Sailor Moon S/Sailor Chibi Moon

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Sailor Chibi Moon
link
link
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, horses, dads
Dislikes Mean boys, housework, thunder, needles
Special skills Being both high and low tier, baking cookies

Character Overview

Chibi Moon is a very unconventional character that relies on strong mixups, good mobility, and a very good desperation.

Pros Cons
Very strong mix up game: Between her sweep, instant overheads, and a great untechable throw, Chibi can put the opponent in the blender make them guess multiple times before they die

Backdash cancel: Chibi is the only character in the game that can chain an infinite amount backdashes, making her fully invincible during this set up if not countered properly

Luna P: Her desperation is bar none the best in the game, making some of the slower character's life hell against it and completely turning the tides of the match around with proper usage

Unique mobility options: Her double jump and Swinging Marshmallow attack give her options in the that no one else in the cast has

Poor range: Basically all of her attacks suffer from very tiny limbs, causing her to be outrange by the entire cast at close combat

Poor Guard Cancel options: If she's forced to block, most of the time she can't retaliate, with backdash away being her only viable option

Poor damage: All of her moves do little damage, to the point that just throwing the opponent is more convenient than trying to combo strings

Movement

Speed Forward: 2.000/1F

Speed Backwards: 1.128/1F

Jump: 48F

Jump Speed: 2.000/1F

Jumping Distance: 72

Back Dash
44
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A 27 N/A N/A

Strike, projectile and throw invulnerable for 1~26 frames. Move Distance: 78

Vulnerable on the 27th frame. You can cancel back dash into another back dash on the 26th frame to maintain invincibility. Buffer the input by holding the second back input to make it more consistent.


Double Jump
7 or 8 or 9
or or
after a Single Jump
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A 63~69 N/A N/A

You can hold the direction you would like to double jump, no need to tap it.


Throws

Riding Knock Clapper
6HP
+
Range Damage Techable Advantage
40 (Left: 39) 20 No +13 (2P: +14)

Most consistent damage option.


Normal Attacks

Standing Light Punch
5LP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 2 2 11 14 3 2 / 3 / 3 / 3 / *

Fastest normal, limited use


Standing Heavy Punch
5HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 12 15 47 2 5 / 7 / 8 / 9 / *

Shifts her head hitbox forward (yikes), can confirm into Light PSHA Fireball


Standing Heavy Punch (Close)
5HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 5 23 32 1 7 / 9 / 11 / 12 / *

Best Heavy attack other than jumping heavies and slide; comes out fast and does actual damage


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

Links well into other lights and Crouching Heavy Kick. It moves both Chibi's face and body hurt boxes forwards. Ok button, 2LK is better.


Standing Heavy Kick
5HK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 13 12 15 39 2 8 / 10 / 12 / 14 / *

Links into both strengths of PSHA Fireball, when cornered you can also back dash cancel the animation and true combo into Light Swinging Marshmallow. Hard to use normal, but very active. Use this spaced properly to win trades with Jupiter jLK.


Crouching Light Punch
2LP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 6 2 / 3 / 3 / 3 / *

Can link into other lights as well as both Crouching Heavies. Doesn't function as a low, can face hit some crouching characters. No one uses this button on purpose.


Crouching Heavy Punch
2HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 10 11 11 31 7 5 / 7 / 8 / 9 / *

Can confirm into PSHA. Nothing to write home about, but unlike Crouching Light Punch, it at least hits low.


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

Links into other lights as well as both Crouching Heavies. Hits Low!! This is Chibi’s main footsies button. Same sprite as slide can fake people out. Jump cancel the recovery frames to set up overheads with butt dive.


Crouching Heavy Kick
2HK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 33 19 59 -24~+7/D 9 / * / 14 / * / *

Knockdown on hit. Hits low, travels a little over half the screen, and any negative frames can be mitigated with a good backdash. One of Chibi’s most useful tools not only as a combo ender but also as a low poke. Box data is similar to Crouching Light Kick, slightly smaller hitbox. Characters with longer grabs _can_ grab you out of this. This move can cross under certain characters after the sweep hits if you choose to not backdash. It can also cross under some character’s backdash animations.


Jumping Light Punch (Vertical)
j.LP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +6~+14 2 / 3 / 3 / 3 / *

A better Air-to-air option than Jumping Kicks. Like all Jumping Lights, is active until you hit the ground. Doesn’t do much damage but because of plus frames is your go to tick throw button.


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

A better Air-to-air option than Jumping Kicks. Like all Jumping Lights, is active until you hit the ground. Doesn’t do much damage but because of plus frames is your go to tick throw button.


Jumping Heavy Punch (Vertical)
j.HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 6 19 +6~+14 5 / 7 / 8 / 9 / *

Slightly larger hitbox (6 pixels wider, 3 taller) and deals twice as much damage. Go to Air-To-Air trade button.


