Sailor Moon S/Sailor Neptune: Difference between revisions
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m (got the portrait done) |
m (got all the easy moves done) |
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| Line 130: | Line 130: | ||
|damage=2 / 3 / 3 / 3 | |damage=2 / 3 / 3 / 3 | ||
|description= | |description= | ||
Neptune's fastest normal. Can be used to get extra damage when crouching LK won't combo due to the extra frame of start up it has because of crouch. | |||
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| Line 148: | Line 148: | ||
|damage=7 / 9 / 11 / 12 | |damage=7 / 9 / 11 / 12 | ||
|description= | |description= | ||
Good combo extender than can combo into HP DP very easily for big damage | |||
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| Line 166: | Line 166: | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 | ||
|description= | |description= | ||
Farthest reaching light normal | |||
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| Line 184: | Line 184: | ||
|damage=4 / 5 / 6 / 7 | |damage=4 / 5 / 6 / 7 | ||
|description= | |description= | ||
Does 1 more damage but can whiff on some characters if not close enough to their hurtbox | |||
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| Line 202: | Line 202: | ||
|damage=9 / 12 / 14 / 15 | |damage=9 / 12 / 14 / 15 | ||
|description= | |description= | ||
A poke that can combo into fireball and can also anti-air | |||
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| Line 220: | Line 220: | ||
|damage=8-10/10-13/12-15/14-17 | |damage=8-10/10-13/12-15/14-17 | ||
|description= | |description= | ||
Good mix up tool due to the overhead property. More to come soon | |||
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| Line 238: | Line 238: | ||
|damage=2 / 3 / 3 / 3 | |damage=2 / 3 / 3 / 3 | ||
|description= | |description= | ||
Comes out if you miss DP, mostly useless | |||
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| Line 256: | Line 256: | ||
|damage=6 / 8 / 9 / 10 | |damage=6 / 8 / 9 / 10 | ||
|description= | |description= | ||
Usually seen if you miss a standing HP into DP combo. It does less damage and has a smaller hitbox so it is not preferred | |||
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| Line 274: | Line 274: | ||
|damage=3 / * / 5 / * | |damage=3 / * / 5 / * | ||
|description= | |description= | ||
Good poke due to the large disjoint. Good combo tool as well. Just a good button. | |||
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| Line 292: | Line 292: | ||
|damage=8 / * / 12 / * | |damage=8 / * / 12 / * | ||
|description= | |description= | ||
Second farthest sweep in the game and a core poking tool for Neptune due it's range. Cannot be comboed into from lights. Can also low profile some projectiles such as Jupiter Thunder Dragon | |||
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| Line 310: | Line 310: | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 | ||
|description= | |description= | ||
Ambiguous cross up tool | |||
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| Line 328: | Line 328: | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 | ||
|description= | |description= | ||
Ambiguous cross up tool that moves! | |||
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| Line 346: | Line 346: | ||
|damage=5 / 7 / 8 / 9 | |damage=5 / 7 / 8 / 9 | ||
|description= | |description= | ||
If you miss an air grab you will see this move, but why are you going for air grab? | |||
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| Line 364: | Line 364: | ||
|damage=6 / 8 / 9 / 10 | |damage=6 / 8 / 9 / 10 | ||
|description= | |description= | ||
If you miss an air grab you will see this move, but why are you going for air grab? | |||
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| Line 382: | Line 382: | ||
|damage=4 / 5 / 6 / 7 | |damage=4 / 5 / 6 / 7 | ||
|description= | |description= | ||
Very good air to air, only losing to Pluto jumping LP and spaced Venus HP. The large disjoint will also beat some anti-airs, but you are then minus on it. If timed and spaced this can combo into lights or DP. | |||
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| Line 400: | Line 400: | ||
|damage=4 / 5 / 6 / 7 | |damage=4 / 5 / 6 / 7 | ||
|description= | |description= | ||
Very good air to air, only losing to Pluto jumping LP and spaced Venus HP. The large disjoint will also beat some anti-airs, but you are then minus on it. If timed and spaced this can combo into lights or DP. And it moves! | |||
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| Line 418: | Line 418: | ||
|damage=10 / 13 / 15 / 17 | |damage=10 / 13 / 15 / 17 | ||
|description= | |description= | ||
At best this move can be used as a bait to then punish with DP. | |||
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| Line 436: | Line 436: | ||
|damage=9 / 12 / 14 / 15 | |damage=9 / 12 / 14 / 15 | ||
|description= | |description= | ||
Good jumping HK. Can combo into anything | |||
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Revision as of 18:39, 12 December 2019
Colors
| Player 1 |
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| Player 2 |
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Character Overview
N/A
Strengths:
• Ridiculously good Dragon punch
• Very good corner pressure
• Decent sized buttons
Weaknesses:
• Bad fireball
• Can have difficulties approaching
Strategy
Be good at the video game and hit them with the mix
Movement
| Back Dash |
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| Crouch block "Bug" |
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Throws
| Neck Throw |
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| Air Throw |
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Normal Attacks
| Standing Light Punch |
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| Standing Hard Punch |
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| Standing Light Kick |
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| Standing Light Kick (Close) |
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| Standing Hard Kick |
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| Standing Hard Kick (Close) |
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| Crouching Light Punch |
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| Crouching Hard Punch |
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| Crouching Light Kick |
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| Crouching Hard Kick |
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Jumping Light Punch (Vertical)
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Jumping Light Punch (Moving)
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Jumping Hard Punch (Vertical)
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Jumping Hard Punch (Moving)
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| Jumping Light Kick (Vertical) |
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| Jumping Light Kick (Moving) |
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| Jumping Heavy Kick (Vertical) |
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| Jumping Heavy Kick (Moving) |
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Special Attacks
| Splash Edge (LP) |
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| Splash Edge (HP) |
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| Deep Submerge (LP) |
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| Deep Submerge (HP) |
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Desperation Attack
| Dragon Rise |
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| Sailor Moon S | |||
|---|---|---|---|
| Sailor Chibi Moon | Sailor Jupiter | Sailor Mars | |
| Sailor Mercury | Sailor Moon | Sailor Neptune | |
| Sailor Pluto | Sailor Uranus | Sailor Venus | |
| List of Fighting Games | |||
|---|---|---|---|
| Back to Mainpage |





