti-airs: Uranus has some of the most situational anti-airs in Sailor Moon S, as each AA has ranges where they're awful. Certain normals will make GC Diving Gaia Crash whiff, and some will do this plus beat s.lk clean. c.lp is probably the best option in those cases but naturally leaves your head more exposed so it's still a risk.

Bad on wake-up: Despite the pros listing invincible forward dashes, the forward dash can still be a liability. People who learn to time their meaties late will stuff most of your backdashes, and if you don't get the perfect reversal timing, you will get stuffed. Further, even if you take into account the invincibility, that is only strike invul. Players you read your dashes can just throw you out of them. Koushun is notorious for doing this.

Bad when cornered: Uranus thrives in neutral and getting people in the corner, but if she gets cornered, she has to struggle to get out. Every option she has for escape has a drawback, and she is at the whim of a myraid of 50/50s to get out. And vs. Jupiter or Mercury, if she gets cornered, a knowledgeable Jupiter or Mercury can put Uranus into a checkmate situation. Essentially, don't get knocked down or cornered.

Movement

Speed Forward: 2.096/1F

Speed Backwards: 1.224/1F

Jump: 55F

Jump Speed: 1.224/1F

Jumping Distance: 82

Back Dash
UranusDash.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 15 N/A N/A

Strike, projectile, and throw invulnerable for 1~14 frames. Ever wanted to be full screen in an instant? This move does that.


Shadow Dash
UranusForwardDash.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 15 N/A N/A

Move Distance: 154

Cancel LP or LK for ~+0F advantage. Cancel HP or HK for ~+12F advantage.

Ever wanted to be right next to your opponent instantaneously from full screen, this move does that. This forward dash does not have invincibility frames unless done out of reversal. When done out of ground or air reversal, it is fully invincible. Absurdly overpowered and meta breaking. The best move in the game bar none. Uranus is nothing without this move.


Throws

Grand Remover Kick
11. 6HK.png
6HK
F.png + HK.png
Range Damage Techable Advantage
48 (Left: 47) 22 No D

This sure is an unreactable throw


Strong Wind Break
10. 6HP.png
6HP
F.png + HP.png
Range Damage Techable Advantage
40 (Left: 39) 24 Yes +28 (P2: +29) on tech

If you tech this throw Uranus gets an infinite if she is player 2. How neat.


Normal Attacks

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

This move isn't that good but forward dash makes it broken


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

This move isn't that good but forward dash makes it broken


Standing Heavy Punch
UranusSHP.png
5HP
HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 12 15 38 +2 8 / 10 / 12 / 14 / *

This move isn't that good but forward dash makes it broken


Standing Heavy Punch (Close)
UranusSHPC.png
5HP
HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 12 9 28 +8 9 / 12 / 14 / 15 / *

This move isn't that good but forward dash makes it broken


Standing Light Kick
UranusSLK.png
5LK
LK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 5 13 +6 4 / 5 / 6 / 7 / *

This move ok but forward dash makes it broken


Standing Heavy Kick
UranusSHK.png
5HK
HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 13 12 15 39 +2 11 / 14 / 17 / 19 / *

This move is that good but forward dash makes it absurd


Crouching Light Punch
UranusCLP.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 3 / 4 / 5 / 5 / *

This move isn't that good but forward dash makes it broken


Crouching Heavy Punch
UranusCHP.png
2HP
D.png + HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 12 9 28 +8 7 / 9 / 11 / 12 / *

This move isn't that good but forward dash makes it broken


Crouching Light Kick
UranusCLK.png
2LK
D.png + LK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 6 7 17 +5 3 / * / 5 / * / *

This move isn't that good but forward dash makes it broken


Crouching Heavy Kick (Slide)
UranusCHK.png
2HK
D.png + HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 30 14 51 -21~+0/D 10 / * / 15 / * / *

This move is pretty good but forward dash makes it broken


Jumping Light Punch (Vertical)
UranusJLP.png
j.LP
Air.pngLP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +8~+14 4 / 5 / 6 / 7 / *

This move isn't that good but forward dash makes it broken


Jumping Light Punch (Moving)
UranusJLP.png
j.LP
Air.pngLP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +8~+14 4 / 5 / 6 / 7 / *

This move isn't that good but forward dash makes it broken


Jumping Heavy Punch (Vertical)
UranusJHP.png
j.HP
Air.pngHP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 6 21 +8~+14 6 / 8 / 9 / 10 / *

