Sailor Moon S/Sailor Neptune: Difference between revisions
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|needs=having an expanded strategy section and match-up information | |||
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{{SMS_Profile | |||
{{ | |title=Sailor Neptune | ||
| | |image=[[Image:Neptuneportrait.png|200px|link]] | ||
| | |realname=Michiru Kaioh | ||
|age=16-17 | |||
|height=5'5" | |||
|bloodtype=O | |||
|birthplace=Tokyo | |||
|likes= Haruka Tenou, playing the violin while bouncing a lemon on it, Beef Salami | |||
|dislikes= Projectiles, being called a shoto, faster swimmers | |||
|skills=Backing other Senshi into the corner and ending them within 10 seconds | |||
}} | }} | ||
== Character Overview == | == Character Overview == | ||
Neptune is often miscategorized as the shoto of the game due to her having a fireball and a DP. After playing enough Sailor Moon however, you come to realize you can not play a shoto playstyle with her due to the game’s guard cancel mechanics and Neptune’s questionable fireball, undoubtedly her biggest weakness in a game where everyone has at least a decent fireball. Instead, Neptune thrives off of cornering opponents and mixing them up, as well as having a frame 3 invincible dragon punch with a hitbox the size of old Ken’s entire body. It can get any character off of you if they are too close. Good normals, a standing overhead, and the 3rd fastest walk speed in the game round off the character. Solid fighting game fundamentals will get you far with Neptune at first, and a good understanding of matchups will allow you continue even further. If you like outplaying your opponent and not spamming fireballs, then start practicing your dragon punch inputs. | |||
{| class="wikitable" | |||
|- | |||
! style="background-color: green; color: white; width: 650px" | Pros | |||
! style="background-color: red; color: white; width: 650px" | Cons | |||
|- | |||
| style="vertical-align: top;" |• '''Ridiculous DP:''' Her Splash Edge move is by far the best reversal in the game, being frame 3/4 and invincible from the first, and it's an option the opponent always has to respect | |||
• '''Amazing mix ups and pressure:''' With her long-ranged normals, standing overhead and great tick throw set ups, Neptune can make it really hard to escape her pressure and corner once she gets her game going | |||
• '''Great damage:''' Neptune possesses some very damaging combos that can melt the opponent's lifebar away | |||
• | | style="vertical-align: top;" |• '''Bad fireball:''' Not only Deep Submerge has a lot of recovery and an awkward angle, but it also elongates her head hurtbox a lot, making her extremely susceptible at being headshot | ||
• '''Troubles approaching:''' Despite her good walk speed, Neptune can have a very hard time against zoners, being herself a failed zoner | |||
|} | |||
== | == Movement == | ||
'''Speed Forward''': 2.064/1F | |||
'''Speed Backwards''': 1.192/1F | |||
'''Jump''': 50F | |||
'''Jump Speed''': 2.063/1F | |||
'''Jumping Distance''': 99 | |||
'''Defend Bonus''': Reduce the enemy's first attack or chip damage by 33%~42% (excludes throws) | |||
== | {{SVG-Move | ||
N/A | |image=NeptuneBackdash.png | ||
|caption=44 <br> [[Image:B.png]][[Image:B.png]] | |||
|attack=Back Dash | |||
|data= | |||
{{SMS-Data | |||
|guard=N/A | |||
|startup=1 | |||
|active=N/A | |||
|recovery-whiff=N/A | |||
|motion=26 | |||
|hitstun=N/A | |||
|advantage=N/A | |||
|damage=N/A | |||
|description= | |||
Strike, projectile, and throw invulnerable for 1~25 frames. | |||
}} | |||
}} | |||
{{SVG-Move | |||
|image=neptunecrouch.png | |||
|caption=1 <br> [[Image:DB.png]] | |||
|attack=Crouch Block "Bug" | |||
|data= | |||
{{SMS-Data | |||
|guard=N/A | |||
|startup=1 | |||
|active=N/A | |||
|recovery-whiff=N/A | |||
|motion=N/A | |||
|hitstun=N/A | |||
|advantage=N/A | |||
|damage=N/A | |||
|description= | |||
