| Sailor Neptune
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| Full name
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Michiru Kaioh
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| Age
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16-17
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| Height
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5'5"
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| Blood type
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O
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| Hometown
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Tokyo
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| Likes
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Haruka Tenou, playing the violin, Beef Salami
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| Dislikes
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Projectiles, being called a shoto
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| Special skills
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Ending people in 10 seconds in the corner
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Colors
| Player 1
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| Player 2
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Character Overview
N/A
Strengths:
• Ridiculously good Dragon punch
• Very good corner pressure
• Decent sized buttons
Weaknesses:
• Bad fireball
• Can have difficulties approaching
Strategy
Be good at the video game and hit them with the mix
Movement
Back Dash
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Crouch block "Bug"
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| Guard Level
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Startup
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Active
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Recovery-Whiff
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Motion
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Advantage
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Dmg/Face/Counter/Both/Chip
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| N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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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.
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Throws
Neck Throw
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| Range
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Damage
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Techable
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Advantage
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| 40
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20
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Yes
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+16(2P+17)
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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. Still useful for oki setups in the corner, just remember you have to be closer than your opponent's grab range.
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Air Throw
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Normal Attacks
Standing Light Punch
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Standing Hard Punch
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Standing Light Kick
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Standing Light Kick (Close)
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Standing Hard Kick
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Standing Hard Kick (Close)
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Crouching Light Punch
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Crouching Hard Punch
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Crouching Light Kick
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Crouching Hard Kick
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Jumping Light Punch (Vertical)
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Jumping Light Punch (Moving)
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Jumping Hard Punch (Vertical)
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Jumping Hard Punch (Moving)
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Jumping Light Kick (Vertical)
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Jumping Light Kick (Moving)
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| Guard Level
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Startup
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Active
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Recovery-Whiff
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Motion
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Advantage
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Dmg/Face/Counter/Both/Chip
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4
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All
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All
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All
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+8~+14
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4 / 5 / 6 / 7
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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!
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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 (HP)
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Desperation Attack
Dragon Rise
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