This move isn't that good but forward dash makes it broken


Jumping Heavy Punch (Moving)
UranusJHP.png
j.HP
Air.pngHP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 6 21 +8~+14 7 / 9 / 11 / 12 / *

This move isn't that good but forward dash makes it broken


Jumping Light Kick (Vertical)
UranusJLK.png
j.LK
Air.pngLK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +10~+14 5 / 7 / 8 / 9 / *

This move isn't that good but forward dash makes it broken


Jumping Light Kick (Moving)
UranusJLKM.png
j.LK
Air.pngLK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +4~+14 5 / 7 / 8 / 9 / *

This move isn't that good but forward dash makes it broken


Jumping Heavy Kick (Vertical)
UranusJHK.png
j.HK
Air.pngHK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 11 10 28 +9~+14 10 / 13 / 15 / 17 / *

This move isn't that good but forward dash makes it broken


Jumping Heavy Kick (Moving)
UranusJHKM.png
j.HK
Air.pngHK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 11 6 20 +4~+14 11 / 14 / 17 / 19 / *

This move isn't that good but forward dash makes it broken


Special Attacks

Diving Gaia Crash (LK)
UranusSP1LK.png
360LK
360.png + LK.png
Range Damage Techable Advantage
56 (Left: 55) 24 No -31/D

This move is really good and forward dash makes it bannable


Diving Gaia Crash (HK)
UranusSP1HK.png
360HK
360.png + HK.png
Range Damage Techable Advantage
48 (Left: 47) 32 No -32/D

This move is really good and forward dash makes it bannable


World Shaking (LP)
UranusSP2LP.png
632LP
QCD.png + LP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 Projectile 36 51 +1~ 12 / * / 18 / * / 3

Actually a bad fireball but because of forward dash it makes it the best fireball in the game since if it hit from fullscreen Brad gets an infinite and if you block in Brad still forward dashes and gets a free mix from fullscreen. Also 3 chip WTF


World Shaking (HP)
UranusSP2HP.png
632HP
QCD.png + HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 19 Projectile 51 69 -14~ 14 / * / 21 / * / 3

Ever wanted to do 21 damage from full screen? Mercury grab does 20 damage btw


Desperation Attack

Destructive Carnival
UranusD.png
6321432146HK
HCB.pngHCF.png + HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 1 9 1 10 +20/D 67 / * / 68 / * / 1xN

Has some jank weaknesses if you know about it but as guard cancel option it's really good since Brad can punished spaced light attacks on her block with this.


Strategy

(None)

That about sums it up. Brad is immensely degen. Just pick player 2, do bad jump ins, then do wake up forward dash mixes into SPD of infinite and win. At best your opponent can do frame perfect options and grab you, so tech or take the throw and set up the forward dash mix up again. Or just don't forward dash on wake up as a mix and punish their grab button with an infinite. The odds are in your favor.

If you get player 1 your options are to sit full screen and punish a bad option via forward dash SPD or infinite, that's it. Reminder that this isn't a rushdown character, go play Neptune or mercury if you want that. Feel free to trade fireballs as yours do more damage. Remember that forward dash into grab is still completely invincible on wakeup as P1. If they actually jump at you GC SPD or just anti air LK/HK and hit them with the 50/50 cross up mix into infinite.

Match-ups

Vs. Sailor Moon She throws a lot of fireballs but just call out a forward dash and you win

Vs. Sailor Mercury Actually free if you play around her LK gimmicks

Vs. Sailor Mars The only match that isn't free since fireballs cancel out, requires some thought and a modified version of the infinite in order to connect properly, probably 7-3 Brad

Vs. Sailor Venus unwinnable as Venus

Vs. Sailor Jupiter unwinnable as Jupiter, has a dumb corner option vs Brad she should never get

Vs. Sailor Chibi Moon Actually a 11-0 matchup god this is bad for cheebs

Vs. Sailor Uranus SMS hell, you chose this life

Vs. Sailor Neptune unwinnable as Neptune

Vs. Sailor Pluto unwinnable as Pluto once you play around jumping LP and bad fireball


Those are all the Matchups, you pretty much play the same in all of them. Playing Brad in SMS is actively choosing to not actually play in the SMS meta of character matchups and guard canceling and instead play your own game, Sailor Uranus S, which you just sit full screen waiting for an infinite opportunity. You have no right to complain about anything since you play Brad.


Fighting against Uranus

You can't. You can try, but any Uranus loss here is due to player error or netplay. Theoretically, Uranus should never lose.

Colors

Player 1 UranusC1.png
Player 2 UranusC2.png


Frame Data

UranusFrameData.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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