Sailor Moon S/Sailor Pluto: Difference between revisions

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|height=105cm
|height=105cm
|bloodtype=O-
|bloodtype=O-
|resides=Crystal Tokyo
|hometown=Space-Time Door
|likes=art, wasting your time, horses, dads
|likes=art, wasting your time, horses, dads
|dislikes=mean boys, housework, thunder, needles
|dislikes=mean boys, housework, thunder, needles

Revision as of 05:05, 29 December 2019

Sailor Pluto
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Full name Chibi-Usa / Rini Tsukino
Age 900 (appearance between 5 and 9)
Height 105cm
Blood type O-
Hometown
Likes art, wasting your time, horses, dads
Dislikes mean boys, housework, thunder, needles
Special skills Being both High and Low tier, baking cookies

Colors

Player 1
Player 2


Character Overview

Strengths:

• Very good pokes

• Heavy Punch is a great anti air

• Jumping lights are huge

• Very good desperation

Weaknesses:

• Has some wonky disjointed normals

• Poor Guard Cancels

Strategy

(None)


Movement

N/A

Throws

Rod-Lock Knee Machine Gun
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Range Damage Techable Advantage
48 22 No +28(2P+29)

(none)


Normal Attacks

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

Good poke.


Standing Light Punch (Close)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 4 / 5 / 6 / 7

(none)


Standing Hard Punch
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 4*5*14 20 42 -10~+7 10 / 13 / 15 / 17

Can be used as an anti-air.


Standing Hard Punch (Close)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 12 10 30 +7~+17 11 / 14 / 17 /19

Character-specific overhead, will whiff on everyone apart from Mars, Pluto, Neptune and Uranus.


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

(none)


Standing Hard Kick
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 13 14 19 45 -4 8 / 10 / 12 / 14

Farthest reaching normal in the game. Can hit on round start.


Crouching Light Punch
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 3 / 4 / 5 / 5

Great poke. Pretty safe as well.


Crouching Hard Punch
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 7*12 24 30 -13~+4 11 / 14 / 17 / 19

Slower version of Standing Hard Punch (prefer that). Can be used as an anti-air.


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

(none)


Crouching Hard Kick
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 13 12 16 40 +1/D 9 / * / 14 / *

Results in hard knock-down on hit. Farthest reaching sweep in the game. Cannot be combod into from standing or crouching lights.


Jumping Light Punch (Vertical)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +5~+14 4 / 5 / 6 / 7

(none)


Jumping Light Punch (Moving)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +4~+14 4 / 5 / 6 / 7

One of the best air attacks in the game. Wins every air to air except a well placed Venus HP. Use this move often when jumping in.


Jumping Hard Punch (Vertical)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 9 8 26 +5~+14 9 / 12 / 14 / 15

(none)


Jumping Hard Punch (Moving)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 9 8 26 +4~+14 8 / 10/ 12 / 14

Can be used as cross-up.


Jumping Light Kick (Vertical)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 All All All +7~+14 4 / 5 / 6 / 7

(none)


Jumping Light Kick (Moving)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 All All All +7~+14 4 / 5 / 6 / 7

(none)


Jumping Heavy Kick (Vertical)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 11 11 32 +7~+14 7 / 9 / 11 / 12

(none)


Jumping Heavy Kick (Moving)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 11 11 32 +7~+14 8 / 10 / 12 / 14

(none)


Special Attacks

Strict Sweep(LK)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 23 6(0)9 15 62 +5 10+10/13+a/15+a/17+a

(charge) , 45 frame charge time

Overhead kick with lower-body invulnerability. Pushes you forward a small distance. Use this as a mix-up and combo finisher


Strict Sweep (HK)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 32 8(0)11 19 92 ---1/D 12(x2) / 16 / 18 /20

(charge) , 45 frame charge time

Overhead kick with lower-body invulnerability. Travels much further than LK version and can go over low fireballs, but due to the awful start-up frames, it's use is not recommended.


Dead Scream (LP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 26 36 51 +1~ 12 / 16 / 18 / 20

Fireball that travels across the ground almost full-screen. Deals good damage, but mind the recovery frames. Whiffs point blank.


Dead Scream (HP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 21 53 82 103 +1/D 14 / 18 / 21 / 24

Creates a large pillar that stays out for an extended time, resulting in hard knock-down on hit. Can be used as a hard read on jump-ins, but otherwise recovers too long to really be useful. Also whiffs point blank.


Desperation Attack

Dimension Dance
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 7 7 19 +15~+20/D 48 / 49 / 50 / 50

Second best desperation in the game. It moves her forward like a pseudo forward dash and can be comboed into from moves such as crouching LP, and even HK! The fast start up makes it a great guard cancel, and it has so little recovery that unless the opponent has an invincible guard cancel option they will be stuck in block stun or they will be hit by desperation. It will whiff on a crouching Chibi or Venus, but that means Pluto has an infinite on them by doing crouching LP, crouching LP, desperation, repeat. The length of this section should tell you how good this move is. Make sure to learn it, and if your opponent doesn't respect it, beat them in two hits.


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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