Sailor Moon S
Introduction
Sailor Moon S: Jougai Rantou!? Shuyaku Soudatsusen (美少女戦士セーラームーンS: 場外乱闘!?主役争奪戦) known in the fighting game community as simply Sailor Moon S, is a fighting game developed by Arc System Works (credited under Angel) and published by Bandai. It was released on December 16, 1994 for the Super Famicom.
In recent years, the game has seen a resurgence in many FGC circuits around the world. If you're interested in learning more about #ArcSysSMS, joining a local community, or starting your own, please check out the Moonlight Fight Society Discord!
Menus
Controls
- Directional commands are listed assuming your character is facing right onscreen (1P side).
and
are reversed if you're facing the other direction. The numbers refer to "Numpad Notation"
Basic Controls

[4] - Retreat (guard during enemy attack)
[44] - Backdash (can be guard-cancelled into)
[1] - Guard low (during enemy attack)
The buttons below can be changed to the user's preference after character select before each match.
Auto Mode
On the Control Config Screen, you can change from NRML to AUTO mode.
Using default controls: Press individual face buttons while holding down a shoulder button to perform a corresponding Special Move. To use the Desperation Move, press both shoulder buttons together. As this eliminates charge times and makes other moves significantly easier to execute, this mode is banned in competitive play.
Basic Gameplay
- Four normal attack buttons listed above under Controls. Punches and Kicks of both light and heavy variations. Kick buttons typically have better damage and range. Punch buttons tend to have specific uses depending on framedata/hitboxes - check out the characters pages for more information.
- Jumping light normals are active from button press until you hit the ground or it touches your opponent
- Moves can hit High, Mid, or Low. Every attack from the air that isn't a fireball counts as a high, every crouching Heavy Kick sweeps low, Crouching light kick and Crouching Heavy Punch can be lows and varies by character. Every attack that does not hit High or Low is a Mid.
- There are universal differences between light and heavy specials; light versions are slower or go less distance and recover faster -- whereas heavy versions are typically faster, hit harder, and have much longer recovery.
- There is NO damage scaling in this game, resulting in combos doing high damage.
- Characters have both body and head hurtboxes; Head hurtboxes take more damage than body hurtboxes.
- Counter-hit damage exists, and the damage can potentially stack with head damage. A Desperation Move that deals both counter-hit AND head damage can take a majority of a health bar.
- Any Normal can be cancelled into any Special or Desperation Move, theoretically. This include backdashes and forward-dashes, as they count as Special Moves.
- Backdashes are fully invincible until the last frame. Backdashes also make characters airborne which allow characters to use their air specials out of backdash. Example: 44214+P for Moon's Heart Attack out of backdash.
- A 15-frame special input buffer allows you to buffer special moves. This means you can do inputs like 4214+P as Moon and get a backdash cancelled immediately into heart. You can also buffer Special Moves and Desperation Moves during any other move, and it will come out as long as you finish the input after the recovery of said move.
- The Game only allows 1 directional input per frame; inputting directions too fast will caused dropped inputs.
- Guard Cancels. You are able to cancel your block stun into any special move or backdash. This is a very common technique at high-level play, and it defines what makes this game different from other games.
- There are Four types of throws -- Techable throws, Multi-hit-style untechable throws, Air throws, Command throws.
- Throw tech is done by pressing any button twice. (just mash it out)
- Side Advantages: Side Advantage
Playable Characters

Tier List
Koushun's 2018
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NeoRussell's 2018
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St. Louis, MO 2019
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| A | ![]()
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| B | ![]()
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| D |
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Game Footage
For tournament archives, check out this page.
Koushun
- 【Combo Movie 2】Sailor Moon Super【SNES】
- 【Mix-up Movie】Sailor Moon S【SNES】
- 【Combo Movie 1】Sailor Moon S【SNES】
Trivia
- Among the Senshi's name printed on the box is another person's name: George Yuno. Yuno is the producer of this game who also directed and produced Sailor Moon: Another Story. He stepped down on Super S' production, taking a supporting role as Masayuki Sato served as Executive Producer on that title (not to be confused with Masayuki Sato, the animator)
- Every boxed copy of this game carries a Toei Certificate of Authenticity sticker. There is a very rigorous coloring scheme that applies to these stickers which ensure their authenticity.
- Many staff who worked on this title later went on to work for Arc System Works, given many of Arc's games share production credits.
Competitive Play History
- Under Construction
External Links
| 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 |









