Sailor Moon S/Sailor Neptune

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Sailor Neptune
link
link
Full name Michiru Kaioh
Age 16-17
Height 5'5"
Blood type O
Hometown Tokyo
Likes Haruka Tenou, playing the violin while bouncing a lemon on it, Beef Salami
Dislikes Projectiles, being called a shoto, faster swimmers
Special skills Backing other Senshi into the corner and ending them within 10 seconds

Character Overview

The non-shoto of the game, Neptune rewards solid fundamentals and getting in your opponents face.

Strengths:

• Ridiculously good DP

• Very good corner pressure

• Decent sized buttons

Weaknesses:

• Bad fireball

• Can have difficulties approaching

Movement

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 1~25 frames.


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

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

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

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. Still useful for oki setups in the corner, just remember you have to be closer than your opponent's grab range.


Air Throw
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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
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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

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.


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

Good combo extender than can combo into HP DP very easily for big damage


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

Farthest reaching light normal


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

Does 1 more damage but can whiff on some characters if not close enough to their hurtbox


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

A poke that can combo into fireball and can also anti-air


Standing Hard Kick (Close)
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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

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.


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

Comes out if you miss DP, mostly useless


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

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


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 / *

Good poke due to the large disjoint. Good combo tool as well. Just a good button.


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

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.


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 +8~+14 3 / 4 / 5 / 5

Ambiguous cross up tool


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 +8~+14 3 / 4 / 5 / 5

Ambiguous cross up tool that moves!


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 23 +8~+14 5 / 7 / 8 / 9

If you miss an air grab you will see this move, but why are you going for air grab?


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 +8~+14 6 / 8 / 9 / 10

If you miss an air grab you will see this move, but why are you going for air grab?


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 +8~+14 4 / 5 / 6 / 7

Very good air to air, only losing to Pluto jumping LP and spaced Venus HP. The large disjoint will also beat some anti-airs, but you are then minus on it. If timed and spaced this can combo into lights or DP.


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 +8~+14 4 / 5 / 6 / 7

Very good air to air, only losing to Pluto jumping LP and spaced Venus HP. The large disjoint will also beat some anti-airs, but you are then minus on it. If timed and spaced this can combo into lights or DP. And it moves!


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

At best this move can be used as a bait to then punish with DP.


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

Good jumping HK. Can combo into anything


Special Attacks

Splash Edge (LP)
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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)

+

Invincible frames 1-6

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.


Splash Edge (HP)
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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

+

Invincible frames 1-8

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.


Deep Submerge (LP)
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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)
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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
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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.


Strategy

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.

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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