Sailor Moon S

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Bishoujo Senshi Sailor Moon S: Jougai Rantou!? Shuyaku Soudatsusen
Developer(s) Arc System Works
Publisher(s) Angel (Bandai)
Producer(s) George Yuno
Designer(s) Yasuhiro Sato
Release Date JP: December 16, 1994

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.

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

Numpad Notation
Control Config Screen (English)

[8] - Jump

[4] - Retreat (guard during enemy attack)

[44] - Backdash (can be guard-cancelled into)

[2] - Crouch

[1] - Guard low (during enemy attack)

[6] - Advance

The buttons below can be changed to the user's preference after character select before each match.

Y button - - Light Punch

X button - - Heavy Punch

B button - - Light Kick

A button - - Heavy Kick

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.

Gameplay

  • Four 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 do have their uses; a lot of punches have smaller hurt boxes compared to their kick counterparts. Punch buttons are definitely a case by case basis, advise downloading lua script or checking out character's pages for examples of hurt boxes.
  • Jumping lights are active from button press until you hit the ground or it touches your opponent
  • Like other fighters, game has Highs and Lows. 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
  • There are Universal differences between light and heavy specials; Light versions are slower or go less distance and recover faster -- where 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 hurt boxes; Head hurtboxes take more damage than body hurtboxes.
  • Counter hit damage also exists and the damage can potentially stack with the bonus head damage. It's not uncommon to see desperation moves hit head and take a majority of a health bar.
  • Backdashes exist and are fully invincible until the last frame. Backdashes also make characters airborne which allow characters to use their air specials out of backdash. So you can 44214+P for Moon's Heart out of backdash.
  • 15 Frame special input buffer allows you to buffer special moves. This also means you can do inputs like 4214+P as moon and get a backdash canceled immediately into heart.
  • 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 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 buttons twice. Advise reading below Side advantage link for more


Side Advantage

Playable Characters

Character move lists

Sailor Moon

Sailor Mercury

Sailor Mars

Sailor Jupiter

Sailor Venus

Sailor Pluto

Sailor Neptune

Sailor Uranus

Sailor Chibi Moon

Tier List

Koushun's 2018

S
A
B
C

Matchup List

NeoRussell's 2018

S
A
B
C

St. Louis, MO 2019

S
A
B
C
D

Game Footage

For tournament archives, check out this page.

Koushun

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
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