Jumping Heavy Punch (Moving)
j.HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 6 21 +5~+14 6 / 8 / 9 / 10 / *

Slightly larger hitbox (6 pixels wider, 3 taller) and deals twice as much damage. Go to Air-To-Air trade button.


Jumping Light Kick (Vertical)
j.LK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All -2~+14 4 / 5 / 6 / 7 / *

Neutral jump version has worse plus frames, Forward/Backward Jump minimum +1 on hit, all versions of jLK can be +14 on hit if done right before you hit the ground. Chibi can instant overhead with this kick, but you’re only mid-air after your hit so you’re kind of a sitting duck. Good cross up button due to hitbox shape/size.


Jumping Light Kick (Moving)
j.LK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +1~+14 4 / 5 / 6 / 7 / *

Neutral jump version has worse plus frames, Forward/Backward Jump minimum +1 on hit, all versions of jLK can be +14 on hit if done right before you hit the ground. Chibi can instant overhead with this kick, but you’re only mid-air after your hit so you’re kind of a sitting duck. Good cross up button due to hitbox shape/size.


Jumping Heavy Kick (Vertical)
j.HK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 9 7 19 -2~+14 8 / 10 / 12 / 14 / *

Identical to Jumping Light kick in every way except does twice as much damage. Chibi’s highest damaging air normal due to head hits. Can also be used as an instant overhead but you’re vulnerable after.


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

Identical to Jumping Light kick in every way except does twice as much damage. Chibi’s highest damaging air normal due to head hits. Can also be used as an instant overhead but you’re vulnerable after.


Special Attacks

Swinging Marshmallow (LK)
j.2LK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 Landing 35 54 -19~-10/D 8 / 10 / 12 / 14 / 2

Knockdown on hit. Big mobility and punish move. Medium risk, high reward as Chibi is a sitting duck if it’s blocked. However, it hits overhead and knocks down. Since it's an air special, you can cancel backdash into it at any time. This is the version you want to use when close to your opponent due to its speed and start up.


Swinging Marshmallow (HK)
j.2HK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 Landing 52 52 -28~-19/D 10 / 13 / 15 / 17 / 2

Knockdown on hit. This version is much faster with almost twice as much recovery on whiff. Because of its speed and start up, this version will whiff if it’s used too close.


Pink Sugar Heart Attack (LP)
[4]6LP
(charge) +
49 frame charge time
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 18 Projectile 36 54 +1~ 10 / 13 / 15 / 17 / 2

Relatively long hitbox for a slim projectile. Don’t expect to use it for fireball wars. This is, however, Chibi’s only GC option other than Backdash. Very useful in Backdash Meta to gain or help keep a life lead.


Pink Sugar Heart Attack (HP)
[4]6HP
(charge) +
49 frame charge time
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 23 Projectile 51 74 -14~ 12 / 16 / 18 / 20 / 3

Faster fireball, longer recovery, disjointed. Bad fireball.


Desperation Attack

Luna P Attack
j.63214HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 28 99 70 145 -13~+15 6xN / 8xN / 9xN / 10xN / 1xN

27F Guaranteed action. Deals 6 damage every time it connects, 1 chip damage. Luna P bounces in a figure 8 pattern relative to where Chibi was on the screen when she threw it. Throwing Luna P at different heights is a valuable part of throwing your opponent’s chase game off and keeping them locked down. Get used to doing different jump heights, using backdash Luna P, etc.

A popular chibi strategy is just lame it out and Luna P for game. If Luna P is active, it can also eat projectiles and keep going, which comes in handy.

As it is an air move, you can also do it out of backdash, which is almost necessary to learn if you want to keep the pressure on and discourage your opponent from doing anything.


Fair warning; it can be blocked both standing and crouching and if someone has a good GC special, they will try to use it to close the game out. Also if they have a high life lead, you can expect your opponent to just block and run the clock.

Things that can beat Luna P: Uranus purposely taking air hits for reversal forward dash to close the gap, Mercury GC HP Bubble, Jupiter Coconut (Jupiter takes an air hit of Luna P), Mars Birds (LP Bird at obvious ranges; GC HP Bird beats Chibis who are going for constant backdash Luna Ps), Moon GC Forward hop into whatever, Chibi infinite backdash, anything with Invincibility _can_ help thread the needle thru it but good luck.


Strategy

• Annoy your opponent with Low-High-Throw mixups, crossups, and tick-throws.

• Bait bad decisions and punish accordingly, Double jump butt is good for this.

• Use Backdash to cancel slide. Use Infinite Backdash when it’s useful.

• Use lights and jumping lights to Frame trap tick throws. Chibi’s just plus and fast enough she can beat projectiles with it.