Neptune's crouch block is "bugged" in the sense that that hurtbox doesn't match up to the sprite. This is because Neptune moves her sprite forward during crouch block. Her hurtbox is close to where her standing blocking hurtbox would be. This is still a useful as the visual confusion will mess up many player's spacing of sweeps or projectiles like Jupiter Coconut or Venus Up-ball, allowing for you to whiff punish with your own sweep or a DP. | |||
}} | |||
}} | |||
== Throws == | == Throws == | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=12. 6HP.png | ||
|caption= | |caption=6HP <br> [[Image:F.png]] + [[Image:HP.png]] | ||
|attack=Neck Throw | |||
|data= | |data= | ||
{{SMS-Throw | {{SMS-Throw | ||
|range= | |range=40 (Left: 39) | ||
|damage= | |damage=20 | ||
|techable= | |techable=Yes | ||
|advantage= | |advantage=+16 (2P: +17) | ||
|description= | |description= | ||
Neptune really got the short end of stick when it comes to grab. Her throw only does 20 damage when other throws can do more. It is also a punch throw so it has less range than a kick throw. Punch throws usually have less range in exchange for them being untechable. Neptune's grab can be teched sadly. Depending on port you can get a follow up if they tech in the corner however. Sweep, DP, or even Desperation all work. Still useful for oki setups in the corner, just remember you have to be closer than your opponent's grab range most of the time. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=13. j.6HP.png | ||
|caption= | |caption=6HP <br> [[Image:F.png]] + [[Image:HP.png]] <br> when opponent is in the air | ||
|attack=Air Throw | |||
|data= | |data= | ||
{{SMS-Throw | {{SMS-Throw | ||
|range= | |range=40 (Left: 39)? | ||
|damage= | |damage=20 | ||
|techable= | |techable=Yes | ||
|advantage= | |advantage=+16 (2P: +17)? | ||
|description= | |description= | ||
Brings the opponent down to earth when you get it, but Neptune hardly ever presses HP in the air. | |||
}} | }} | ||
}} | }} | ||
Line 60: | Line 119: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSLP.png | ||
|caption= | |caption=5LP <br> [[Image:LP.png]] | ||
|attack=Standing Light Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup= | |startup=4 | ||
|active= | |active=5 | ||
|recovery-whiff= | |recovery-whiff=6 | ||
| | |motion=14 | ||
|advantage=+6 | |||
|advantage= | |damage=2 / 3 / 3 / 3 / * | ||
|damage= | |||
|description= | |description= | ||
Neptune's fastest normal. Can be used to get extra damage when crouching LK won't combo due to the extra frame of start up it has because of crouch. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSHP.png | ||
|caption= | |caption=5HP <br> [[Image:HP.png]] | ||
|attack=Standing Heavy Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup= | |startup=7 | ||
|active= | |active=12 | ||
|recovery-whiff= | |recovery-whiff=18 | ||
| | |motion=36 | ||
|advantage=-1 | |||
|advantage= | |damage=7 / 9 / 11 / 12 / * | ||
|damage= | |||
|description= | |description= | ||
Good combo extender than can combo into HP DP very easily for big damage. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSLK.png | ||
|caption= | |caption=5LK <br> [[Image:LK.png]] | ||
|attack=Standing Light Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup= | |startup=5 | ||
|active | |active=6 | ||
|recovery-whiff= | |recovery-whiff=6 | ||
| | |motion=16 | ||
|advantage=+5 | |||
|advantage= | |damage=3 / 4 / 5 / 5 / * | ||
|damage= | |||
|description= | |description= | ||
Farthest reaching light normal. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSLKC.png | ||
|caption= | |caption=5LK <br> [[Image:LK.png]] | ||
|attack=Standing Light Kick (Close) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup= | |startup=5 | ||
|active | |active=5 | ||
|recovery-whiff= | |recovery-whiff=6 | ||
| | |motion=15 | ||
|advantage=+6 | |||
|advantage= | |damage=4 / 5 / 6 / 7 / * | ||
|damage= | |||
|description= | |description= | ||
