Sailor Moon S/Sailor Venus: Difference between revisions

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m (upball is a good move)
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  |description=[[File:D.png]] (charge) [[File:U.png]], [[File:LP.png]] 30 frame charge time
  |description=[[File:D.png]] (charge) [[File:U.png]], [[File:LP.png]] 30 frame charge time


Commonly called upball, this is a staple of Venus play can be used in many situations due to it's ludicrous amount of plus frames.
Commonly called upball, this is a staple of Venus play that can be used in many situations due to it's ludicrous amount of plus frames.
Chip: 2
Chip: 2


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  |description= [[File:D.png]] (charge) [[File:U.png]], [[File:HP.png]] 30 frame charge time
  |description= [[File:D.png]] (charge) [[File:U.png]], [[File:HP.png]] 30 frame charge time


HP upball has slightly less plus frames but has more range and more damage.
HP upball has slightly less plus frames but has more range and does more damage.
Chip: 3
Chip: 3
}}
}}

Revision as of 16:07, 7 January 2020

Sailor Venus
link
link
Full name Minako Aino
Age 15
Height 5'2"
Blood type B
Hometown Shiba Koen, Minato ward, Tokyo, Japan
Likes Volley ball, singing, video games, proverbs, boys, Artemis, +31 on block, Simon Belmont
Dislikes Romantic mishaps, being corrected after misquoting proverbs
Special skills Leader of the Inner Senshi, fluent in English, fires balls of energy straight into the air & other Pop Idol things


Colors

Player 1
Player 2


Character Overview

N/A

Strengths: • N/A

Weaknesses: • N/A

Strategy

(none)

Movement

N/A

Throws

Knee Machine Gun
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Range Damage Techable Advantage
40 20 No +41(2P+42)

(none)


Hurricanrana
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Range Damage Techable Advantage
48 22 Yes? +18(2P+19)

(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 2 / 3 / 3/ / 3

(none)


Standing Hard Punch
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 17 13 17 46 -1 10 / 13 / 15 / 17

(none)


Standing Light Kick
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 13 +6 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 14 7 17 37 +5 10 / 13 / 15 / 17

(none)


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 2 / 3 / 3 / 3

(none)


Crouching Hard Punch
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 16 12 13 30 +4 10 / 13 / 15 / 17

(none)


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 (Slide)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 12 9 28 +8/D 7 / * / 11 / *

(none)


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 +7~+14 3 / 4 / 5 / 5

(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 +6~+14 3 / 4 / 5 / 5

(none)


Jumping Hard Punch (Vertical)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 8 24 ~+14 9 / 12 / 14 / 15

(none)


Jumping Hard Punch (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 8 27 +4~+14 10 / 13 / 15 / 17

(none)


Jumping Light Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +3~+14 4 / 5 / 6 / 7

(none)


Jumping Light Kick (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +3~+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 5 11 6 25 +6~+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 5 11 6 24 +6~+14 8 / 10 / 12 / 14

(none)


Special Attacks

Venus Wink Chain Sword (LP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 20 Projectile 3 23 +34~ 10 / 13 / 15 / 17

(charge) , 30 frame charge time

Commonly called upball, this is a staple of Venus play that can be used in many situations due to it's ludicrous amount of plus frames. Chip: 2


Venus Wink Chain Sword (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 24 Projectile 7 31 +30~ 12 / 16 / 18 /20

(charge) , 30 frame charge time

HP upball has slightly less plus frames but has more range and does more damage. Chip: 3


Venus Love-Me Chain (LP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 4X6 20 -15~+1 47 6 / 8 / 9 / 10

Chip: 1X6


Venus Love-Me Chain (HP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 5X6 29 -29~-9 65 8 / 10 / 12 / 14

Chip: 2X6


Crescent Beam (LP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 Projectile 36 47 +1~ 8 / 10 / 12 / 14

+ Chip: 2


Crescent Beam(HP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 Projectile 51 66 -14~ 10 / 13 / 15 / 17

+ Chip: 2


Desperation Attack

Chain Explosive
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 14 6*6*8*21*3 30 88 +7/D 48 / 62 / 72 / 72

Chip: 12X5


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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