• Try not to be predictable. There’s a lot to use -- use it. All of it. If you become predictable, you will lose.

• Time out is as much a win condition as KO. Just tell your opponent you wanted to play with them longer.

• Use Chibi's mobility to it's fullest. Jumping once over fireballs keeps you from cornering yourself while also running down the clock.

• Cleverly use Luna P when able.

• In some match ups, dont be afraid to take damage on purpose just to get to Luna P faster. 40 seconds of Luna P chip adds up.

Match-ups

Vs. Sailor Moon

-Can Neutral Crouch or Forward Crouch under Moon Tiara; Back Crouch causes guard state and you take chip

-Crouch under all Hearts

-Keep in mind when Moon may be charging Scream as she’s vulnerable after

-Moon’s grabs are good, you may eat one if you slide too much

-Respect Desperation; you can infinite backdash thru it if you’re cornered.

-Playing very defensively can make this MU very hard for Moon


Vs. Sailor Mercury

-Fast girl, you can’t exactly run away -- Play good footsies

-Remember that she can only have one projectile on screen at the time.

-If she's trying to lock you down with tornados, backdash it so it's still on screen and try to use crouching light kick or crouching heavy kick to get out.

-Backdashing and blocking for a hit or two can be beneficial--either to push her far enough away that you can slide out or to make her approach for a grab as a missed grab turns into heavy punch which is easier to backdash butt punish than standing light kick

-Respect her invul options--Tornado, spinning bird kick. and desperation. Learn when you can punish them.

-Don't be in the air if Mercury has access to desperation, it really hurts to be hit by it.

-Mercury can attempt to punish Luna P wither guard canceled heavy shabon spray or with by catching a poorly spaced double jump with her tornado or desperation.

-If she throws you, pay attention to how you land as she may try to cross you up and you may need to backdash the other direction.


Vs. Sailor Mars

-Mars backdash when cornered is one of her best ways to deal with Chibi corner mixups; react and catch her with slide.

-Snakes are pretty scary; if they’re just throwing Snakes in a rhythm, you can GC the heavy version of PSHA to trade with the next Snake; it may not be ideal, but you lower their health while getting close to Luna P.

-You can also choose to single jump over snakes on reaction to run the clock and keep yourself from being cornered. This makes the MU very annoying for the Mars player, which is a big Win for Chibi.

-Luna P is pretty good in this MU so long as you never throw it from the same place twice and you’re not readable; beware of being air thrown out of it or hit with birds or desperation snake.

-If she throws you with her HK throw, pay attention to how you land as she may try to cross you up and you may need to backdash the other direction.


Vs. Sailor Venus

-If she's charging up ball, she's open to butt slams

-Venus at full screen has to work hard to deal with Luna P, if you throw one and she starts to thread the needle and approaching -- do something smart instead of trying for another one.

-You can crouch or slide under Crescent Beam

-You can also PSHA under Crescent Beam and trade as the two don't collide.


Vs. Sailor Jupiter

-Jupiter is great at keeping people out of the air, but she’s pretty open to lows

-Stay on the ground; Slide and 2LK tick throws go a long way here

-Respect command grab and lariat, stay on the ground.

-You can crouch or slide under Thunder Dragon

-Don’t forget to stay on the ground.

-There's no reason to take any chip from Coconuts, just backdash thru them!


Vs. Sailor Chibi Moon

-Chibi's Tick Throw is really good

-Baiting butts and and punishing is also really good

-Slide crosses under Chibi Backdash which can change infinite backdash or just catch people

-Backdash against Luna P if you have the life lead


Vs. Sailor Uranus

-Luna P is pretty useless here due to air hit reversal forward dash

-Infinite backdash can bait aggressive Uranus players to eating EZ butts/throws

-If Player 1 you have access to backdash throw and throw priority. Throw Priority can lead to some nutty things like grabbing Uranus out of Forward dash or attempting to throw loop her. Throw loops are not guaranteed and the concept of how to fight Uranus as Chibi is still evolving. It's an uphill battle.


Vs. Sailor Neptune

-DP and jLK are pretty scary to deal with; you can whiff punish DP but it takes practice

-Fireball is a joke due to her head hitbox covering her arm. If you can bait them into a fireball war, you can butt slam their arm (head) for free.

-When cornered, block low and then change to standing if it’s the overhead; or backdash forever

-Better yet, just don't get cornered.

-Respect her desperation move, it will absolutely blow you up


Vs. Sailor Pluto

-She doesn’t have any good guard cancels either; stick to her.

-Be careful about how you approach as she has very good pokes and anti-airs; you're most likely going to slide or butt once and start going from there.

-Once you’re in, just put her thru the mix, try to avoid crossing her up unless you're going to try to keep her in the corner with throw or slide.

-Be cautious once she has desperation as it can blow you up quick

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.

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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