Does 1 more damage but can whiff on some characters if not close enough to their hurtbox. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSHK.png | ||
|caption= | |caption=5HK <br> [[Image:HK.png]] | ||
|attack=Standing Heavy Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup= | |startup=13 | ||
|active= | |active=14 | ||
|recovery-whiff= | |recovery-whiff=15 | ||
| | |motion=41 | ||
|advantage=0 | |||
|advantage= | |damage=9 / 12 / 14 / 15 / * | ||
|damage= | |||
|description= | |description= | ||
A poke that can combo into fireball and can also anti-air. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSHKC.png | ||
|caption= | |caption=5HK <br> [[Image:HK.png]] | ||
|attack=Standing Heavy Kick (Close) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]]/[[Image:High.png|link]] | ||
|startup= | |startup=9 | ||
|active= | |active=12(0)8 | ||
|recovery-whiff= | |recovery-whiff=8 | ||
| | |motion=36 | ||
|advantage=+14~+18 | |||
|advantage= | |damage=8+10 / 10+13 / 12+15 / 14+17 / * | ||
|damage= | |||
|description= | |description= | ||
The second hit of the move is an overhead. Makes it very good as a corner mix up tool. Can cancel into DP or Fireball. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneCLP.png | ||
|caption= | |caption=2LP <br> [[Image:D.png]] + [[Image:LP.png]] | ||
|attack=Crouching Light Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup= | |startup=4 | ||
|active= | |active=5 | ||
|recovery-whiff= | |recovery-whiff=6 | ||
| | |motion=14 | ||
|advantage=+6 | |||
|advantage= | |damage=2 / 3 / 3 / 3 / * | ||
|damage= | |||
|description= | |description= | ||
Comes out if you miss DP, mostly useless. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneCHP.png | ||
|caption= | |caption=2HP <br> [[Image:D.png]] + [[Image:HP.png]] | ||
|attack=Crouching Heavy Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup= | |startup=9 | ||
|active= | |active=14 | ||
|recovery-whiff= | |recovery-whiff=10 | ||
| | |motion=32 | ||
|advantage=+5 | |||
|advantage= | |damage=6 / 8 / 9 / 10 / * | ||
|damage= | |||
|description= | |description= | ||
Usually seen if you miss a standing HP into DP combo. It does less damage and has a smaller hitbox so it is not preferred. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneCLK.png | ||
|caption= | |caption=2LK <br> [[Image:D.png]] + [[Image:LK.png]] | ||
|attack=Crouching Light Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Low.png|link]] | |guard=[[Image:Low.png|link]] | ||
|startup= | |startup=4 | ||
|active= | |active=5 | ||
|recovery-whiff= | |recovery-whiff=6 | ||
| | |motion=14 | ||
|advantage=+6 | |||
|advantage= | |damage=3 / * / 5 / * / * | ||
|damage= | |||
|description= | |description= | ||
Good poke due to the large disjoint. Good combo tool as well. Just a good button. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneCHK.png | ||
|caption= | |caption=2HK <br> [[Image:D.png]] + [[Image:HK.png]] | ||
|attack=Crouching Heavy Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Low.png|link]] | |guard=[[Image:Low.png|link]] | ||
|startup= | |startup=10 | ||
|active= | |active=11 | ||
|recovery-whiff= | |recovery-whiff=16 | ||
| | |motion=36 | ||
|advantage=+2/D | |||
|advantage= | |damage=8 / * / 12 / * / * | ||
|damage= | |||
|description= | |description= | ||
Second farthest sweep in the game and a core poking tool for Neptune due it's range. Can also low profile some projectiles such as Jupiter Thunder Dragon. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJLP.png | ||
|caption= | |caption=j.LP <br> [[Image:Air.png]][[Image:LP.png]] | ||
|attack=Jumping Light Punch (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:High.png|link]] | |guard=[[Image:High.png|link]] | ||
|startup= | |startup=4 | ||
|active= | |active=All | ||
|recovery-whiff= | |recovery-whiff=All | ||
| | |motion=All | ||
|advantage=+8~+14 | |||
|advantage= | |damage=3 / 4 / 5 / 5 / * | ||
