Sailor Moon S/Sailor Chibi Moon

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Sailor Chibi Moon
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Full name Chibi-Usa / Rini Tsukino
Age 900 (appearance between 5 and 9)
Height 105cm
Blood type O-
Hometown Crystal Tokyo
Likes art, wasting your time
Dislikes mean boys, housework, thunder, needles
Special skills Being both High and Low tier


Colors

Player 1 ChibiC1.png
Player 2 ChibiC2.png


Character Overview

N/A

Strengths: • N/A

Weaknesses: • N/A

Strategy

Small buttons with low damage--But very good mix ups and vortex play. Go for high low mix ups and annoy your opponent as much as possible--if possible. Use your backdash to stay alive and punish your opponent for bad options. Even if you can't do the infinite backdash, learn to do at least 3 or 4 reps of it in succession as that could be the difference between life and death.

To succeed with Chibi, you will need to respect your opponent's options and do well in neutral. Keep a good eye on when Desperation Moves are available--one good desperation can spell disaster for you.

Chibi's Desperation is available once her Life Bar dips below her name, works for either side.

With Desperation, it changes a little. Some characters have trouble dealing with Luna P and if you have enough time on the clock, feel free to chip as much of their health away as possible. There are a lot of different angles that you can throw Luna P, though she'll always follow a figure 8 pattern across the screen. Learn to backdash Luna P to throw as many as possible in a short amount of time; just keep in mind what character your facing. Characters with faster fireballs can snipe you out of this if you do it too carelessly. Try to mix it up with Pink Sugar Heart Attacks when full screen.

Movement

Speed Forward:2.000/1F Speed Backwards:1.128/1F Jump: 48F Jump Speed: 2.000/1F Jumping Distance: 72

Back Dash
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Can cancel back dash into another back dash on the 26th frame to maintain invincibility. Can buffer the input by holding the second back input to make it more consistent.

Double Jump
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U.png or UB.png or UF.png after a Single Jump. You can hold the direction you would like to double jump, no need to tap it.

Throws

Riding Knock Clapper
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Range Damage Techable Advantage
40 (left:39) 20 no +13 (2P+14)

(none)

Normal Attacks

Standing Light Punch
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 2 2 11 14 3 2 / 3 / 3 / 3

Recovery 7?F:be able to Crouch/Crouching Guard/Jump

Standing Hard Punch
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 12 12 15 47 2 5 / 7 / 8 / 9

(none)

Standing Hard Punch (Close)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 5 5 23 32 1 7 / 9 / 11 / 12

(none)

Standing Light Kick
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 4 5 5 13 6 2 / 3 / 3 / 3

Recovery 2F:be able to Crouch/Crouching Guard/Jump

Standing Hard Kick
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 13 12 15 39 2 8 / 10 / 12 / 14

(none)

Crouching Light Punch
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 4 5 6 14 6 2 / 3 / 3 / 3

Recovery 2F:be able to Stand/Standing Guard/Jump

Crouching Hard Punch
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 10 11 11 31 7 5 / 7 / 8 / 9

(none)

Crouching Light Kick
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 4 5 6 14 6 2 / * / 3 / *

Recovery 2F:be able to Stand/Standing Guard/Jump

Crouching Hard Kick (Slide)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 8 33 19 59 -2~+5/D 9 / * / 14 / *

Knockdown on hit

Jumping Light Punch (Vertical)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 4 all all all +6~+14 2 / 3 / 3 / 3

(none)

Jumping Light Punch (Moving)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
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
link 5 11 6 19 +6~+14 5 / 7 / 8 / 9

(none)

Jumping Hard Punch (Moving)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 5 11 6 21 +5~+14 6 / 8 / 9 / 10

(none)

Jumping Light Kick (Vertical)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 4 all all all -2~+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
link 4 all all all +1~+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
link 4 9 7 19 -2~+14 8 / 10 / 12 / 14

(none)

Jumping Heavy Kick (Moving)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 4 9 7 24 +1~+14 9 / 12 / 14 / 15

(none)

Special Attacks

Swinging Marshmallow (LK)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 9 Landing 35 54 -19~-10/D 8/10/12/14

D.png + LK.png

Chip:2 Knockdown on hit

Swinging Marshmallow (HK)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 11 Landing 52 52 -28~-19/D 10/13/15/17

D.png + HK.png

Chip:2 Knockdown on hit

Pink Sugar Heart Attack (LP)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 18 Projectile 36 54 +1~ 10/13/15/17

B.png (charge) F.png + LP.png

Chip: 2

Pink Sugar Heart Attack (HP)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 23 Projectile 51 74 -14~ 12/16/18/20

B.png (charge) F.png + HP.png

Chip: 3

Desperation Attack

Luna P Attack
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 28 99 70 145 -13~+15 6/8/9/10

HCB.png + HP.png

27F Guaranteed action, Chip:1

SMSJR Cart JP.png
Sailor Moon S
Sailor Chibi Moon Sailor Jupiter Sailor Mars
Sailor Mercury Sailor Moon Sailor Neptune
Sailor Pluto Sailor Uranus Sailor Venus
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