Sailor Moon S/Sailor Neptune: Difference between revisions
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{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSLP.png | ||
|caption= | |caption=5LP <br> [[Image:LP.png]] | ||
|attack=Standing Light Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 134: | Line 134: | ||
|motion=14 | |motion=14 | ||
|advantage=+6 | |advantage=+6 | ||
|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. | 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. | ||
| Line 141: | Line 141: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSHP.png | ||
|caption= | |caption=5HP <br> [[Image:HP.png]] | ||
|attack=Standing Heavy Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 152: | Line 152: | ||
|motion=36 | |motion=36 | ||
|advantage=-1 | |advantage=-1 | ||
|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 | Good combo extender than can combo into HP DP very easily for big damage. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSLK.png | ||
|caption= | |caption=5LK <br> [[Image:LK.png]] | ||
|attack=Standing Light Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 170: | Line 170: | ||
|motion=16 | |motion=16 | ||
|advantage=+5 | |advantage=+5 | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 / * | ||
|description= | |description= | ||
Farthest reaching light normal | Farthest reaching light normal. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSLKC.png | ||
|caption= | |caption=5LK <br> [[Image:LK.png]] | ||
|attack=Standing Light Kick (Close) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 188: | Line 188: | ||
|motion=15 | |motion=15 | ||
|advantage=+6 | |advantage=+6 | ||
|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 | Does 1 more damage but can whiff on some characters if not close enough to their hurtbox. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSHK.png | ||
|caption= | |caption=5HK <br> [[Image:HK.png]] | ||
|attack=Standing Heavy Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 206: | Line 206: | ||
|motion=41 | |motion=41 | ||
|advantage=0 | |advantage=0 | ||
|damage=9 / 12 / 14 / 15 | |damage=9 / 12 / 14 / 15 / * | ||
|description= | |description= | ||
A poke that can combo into fireball and can also anti-air | A poke that can combo into fireball and can also anti-air. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSHKC.png | ||
|caption= | |caption=5HK <br> [[Image:HK.png]] | ||
|attack=Standing Heavy Kick (Close) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 224: | Line 224: | ||
|motion=36 | |motion=36 | ||
|advantage=+14~+18 | |advantage=+14~+18 | ||
|damage=8 | |damage=8+10 / 10+13 / 12+15 / 14+17 / * | ||
|description= | |description= | ||
The second hit of the move is an overhead. Makes it very good as a corner mix up tool. Can cancel into DP or Fireball. | The second hit of the move is an overhead. Makes it very good as a corner mix up tool. Can cancel into DP or Fireball. | ||
| Line 231: | Line 231: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneCLP.png | ||
|caption= | |caption=2LP <br> [[Image:D.png]] + [[Image:LP.png]] | ||
|attack=Crouching Light Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 242: | Line 242: | ||
|motion=14 | |motion=14 | ||
|advantage=+6 | |advantage=+6 | ||
|damage=2 / 3 / 3 / 3 | |damage=2 / 3 / 3 / 3 / * | ||
|description= | |description= | ||
Comes out if you miss DP, mostly useless | Comes out if you miss DP, mostly useless. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneCHP.png | ||
|caption= | |caption=2HP <br> [[Image:D.png]] + [[Image:HP.png]] | ||
|attack=Crouching Heavy Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 260: | Line 260: | ||
|motion=32 | |motion=32 | ||
|advantage=+5 | |advantage=+5 | ||
|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 | 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. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneCLK.png | ||
|caption= | |caption=2LK <br> [[Image:D.png]] + [[Image:LK.png]] | ||
|attack=Crouching Light Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 278: | Line 278: | ||
|motion=14 | |motion=14 | ||
|advantage=+6 | |advantage=+6 | ||
|damage=3 / * / 5 / * | |damage=3 / * / 5 / * / * | ||
|description= | |description= | ||
Good poke due to the large disjoint. Good combo tool as well. Just a good button. | Good poke due to the large disjoint. Good combo tool as well. Just a good button. | ||
| Line 285: | Line 285: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneCHK.png | ||
|caption= | |caption=2HK <br> [[Image:D.png]] + [[Image:HK.png]] | ||
|attack=Crouching Heavy Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 296: | Line 296: | ||
|motion=36 | |motion=36 | ||
|advantage=+2/D | |advantage=+2/D | ||
|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. Can also low profile some projectiles such as Jupiter Thunder Dragon. | Second farthest sweep in the game and a core poking tool for Neptune due it's range. Can also low profile some projectiles such as Jupiter Thunder Dragon. | ||
| Line 303: | Line 303: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJLP.png | ||
|caption= | |caption=j.LP <br> [[Image:Air.png]][[Image:LP.png]] | ||
|attack=Jumping Light Punch (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 314: | Line 314: | ||
|motion=All | |motion=All | ||
|advantage=+8~+14 | |advantage=+8~+14 | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 / * | ||
|description= | |description= | ||
Ambiguous cross up tool | Ambiguous cross up tool. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJLP.png | ||
|caption= | |caption=j.LP <br> [[Image:Air.png]][[Image:LP.png]] | ||
|attack=Jumping Light Punch (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
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|motion=All | |motion=All | ||