|damage= | |||
|description= | |description= | ||
Ambiguous cross up tool. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJLP.png | ||
|caption= | |caption=j.LP <br> [[Image:Air.png]][[Image:LP.png]] | ||
|attack=Jumping Light Punch (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:High.png|link]] | |guard=[[Image:High.png|link]] | ||
|startup= | |startup=4 | ||
|active= | |active=All | ||
|recovery-whiff= | |recovery-whiff=All | ||
| | |motion=All | ||
|advantage=+8~+14 | |||
|advantage= | |damage=3 / 4 / 5 / 5 / * | ||
|damage= | |||
|description= | |description= | ||
Ambiguous cross up tool that moves! | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJHP.png | ||
|caption= | |caption=j.HP <br> [[Image:Air.png]][[Image:HP.png]] | ||
|attack=Jumping Heavy Punch (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:High.png|link]] | |guard=[[Image:High.png|link]] | ||
|startup= | |startup=5 | ||
|active= | |active=11 | ||
|recovery-whiff= | |recovery-whiff=8 | ||
| | |motion=23 | ||
|advantage=+8~+14 | |||
|advantage= | |damage=5 / 7 / 8 / 9 / * | ||
|damage= | |||
|description= | |description= | ||
If you miss an air grab you will see this move, but why are you going for air grab? | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJHP.png | ||
|caption= | |caption=j.HP <br> [[Image:Air.png]][[Image:HP.png]] | ||
|attack=Jumping Heavy Punch (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:High.png|link]] | |guard=[[Image:High.png|link]] | ||
|startup= | |startup=5 | ||
|active= | |active=11 | ||
|recovery-whiff= | |recovery-whiff=8 | ||
| | |motion=27 | ||
|advantage=+8~+14 | |||
|advantage= | |damage=6 / 8 / 9 / 10 / * | ||
|damage= | |||
|description= | |description= | ||
If you miss an air grab you will see this move, but why are you going for air grab? | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJLK.png | ||
|caption= | |caption=j.LK <br> [[Image:Air.png]][[Image:LK.png]] | ||
|attack=Jumping Light Kick (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:High.png|link]] | |guard=[[Image:High.png|link]] | ||
|startup= | |startup=4 | ||
|active= | |active=All | ||
|recovery-whiff= | |recovery-whiff=All | ||
| | |motion=All | ||
|advantage=+8~+14 | |||
|advantage= | |damage=4 / 5 / 6 / 7 / * | ||
|damage= | |||
|description= | |description= | ||
Very good air to air, only losing to Pluto jumping LP and spaced Venus HP. The large disjoint will also beat some anti-airs. If timed and spaced this can combo into light attacks or DP. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJLK.png | ||
|caption= | |caption=j.LK <br> [[Image:Air.png]][[Image:LK.png]] | ||
|attack=Jumping Light Kick (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:High.png|link]] | |guard=[[Image:High.png|link]] | ||
|startup= | |startup=4 | ||
|active= | |active=All | ||
|recovery-whiff= | |recovery-whiff=All | ||
| | |motion=All | ||
|advantage=+8~+14 | |||
|advantage= | |damage=4 / 5 / 6 / 7 / * | ||
|damage= | |||
|description= | |description= | ||
Very good air to air, only losing to Pluto jumping LP and spaced Venus HP. The large disjoint will also beat some anti-airs. If timed and spaced this can combo into light attacks or DP. And it moves! | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJHK.png | ||
|caption= | |caption=j.HK <br> [[Image:Air.png]][[Image:HK.png]] | ||
|attack=Jumping Heavy Kick (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:High.png|link]] | |guard=[[Image:High.png|link]] | ||
|startup= | |startup=5 | ||
|active= | |active=9* | ||
|recovery-whiff= | |recovery-whiff=9 | ||
| | |motion=25 | ||
|advantage=+9~+14 | |||
|advantage= | |damage=10 / 13 / 15 / 17 / * | ||
|damage= | |||
|description= | |description= | ||
At best this move can be used as a bait to then punish with DP. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneJHKM.png | ||
|caption= | |caption=j.HK <br> [[Image:Air.png]][[Image:HK.png]] | ||
