Sailor Moon S/Sailor Neptune: Difference between revisions

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(Need to figure out how to put in Neptune's pictures but I just copied the code from Mars)
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== Movement ==
== Movement ==
N/A
{{SVG-Move
|image=
|caption=
|attack=Back Dash
|data=
{{SMS-Data
|guard=N/A
|startup=1
|active=N/A
|recovery-whiff=N/A
|recovery-hit=N/A
|hitstun=N/A
|advantage=N/A
|damage=N/A
|description=
Strike, projectile and throw invulnerable for 1~25 frames.
}}
}}
 
{{SVG-Move
|image=
|caption=
|attack=Crouch block "Bug"
|data=
{{SMS-Data
|guard=N/A
|startup=1
|active=N/A
|recovery-whiff=N/A
|recovery-hit=N/A
|hitstun=N/A
|advantage=N/A
|damage=N/A
|description=
 
Explain odd hurtbox
}}
}}


== Throws ==
== Throws ==

Revision as of 20:27, 29 October 2019

Colors

Player 1 NeptuneC1.png
Player 2 NeptuneC2.png


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


Movement

Back Dash
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 1~25 frames.


Crouch block "Bug"
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A N/A N/A

Explain odd hurtbox


Throws

Neck Throw
link
Range Damage Techable Advantage
40 20 Yes +16(2P+17)

Neptune got the short end of stick when it comes to grab. Punch throws usually have less range in exchange for them being untechable. Neptune's grab can be teched sadly. Still useful for oki setups in the corner, just remember you have to be closer than your opponent's grab range.


Air Throw
link
Range Damage Techable Advantage

Brings the opponent down to earth when you get it, but Neptune hardly ever presses HP in the air.


Normal Attacks

Standing Light Punch
link
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
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 12 18 36 -1 7 / 9 / 11 / 12

(none)


Standing Light Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 6 6 16 +5 3 / 4 / 5 / 5

(none)


Standing Light Kick (Close)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 5 6 15 +6 4 / 5 / 6 / 7

(none)


Standing Hard Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 13 14 15 41 0 9 / 12 / 14 / 15

(none)


Standing Hard Kick (Close)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link/link 9 12(0)8 8 36 +14~+18 8-10/10-13/12-15/14-17

(none)


Crouching Light Punch
link
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
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 14 10 32 +5 6 / 8 / 9 / 10

(none)


Crouching Light Kick
link
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
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 10 11 16 36 +2/D 8 / * / 12 / *

(none)


Jumping Light Punch (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +8~+14 3 / 4 / 5 / 5

(none)


Jumping Light Punch (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +8~+14 3 / 4 / 5 / 5

(none)


Jumping Hard Punch (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 8 23 +8~+14 5 / 7 / 8 / 9

(none)


Jumping Hard Punch (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 8 27 +8~+14 6 / 8 / 9 / 10

(none)


Jumping Light Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +8~+14 4 / 5 / 6 / 7

(none)


Jumping Light Kick (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +8~+14 4 / 5 / 6 / 7

(none)


Jumping Heavy Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 9* 9 25 +9~+14 10 / 13 / 15 / 17

(none)


Jumping Heavy Kick (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 7 5 24 +5~+14 9 / 12 / 14 / 15

(none)


Special Attacks

Splash Edge (LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 3 18 19 39 -4/D 12(10)/16(13)/18(15)/20(17)

(none)


Splash Edge (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5(0)22 29 92 -22/D 14+8/18+a/21+a/24+a

(none)


Deep Submerge (LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 Projectile 36 48 ~+1 8 / 10 / 12 / 14

Potentially the worst fireball in the game. It's slower recovery and awkward angle makes it lose most fireball wars. It's atrocious hurtbox makes Neptune's entire hand a head hurtbox, making it very easy for other characters to jump in at her. It should not be used mindlessly and has to be properly placed to be have any chance at being effective.


Deep Submerge (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 16 Projectile 51 67 -14~ 10 / 13 / 15 / 17

Can be used to do extra damage in combos or to use it's speed to snipe opponents at low health. A sad fact about HP Deep Submerge is that it does the same chip damage of 2 as LP Deep Submerge.


Desperation Attack

Dragon Rise
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 43 41 89 -43/D 48 / 62 / 72 / 72

1F~14F:Invincible, 15F~82F:Air, Chip: 12x2

Definitely one of the better desperations outside of the top tier ones. The input can be tricky to input due to the forward press at the beginning. If you miss it you will get a HP DP instead. Can be combo'd into from an air HK by buffering the input while in the air.


SMSJR Cart JP.png
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