|advantage=+8~+14 | |advantage=+8~+14 | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 / * | ||
|description= | |description= | ||
Ambiguous cross up tool that moves! | Ambiguous cross up tool that moves! | ||
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{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJHP.png | ||
|caption= | |caption=j.HP <br> [[Image:Air.png]][[Image:HP.png]] | ||
|attack=Jumping Heavy Punch (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 350: | Line 350: | ||
|motion=23 | |motion=23 | ||
|advantage=+8~+14 | |advantage=+8~+14 | ||
|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? | If you miss an air grab you will see this move, but why are you going for air grab? | ||
| Line 357: | Line 357: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJHP.png | ||
|caption= | |caption=j.HP <br> [[Image:Air.png]][[Image:HP.png]] | ||
|attack=Jumping Heavy Punch (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 368: | Line 368: | ||
|motion=27 | |motion=27 | ||
|advantage=+8~+14 | |advantage=+8~+14 | ||
|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? | If you miss an air grab you will see this move, but why are you going for air grab? | ||
| Line 375: | Line 375: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJLK.png | ||
|caption= | |caption=j.LK <br> [[Image:Air.png]][[Image:LK.png]] | ||
|attack=Jumping Light Kick (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 386: | Line 386: | ||
|motion=All | |motion=All | ||
|advantage=+8~+14 | |advantage=+8~+14 | ||
|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. | 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. | ||
| Line 393: | Line 393: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJLK.png | ||
|caption= | |caption=j.LK <br> [[Image:Air.png]][[Image:LK.png]] | ||
|attack=Jumping Light Kick (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 404: | Line 404: | ||
|motion=All | |motion=All | ||
|advantage=+8~+14 | |advantage=+8~+14 | ||
|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! | 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! | ||
| Line 411: | Line 411: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJHK.png | ||
|caption= | |caption=j.HK <br> [[Image:Air.png]][[Image:HK.png]] | ||
|attack=Jumping Heavy Kick (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 422: | Line 422: | ||
|motion=25 | |motion=25 | ||
|advantage=+9~+14 | |advantage=+9~+14 | ||
|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. | At best this move can be used as a bait to then punish with DP. | ||
| Line 429: | Line 429: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJHKM.png | ||
|caption= | |caption=j.HK <br> [[Image:Air.png]][[Image:HK.png]] | ||
|attack=Jumping Heavy Kick (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 440: | Line 440: | ||
|motion=24 | |motion=24 | ||
|advantage=+5~+14 | |advantage=+5~+14 | ||
|damage=9 / 12 / 14 / 15 | |damage=9 / 12 / 14 / 15 / * | ||
|description= | |description= | ||
Good jumping HK. Can combo into anything | Good jumping HK. Can combo into anything. | ||
}} | }} | ||
}} | }} | ||
Revision as of 05:48, 17 January 2020
Character Overview
The non-shoto of the game, Neptune rewards solid fundamentals and getting in your opponents face.
Strengths:
• Ridiculously good DP
• High damage output (combos that do half a heath bar)
• Very good corner pressure
• Decent sized buttons
Weaknesses:
• Bad fireball
• Can have difficulties approaching
Movement
Speed Forward: 2.064/1F
Speed Backwards: 1.192/1F
Jump: 50F
Jump Speed: 2.063/1F
Jumping Distance: 99
Defend Bonus: Reduce the enemy's first attack or chip damage by 33%~42% (excludes throws)
| Back Dash
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Crouch Block "Bug"
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Throws
| Neck Throw
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Air Throw
![]() when opponent is in the air |
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Normal Attacks
Standing Light Punch
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Standing Heavy Punch
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Standing Light Kick
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| Standing Light Kick (Close)
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Standing Heavy Kick
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Standing Heavy Kick (Close)
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Crouching Light Punch
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Crouching Heavy Punch
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Crouching Light Kick
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| Crouching Heavy Kick
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Jumping Light Punch (Vertical)
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Jumping Light Punch (Moving)
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Jumping Heavy Punch (Vertical)
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Jumping Heavy 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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Strategy
Be good at the video game and hit them with the mix.
Match-ups
• Vs. Sailor Moon
• Vs. Sailor Mercury
• Vs. Sailor Mars
• Vs. Sailor Venus
• Vs. Sailor Jupiter
• Vs. Sailor Chibi Moon
• Vs. Sailor Uranus
• Vs. Sailor Neptune
• Vs. Sailor Pluto
Colors
| Player 1 |
|
| Player 2 |
|
Frame Data
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.
- Basic Neptune primer by DaiAndOh
- Neptune tutorial by Kobold Jager
- Neptune section of Koushun's Mix-up Movie
- Neptune section of Koushun's Combo Movie 1
- 50% combo options by 0-RANGE
- Neptune section of Koushun's Combo Movie 2
- Progression of Neptune's theoretical 100% combo by Koushun
| 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 |




























