Sailor Moon S/Sailor Venus

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Sailor Venus
link
link
Full name Minako Aino
Age 15
Height 5'2"
Blood type B
Hometown Shiba Koen, Minato ward, Tokyo, Japan
Likes Volley ball, singing, video games, proverbs, boys, Artemis, +31 on block, Simon Belmont
Dislikes Romantic mishaps, being corrected after misquoting proverbs
Special skills Leader of the Inner Senshi, fluent in English, fires balls of energy straight into the air & other Pop Idol things


Colors

Player 1
Player 2


Character Overview

A secret member of the Belmont clan, Venus excels in the mid and close range. Her standout feature is the Venus Chain Wink Sword, an upwards moving projectile with negligible recovery, done with a flash kick motion. She also has a fast DP and a few unique whip normals that give her extra range and a large disjointed hitbox in exchange for slow startup. On the other hand, her slow walk speed and bad traditional fireball make her one of the worst members of the cast at long range; you'll almost always have to approach your opponent. If you like unique moves, setups and looping okizeme, Venus just may be the character for you!


Strengths:

• Upwards moving projectile with massive frame advantage that lends itself to great pressure, setups, and potential combos

• Whip normals with very long, disjointed hitbox and no hurtbox

• Short crouch, and crouching buttons shrink her even more

• DP that hits on both sides gives her a good up close guard cancel

• Great short range super that can be used for chip setups, combos, and anti-air!

• One of the game's best throws

Weaknesses:

• Very slow walk speed

• Has trouble approaching and countering full screen zoning

Strategy

Upball is your strongest tool which can be used in three main ways: corner pressure/mixups, fireball wars, and zoning in neutral.

In the corner, you can jail people in the corner by doing an upball that'll whiff while the opponent is getting up and hit meaty when they're active. Then you can do your throw OS (6236HP). If you get the throw you can loop into another meaty upball. You can also use meaty upballs to go into other options like another upball, sweep, chain, or instant overhead.

In a fireball war, you can slowly advance forwards by walking up forwards after charging and then releasing the upball to gain space. You can also use it right after blocking to stop pushblock.

In neutral, you can use upball in combination with HP chain Castlevania pokes to maintain space and discourage jump ins. Upball can also be used to shorten recovery of a sweep on hit, letting you advance towards the corner for longer.

Movement

Speed Forward: 1.192/1F

Speed Backwards: 1.064/1F

Jump: 51F

Jump Speed: 2.000/1F

Jumping Distance: 82

Back Dash
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A N/A N/A

Strike, projectile, and throw invulnerable for 1~15 frames. Move Distance: 90

Although backdashes in this game are very strong, you'll only want to use Venus' if you feel you have no other alternative. This is because Venus has a bad full screen game. The only time you want to be full screen is if you're timing someone out. If you're already close to the corner, backdash doesn't put you in a much worse position necessarily, but your opponent could be baiting it...


Throws

Knee Machine Gun
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Range Damage Techable Advantage
40 20 No +41(2P+42)

+

A very standard untechable throw. Not a bad throw, but Venus' P throw is better in almost every way.


Hurricanrana
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Range Damage Techable Advantage
48 22 Yes? +18(2P+19) on tech

+

Venus' preferred throw. A throw with a very short tech window (only 6 frames!!). Throws opponents far. In the corner, puts them at a perfect distance for a setup, making it loopable. You can also go for the corner crossup if you happen to prefer, but most of the time, Venus' specialized setups will work better. Another great reason You can perform an option select between this and HP DP by inputting ,+, making it a very strong option in corner setups.


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 Hard Punch
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 17 13 17 46 -1 10 / 13 / 15 / 17

(none)


Standing Light Kick
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 13 +6 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 14 7 17 37 +5 10 / 13 / 15 / 17

(none)


Crouching 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)


Crouching Hard Punch
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 16 12 13 30 +4 10 / 13 / 15 / 17

(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 12 9 28 +8/D 7 / * / 11 / *

(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 +7~+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 +6~+14 3 / 4 / 5 / 5

(none)


Jumping Hard Punch (Vertical)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 8 24 ~+14 9 / 12 / 14 / 15

(none)


Jumping Hard Punch (Moving)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 8 27 +4~+14 10 / 13 / 15 / 17

(none)


Jumping Light Kick (Vertical)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +3~+14 4 / 5 / 6 / 7

(none)


Jumping Light Kick (Moving)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +3~+14 4 / 5 / 6 / 7

(none)


Jumping Heavy Kick (Vertical)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 6 25 +6~+14 7 / 9 / 11 / 12

(none)


Jumping Heavy Kick (Moving)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 6 24 +6~+14 8 / 10 / 12 / 14

(none)


Special Attacks

Venus Wink Chain Sword (LP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 20 Projectile 3 23 +34~ 10 / 13 / 15 / 17

(charge) , 30 frame charge time

Chip: 2

Commonly called upball, this is a staple of Venus play that can be used in many situations due to it's ludicrous amount of plus frames. Fantastic pressure tool that also has incredible combo potential. Just upball.


Venus Wink Chain Sword (HP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 24 Projectile 7 31 +30~ 12 / 16 / 18 /20

(charge) , 30 frame charge time

Chip: 3

HP upball has slightly less plus frames but has more range and does more damage. By mixing up between close and far range upball, you can dissuade jump ins while keeping up pressure through pokes. Just upball.


Venus Love-Me Chain (LP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 4X6 20 -15~+1 47 6 / 8 / 9 / 10

+

Chip: 1X6

A strong guard cancel or regular anti-air option with slight cross up protection.


Venus Love-Me Chain (HP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 5X6 29 -29~-9 65 8 / 10 / 12 / 14

+

Chip: 2X6

Higher damage guard cancel option that also has slight cross up protection. You can perform an option select between this and the HP throw by inputting ,+.


Crescent Beam (LP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 Projectile 36 47 +1~ 8 / 10 / 12 / 14

+

Chip: 2

A very normal fireball. Not used very often besides as an occasional punish option or combo tool.


Crescent Beam(HP)
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Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 Projectile 51 66 -14~ 10 / 13 / 15 / 17

+

Chip: 2

Mostly used for very specific long range punish options. Incredibly long recovery, so don't try to do this anywhere near your opponent.


Desperation Attack

Chain Explosive
4123632HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 14 6*6*8*21*3 30 88 +7/Knockdown 48 / 62 / 72 / 72 / 12x5

One of the stronger desperations in the game. Fairly easy to mash out and can be combo'd into with upball. Very strong on counterhit or for corner chip kill setups. Contrary to what many people thought for a long time, it cannot hit for 100% of health on counterhit.


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


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.

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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