Sailor Moon S/Sailor Moon: Difference between revisions

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[[Category:Bishoujo Senshi Sailormoon S: Jougai Rantou! Shuyaku Soudatsusen]]
 
[[Category:Sailor Moon S]]

Revision as of 16:03, 15 July 2019


  This page is directly from another document.

It will need to be modified to match standard formatting.
This information is used with permission from DaiAndOh and can be found in full at this Google Document.



Sailor Moon
link
Full name Usagi Tsukino
Age 15
Height 158 cm
Blood type O-
Hometown Minato-ku, Tokyo
Likes Eating (especially ice cream, cake, and sweets), sleeping, reading manga, playing video games, shopping, the color white, home economics
Dislikes Carrots, Math, English class, dentists, ghosts
Special skills Crying, being loyal

Colors

Player 1
Player 2


Character Overview

N/A

Strengths: • N/A

Weaknesses: • N/A

Strategy

Moon's gameplan relies on her strong okizeme setups (aka vortex/setplay). After knocking an opponent down, backdash and throw a heart out. Then immediately forward dash to create an ambiguous crossup! You'll be able to combo after the heart hits to another sweep and repeat! There are many more variations you can do this as well, such as incorporating her throws, or using Tiara instead of Heart at certain distances.

Moon’s forward dash (which looks more like a command jump) can also get her out certain situations in neutral or when done as a guard cancel. She can hang in there with zoning between a solid fireball and a fireball she can throw while moving. Her sweep puts her pretty low to the ground, low enough to go under Mercury’s Sonic Boom/Shabon Spray. Strong neutral tools and vortex potential make her a great choice. She can have some trouble anti-airing on defense though, and her guard cancels except her forward dash are weak in the corner.

Movement

Speed Forward:1.224/1F Speed Backwards:1.096/1F Jump: 52F Jump Speed: 2.000/1F Jumping Distance: 82

Back Dash
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1~16:Invincible Cancel LP/LK with Dash Jump:Adv~2F Cancel HP/HK with Dash Jump:Adv~+10F


Dash Jump
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1F~41F:Air 43F:Cancelable Cancel LP/LK with Dash Jump:Adv~22F Cancel HP/HK with Dash Jump:Adv~-10F Distance:96

}}

Throws

Headbutt
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Range Damage Techable Advantage
40 20 No +41(2P:+42)

(none)


Rabbit Flip
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Range Damage Techable Advantage
48 20 Yes +11(2P:+12)

(none)


Air Throw
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Range Damage Techable Advantage

(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 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 3 / 4 / 5 /5

(none)


Standing Hard Punch
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 12 21 47 -4 6 / 8 / 9 / 10

(none)


Standing Hard Punch (Close)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 10 10 26 +9 7 / 9 / 11 / 12

(none)


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 7 7 26 39 -4 8 / 10 / 12 / 14

(none)


Crouching Light Punch
link
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 8 12 11 30 +6 6 / 8 / 9 / 10

(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 8 23 37 ~2/D 8 / * / 12 / *

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

(none)


Jumping Hard Punch (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 13 10 27 +4~+14 5 / 7 / 8 / 9

(none)


Jumping Hard Punch (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 13 10 27 +4~+14 6 / 8 / 9 / 10

(none)


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

(none)


Jumping Heavy Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 10 25 +6~+14 6 / 8 / 9 / 10

(none)


Jumping Heavy Kick (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 9 24 +1~+14 8 / 10 / 12 / 14

(none)


Special Attacks

Moon Spiral Heart Attack (LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 19 Projectile All All +18~ 8 / 10 / 12 / 14

Jumping +

18F:Guaranteed action, Back Dash Ver:+28~, Chip: 2

Heart Projectile. This is the move I alluded to earlier that can be done during a backdash, which as I'll explain in strategy, is key to her gameplan!


Moon Spiral Heart Attack (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 19 Projectile All All =1~ 10 / 13 / 15 / 17

Jumping +

18F:Guaranteed action, Back Dash Ver:+8~, Chip: 3

Heart Projectile. This is the move I alluded to earlier that can be done during a backdash, which as I'll explain in strategy, is key to her gameplan!


Sonic Cry (LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 16 1(2)X7 28 62 ~-5 6X7 / 8 / 9 / 10

Charge ,+

1~15F:Invincible, 16F~37F:Upper Body Invincible, Chip:1xN

Moon's voice is so annoying, it can hurt people. Get off me move. Good invincibility, but slow.


Sonic Cry (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 10 1(1)x23 39 92 -44/D 12(x23) / 16 / 18 / 20

Charge ,+

1~9F:Invincible, 10F~55F:Upper Body Invincible, Chip:3xN

Moon's voice is so annoying, it can hurt people. Get off me move. Good invincibility, but slow.


Moon Tiara Action (LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 Projectile 31 42 +6~ 10 / 13 / 15 / 17

+ 10F:Guaranteed action Chip: 2

Standard hadouken projectile. Recovery is small on the LP version, you can even link multiple in a combo in the corner!


Moon Tiara Action (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 Projectile 46 61 -9~ 12 / 16 / 18 / 20

+

10F:Guaranteed action Chip: 3

Standard hadouken projectile. Recovery is small on the LP version, you can even link multiple in a combo in the corner!


Desperation Attack

Silver Crystal Operation
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 89 22 122 -43/D 48 / 62 / 72 / 72

+

10F~103F:Invincible, 117F:be able to Action (Except walking) Chip: 12xN

Moon slowly advances slightly forward in the air, enveloping herself in energy. Somewhat slow, hard to anti-air. Good damage and chip damage though like all supers. But not very useful.


Sailor Moon S
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