|attack=Jumping Heavy Kick (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:High.png|link]] | |guard=[[Image:High.png|link]] | ||
|startup= | |startup=8 | ||
|active= | |active=7 | ||
|recovery-whiff= | |recovery-whiff=5 | ||
| | |motion=24 | ||
|advantage=+5~+14 | |||
|advantage= | |damage=9 / 12 / 14 / 15 / * | ||
|damage= | |||
|description= | |description= | ||
Good jumping HK. Can combo into anything. | |||
}} | }} | ||
}} | }} | ||
Line 406: | Line 445: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSP1LP.png | ||
|caption= | |caption=623LP <br> [[Image:DP.png]] + [[Image:LP.png]] | ||
|attack=Splash Edge (LP) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image: | |guard=[[Image:mid.png|link]] | ||
|startup= | |startup=3 | ||
|active= | |active=18 | ||
|recovery-whiff= | |recovery-whiff=19 | ||
| | |motion=39 | ||
|advantage=-4/D | |||
|advantage= | |damage=12(10) / 16(13) / 18(15) / 20(17) / 3+2 | ||
|damage= | |||
|description= | |description= | ||
Invincible on 1~6F. Second damage values happen if the hitbox connects during 5~18F of the active frames. | |||
Neptune's frame 3 DP is a staple of Neptune and one of the best specials in the game. This DP has fast start up, big range, and little ending lag. Requires players to respect this move on wake up or guard cancel if they want to beat Neptune. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSP1HP.png | ||
|caption= | |caption=623HP <br> [[Image:DP.png]] + [[Image:HP.png]] | ||
|attack=Splash Edge (HP) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image: | |guard=[[Image:mid.png|link]] | ||
|startup= | |startup=4 | ||
|active= | |active=5(0)22 | ||
|recovery-whiff= | |recovery-whiff=29 | ||
| | |motion=59 | ||
|advantage=-22/D | |||
|advantage= | |damage=14+8 / 18+10 / 21+12 / 24+14 / 3+2 | ||
|damage= | |||
|description= | |description= | ||
( | Invincible on 1~8F. | ||
The heavy version of DP has more invincibility and does more damage but comes with some caveats. Only the second hitbox causes knockdown, so if Neptune is not close enough only the first hit will connect and thus her opponent can counter attack. Also despite it reaching higher in the air LP DP is preferred as an anti air due to it doing more damage, as the second hit of HP DP does 8 while LP DP does 10. HP DP is a great as a combo finisher due to it's high damage (22!) and it putting opponents in knockdown, allowing for Neptune to continue pressure. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSP2LP.png | ||
|caption= | |caption=214LP <br> [[Image:QCB.png]] + [[Image:LP.png]] | ||
|attack=Deep Submerge (LP) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup= | |startup=12 | ||
|active= | |active=Projectile | ||
|recovery-whiff= | |recovery-whiff=36 | ||
| | |motion=48 | ||
|advantage=~+1 | |||
|advantage= | |damage=8 / 10 / 12 / 14 / 2 | ||
|damage= | |description= | ||
|description= | 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. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneSP2HP.png | ||
|caption= | |caption=214HP <br> [[Image:QCB.png]] + [[Image:HP.png]] | ||
|attack=Deep Submerge (HP) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup= | |startup=16 | ||
|active= | |active=Projectile | ||
|recovery-whiff= | |recovery-whiff=51 | ||
| | |motion=67 | ||
|advantage=-14~ | |||
|advantage= | |damage=10 / 13 / 15 / 17 / 2 | ||
|damage= | |||
|description= | |description= | ||
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. | |||
}} | }} | ||
}} | }} | ||
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{{SVG-Move | {{SVG-Move | ||
|image= | |image=NeptuneD.png | ||
|caption= | |caption=6236236HP <br> [[File:F.png]][[File:QCF.png]][[File:QCF.png]] + [[File:HP.png]] | ||
|attack=Dragon Rise | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup= | |startup=6 | ||
|active= | |active=43 | ||
|recovery-whiff= | |recovery-whiff=41 | ||
| | |motion=89 | ||
|advantage=-43/D | |||
