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Sailor Neptune
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Full name
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Michiru Kaioh
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Age
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16-17
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Height
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5'5"
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Blood type
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O
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Hometown
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Tokyo
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Likes
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Haruka Tenou, playing the violin while bouncing a lemon on it, Beef Salami
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Dislikes
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Projectiles, being called a shoto, faster swimmers
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Special skills
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Backing other Senshi into the corner and ending them within 10 seconds
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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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Crouch block "Bug"
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Guard Level
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Startup
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Active
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Recovery-Whiff
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Motion
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Advantage
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Dmg/Face/Counter/Both/Chip
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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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.
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Throws
Neck Throw
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Range
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Damage
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Techable
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Advantage
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40
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20
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Yes
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+16(2P+17)
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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.
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Air Throw
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Normal Attacks
Standing Light Punch
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Standing Hard Punch
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Standing Light Kick
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Standing Light Kick (Close)
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Standing Hard Kick
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Standing Hard Kick (Close)
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Crouching Light Punch
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Crouching Hard Punch
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Crouching Light Kick
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Crouching Hard Kick
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Jumping Light Punch (Vertical)
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Jumping Light Punch (Moving)
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Jumping Hard Punch (Vertical)
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Jumping Hard Punch (Moving)
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Jumping Light Kick (Vertical)
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Jumping Light Kick (Moving)
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Guard Level
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Startup
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Active
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Recovery-Whiff
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Motion
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Advantage
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Dmg/Face/Counter/Both/Chip
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4
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All
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All
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All
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+8~+14
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4 / 5 / 6 / 7
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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!
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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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Guard Level
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Startup
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Active
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Recovery-Whiff
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Motion
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Advantage
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Dmg/Face/Counter/Both/Chip
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3
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18
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19
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39
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-4/D
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12(10)/16(13)/18(15)/20(17)
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+
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.
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Splash Edge (HP)
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Guard Level
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Startup
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Active
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Recovery-Whiff
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Motion
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Advantage
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Dmg/Face/Counter/Both/Chip
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4
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5(0)22
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29
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92
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-22/D
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14+8/18+a/21+a/24+a
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+
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.
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Deep Submerge (HP)
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Desperation Attack
Dragon Rise
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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
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Player 2
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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.