Sailor Moon S/Sailor Chibi Moon: Difference between revisions
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|attack=Back Dash<br />[[Image:Chibiscam.gif|100px|link]] | |attack=Back Dash<br />[[Image:Chibiscam.gif|100px|link]] | ||
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27 frames. 26 frames of invincibility, vulnerable on the 27th frame. You can cancel back dash into another back dash on the 26th frame to maintain invincibility. Buffer the input by holding the second back input to make it more consistent. | |||
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Revision as of 20:34, 15 January 2020
Colors
| Player 1 |
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| Player 2 |
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Character Overview
Strengths:
• Very strong High-Low-Throw Mixup game
• Able to cancel backdash into another backdash with full invincibility
• Throw cannot be tech'd
• Double Jump and Swinging Marshmallow allow for more air mobility than other characters
Weaknesses:
• Tiny limbs, poor range
• Poor Guard Cancel options
• Poor Damage, throw is better than trying to do combo strings
Strategy
• Annoy your opponent with Low-High-Throw mixups, crossups, and tick-throws.
• Bait bad decisions and punish accordingly, Double jump butt is good for this.
• Use Backdash to cancel slide. Use Infinite Backdash when it’s useful.
• Use lights and jumping lights to Frame trap tick throws. Chibi’s just plus and fast enough she can beat projectiles with it.
• Cleverly use Luna P when able.
• Try not to be predictable. There’s a lot to use -- use it.
Movement
Speed Forward:2.000/1F Speed Backwards:1.128/1F Jump: 48F Jump Speed: 2.000/1F Jumping Distance: 72
| Double Jump |
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Throws
| Riding Knock Clapper |
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Normal Attacks
| Standing Light Punch |
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| Standing Hard Punch |
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| Standing Hard Punch (Close) |
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| Standing Light Kick |
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Standing Hard Kick
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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 (Slide) |
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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
Swinging Marshmallow (LK)
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Swinging Marshmallow (HK)
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| Pink Sugar Heart Attack (LP) |
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| Pink Sugar Heart Attack (HP) |
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Desperation Attack
Luna P Attack
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Match-ups
• Vs. Sailor Moon
-Can Neutral Crouch or Forward Crouch under Moon Tiara; Back Crouch causes guard state
-Crouch under all Hearts
-Keep in mind when Moon may be charging Scream as she’s vulnerable after
-Moon’s grabs are good, you may eat one if you slide too much
-Respect Desperation; you can infinite backdash thru it if you’re cornered.
• Vs. Sailor Mercury
-Fast girl, you can’t exactly run away -- Play good footsies
-More coming soon-
• Vs. Sailor Mars
-Mars backdash when cornered is one of her best ways to deal with Chibi corner mixups; react and catch her with slide
-Snakes are pretty scary; if they’re just throwing Snakes in a rhythm, you can GC the heavy version of PSHA to trade with the next Snake; it may not be ideal, but you lower their health while getting close to Luna P
-Luna P is pretty good in this MU so long as you never throw it from the same place twice and you’re not readable; beware of being air thrown out of it
• Vs. Sailor Venus
-If she's charging up ball, she's open to butt slams
-Venus at full screen has to work hard to deal with Luna P, if you throw one and she starts to thread the needle and approaching -- do something smart instead of trying for another one.
-Slide under Crescent Beam for free approaches
-You can also PSHA under Crescent Beam and trade as the two don't collide.
• Vs. Sailor Jupiter
-Jupiter is great at keeping people out of the air, but she’s pretty open to lows
-Stay on the ground; Slide and 2LK tick throws go a long way here
-Respect command grab and lariat, stay on the ground.
-Slide under Thunder Dragon for free approaches
-Don’t forget to stay on the ground.
• Vs. Sailor Chibi Moon
-Chibi's Tick Throw is really good
-Baiting butts and and punishing is also really good
-Slide crosses under Chibi Backdash which can change infinite backdash or just catch people
-Backdash against Luna P if you have the life lead
• Vs. Sailor Uranus
-Luna P is pretty useless here due to air hit reversal forward dash
-Infinite backdash can bait aggressive Uranus players to eating EZ butts/throws
-The cast has to force Uranus to play Neutral, which is really hard for Chibi and her stubby normals; it's possible but expect to eat some infinites.
-More coming soon-
• Vs. Sailor Neptune
-DP and jLK are pretty scary to deal with; you can whiff punish DP but it takes practice
-Fireball is a joke due to her head hitbox covering her arm. If you can bait them into a fireball war, you can butt slam their arm (head) for free.
-When cornered, block low and then change to standing if it’s the overhead; or backdash forever
-Respect her desperation move, it will absolutely blow you up
• Vs. Sailor Pluto
-She doesn’t have any good guard cancels either; stick to her.
-Be careful about how you approach as she has very good pokes
-Once you’re in, just put her thru the mix
| 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 |