|advantage= | |damage=48 / 62 / 72 / 72 / 12x2 | ||
|damage= | |||
|description= | |description= | ||
Invincible on 1F~14F. In the air on 15F~82F. | |||
Definitely one of the better desperations outside of the top tier ones. It can be tricky to input fast due to the forward press at the beginning. While the input is close to just doing a double DP input, if you don't end with a forward press you will get HP DP instead. 6 frame startup means it can combo from most attacks, but requires you to buffer the input to make it come out fast enough, such as buffering the desperation in the air while doing a jumping HK, so as soon as you land the desperation can come out. | |||
}} | }} | ||
}} | }} | ||
== Strategy == | |||
You should be looking to approach opponents as much as possible when playing Neptune, as her fireball is not good enough to play a zoning game. Backdashing and throwing fireballs is one of the worst strategies you can do as Netpune. | |||
A good easy combo to look for is 2LK 2LK into HP DP, as it does a lot of damage and causes knockdown, which is your end goal as Neptune. You can even get this combo off a jump in. If it looks like you are too far away to combo into HP DP, use LP DP instead, or sweep to be extra sure. This does less damage however. | |||
Learn the range of your normals, as they are good pokes which can lead to knockdown in the corner. | |||
Once in the corner you can use close HK overhead and the invul of DP to mix up your opponent for big damage. Overhead can combo into DP or fireball. | |||
A good more advance strategy to try as Neptune is to bait guard cancels with fast recovery normals, and then to punish with a guard cancel DP since it’s fast enough to hit most special move’s recovery frames. | |||
In short, be good at the video game and hit them with the mix. | |||
== 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''' | |||
== Colors == | |||
{{ColorSwaps | |||
|P1-Palette=[[Image:NeptuneC1.png]] | |||
|P2-Palette=[[Image:NeptuneC2.png]] | |||
}} | |||
== Frame Data == | |||
[[Image:NeptuneFrameData.jpg]] | |||
== 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. | |||
* [https://www.youtube.com/watch?v=dHCZCZEYj4o Neptune overview advent video] | |||
* [https://docs.google.com/document/d/1dcR-1U_v5w1OYKpgSqbU-KcUwcsh_MV1g9AaN8C2LCU/edit#heading=h.7z64fb6u4a6y Basic Neptune primer] by DaiAndOh | |||
* [https://youtu.be/MLu3pWCoODE?t=553 Neptune section of Koushun's Mix-up Movie] | |||
* [https://youtu.be/yCDERJF0B7I?t=316 Neptune section of Koushun's Combo Movie 1] | |||
* [https://streamable.com/6nskn 50% combo options] by 0-RANGE | |||
* [https://youtu.be/ZbqWlVPFxYw?t=150 Neptune section of Koushun's Combo Movie 2] | |||
* [https://youtu.be/Gq7vAoAlE40 Progression of Neptune's theoretical 100% combo] by Koushun | |||
{{SMS_Nav}} | {{SMS_Nav}} | ||
{{GenPgNav}} | {{GenPgNav}} | ||
[[Category:Sailor Moon S]] |
Revision as of 12:45, 28 December 2021
Character Overview
Neptune is often miscategorized as the shoto of the game due to her having a fireball and a DP. After playing enough Sailor Moon however, you come to realize you can not play a shoto playstyle with her due to the game’s guard cancel mechanics and Neptune’s questionable fireball, undoubtedly her biggest weakness in a game where everyone has at least a decent fireball. Instead, Neptune thrives off of cornering opponents and mixing them up, as well as having a frame 3 invincible dragon punch with a hitbox the size of old Ken’s entire body. It can get any character off of you if they are too close. Good normals, a standing overhead, and the 3rd fastest walk speed in the game round off the character. Solid fighting game fundamentals will get you far with Neptune at first, and a good understanding of matchups will allow you continue even further. If you like outplaying your opponent and not spamming fireballs, then start practicing your dragon punch inputs.
