Neptune's crouch block is "bugged" in the sense that that hurtbox doesn't match up to the sprite. This is because Neptune moves her sprite forward during crouch block. Her hurtbox is close to where her standing blocking hurtbox would be. This is still a useful as the visual confusion will mess up many player's spacing of sweeps or projectiles like Jupiter Coconut or Venus Up-ball, allowing for you to whiff punish with your own sweep or a DP.
Neptune really got the short end of stick when it comes to grab. Her throw only does 20 damage when other throws can do more. It is also a punch throw so it has less range than a kick throw. Punch throws usually have less range in exchange for them being untechable. Neptune's grab can be teched sadly. Depending on port you can get a follow up if they tech in the corner however. Sweep, DP, or even Desperation all work. Still useful for oki setups in the corner, just remember you have to be closer than your opponent's grab range most of the time.
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.
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. And it moves!
Neptune's frame 3 DP is a staple of Neptune and one of the best specials in the game. This DP has fast start up, big range, and little ending lag. Requires players to respect this move on wake up or guard cancel if they want to beat Neptune.
The heavy version of DP has more invincibility and does more damage but comes with some caveats. Only the second hitbox causes knockdown, so if Neptune is not close enough only the first hit will connect and thus her opponent can counter attack. Also despite it reaching higher in the air LP DP is preferred as an anti air due to it doing more damage, as the second hit of HP DP does 8 while LP DP does 10. HP DP is a great as a combo finisher due to it's high damage (22!) and it putting opponents in knockdown, allowing for Neptune to continue pressure.
Potentially the worst fireball in the game. It's slower recovery and awkward angle makes it lose most fireball wars. It's atrocious hurtbox makes Neptune's entire hand a head hurtbox, making it very easy for other characters to jump in at her. It should not be used mindlessly and has to be properly placed to be have any chance at being effective.
Can be used to do extra damage in combos or to use it's speed to snipe opponents at low health. A sad fact about HP Deep Submerge is that it does the same chip damage of 2 as LP Deep Submerge.
Definitely one of the better desperations outside of the top tier ones. It can be tricky to input fast due to the forward press at the beginning. While the input is close to just doing a double DP input, if you don't end with a forward press you will get HP DP instead. 6 frame startup means it can combo from most attacks, but requires you to buffer the input to make it come out fast enough, such as buffering the desperation in the air while doing a jumping HK, so as soon as you land the desperation can come out.
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.