Pros | Cons |
---|---|
• Ridiculous DP: Her Splash Edge move is by far the best reversal in the game, being frame 3/4 and invincible from the first, and it's an option the opponent always has to respect
• Amazing mix ups and pressure: With her long-ranged normals, standing overhead and great tick throw set ups, Neptune can make it really hard to escape her pressure and corner once she gets her game going • Great damage: Neptune possesses some very damaging combos that can melt the opponent's lifebar away |
• Bad fireball: Not only Deep Submerge has a lot of recovery and an awkward angle, but it also elongates her head hurtbox a lot, making her extremely susceptible at being headshot
• Troubles approaching: Despite her good walk speed, Neptune can have a very hard time against zoners, being herself a failed zoner |
Movement
Speed Forward: 2.064/1F
Speed Backwards: 1.192/1F
Jump: 50F
Jump Speed: 2.063/1F
Jumping Distance: 99
Defend Bonus: Reduce the enemy's first attack or chip damage by 33%~42% (excludes throws)
Back Dash
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Crouch Block "Bug"
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Throws
Neck Throw
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Air Throw
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Normal Attacks
Standing Light Punch
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Standing Heavy Punch
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Standing Light Kick
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Standing Light Kick (Close)
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Standing Heavy Kick
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Standing Heavy Kick (Close)
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Crouching Light Punch
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Crouching Heavy Punch
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Crouching Light Kick
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Crouching Heavy Kick
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Jumping Light Punch (Vertical)
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Jumping Light Punch (Moving)
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Jumping Heavy Punch (Vertical)
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Jumping Heavy Punch (Moving)
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Jumping Light Kick (Vertical)
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Jumping Light Kick (Moving)
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Jumping Heavy Kick (Vertical)
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Jumping Heavy Kick (Moving)
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Special Attacks
Splash Edge (LP)
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Splash Edge (HP)
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Deep Submerge (LP)
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Deep Submerge (HP)
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Desperation Attack
Dragon Rise
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Strategy
You should be looking to approach opponents as much as possible when playing Neptune, as her fireball is not good enough to play a zoning game. Backdashing and throwing fireballs is one of the worst strategies you can do as Netpune.
A good easy combo to look for is 2LK 2LK into HP DP, as it does a lot of damage and causes knockdown, which is your end goal as Neptune. You can even get this combo off a jump in. If it looks like you are too far away to combo into HP DP, use LP DP instead, or sweep to be extra sure. This does less damage however.
Learn the range of your normals, as they are good pokes which can lead to knockdown in the corner.
Once in the corner you can use close HK overhead and the invul of DP to mix up your opponent for big damage. Overhead can combo into DP or fireball.
A good more advance strategy to try as Neptune is to bait guard cancels with fast recovery normals, and then to punish with a guard cancel DP since it’s fast enough to hit most special move’s recovery frames.
In short, be good at the video game and hit them with the mix.
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
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.
- Neptune overview advent video
- Basic Neptune primer by DaiAndOh
- Neptune section of Koushun's Mix-up Movie
- Neptune section of Koushun's Combo Movie 1
- 50% combo options by 0-RANGE
- Neptune section of Koushun's Combo Movie 2
- Progression of Neptune's theoretical 100% combo by Koushun
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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Back to Mainpage |