Sailor Moon S/Sailor Pluto

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Sailor Pluto
link
link
Full name Setsuna Meiou
Age 19-20
Height 5'10"
Blood type A
Hometown Space-Time Door
Likes Space-Time Door, ice-cream bars
Dislikes People who mess with the Space-Time Door
Special skills Guarding the Space-Time Door

Character Overview

Pluto is not a planet anymore. As such she is regarded as one of the weaker characters in the game. It is still certainly possible to win with her and she does have a play style that is appealing to some. Her big normals, high damage combos, as well her game changing desperation make her no pushover.

Pros Cons
Good, disjointed pokes: All her normals have some disjointed hitboxes attached to them and/or are great as stuffing air approaches

Great desperation: The second best desperation in game, this move gives Pluto not only an extremely strong hitgrab, but also a much needed movement option that opens up a lot of possibilities for pressuring and mix ups

High damage combos: Her full combos do a lot of damage on the entire cast, and she even has an infinite against Chibi and Venus if they are crouching (though this is really, really hard to execute)

Poor Guard Cancels: Pluto probably has the least amount of viable options to Guard Cancel with, having to rely on throws or hard reads to reverse the situation instead

Hurtbox shifting: Some of her moves shift her hurtbox forward, making her much more vulnerable than she needs to be

Movement

Speed Forward: 1.240/1F

Speed Backwards: 1.112/1F

Jump: 49F

Jump Speed: 2.032/1F

Jumping Distance: 92

Back Dash
44
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A 21 N/A N/A

Strike, projectile, and throw invulnerable for 1~20 frames. Move Distance: 100

Cancel LP or LK with backdash for ~-6F of advantage. Cancel HP or HK with backdash for ~+6F of advantage.


Throws

Rod-Lock Knee Machine Gun
6HK
+
Range Damage Techable Advantage
48 (Left: 47) 22 No +28 (2P: +29)

Solid non techable throw with good range. This your go to reversal option out of the corner or even on oki, due to Pluto's poor guard cancel options before she has desperation. Learn the range and it's a great tick throw.


Normal Attacks

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

Good poke. Safer standing light poke compared to standing LK.


Standing Light Punch (Close)
5LP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 4 / 5 / 6 / 7 / *

Slightly more damage with a thin hitbox with similar frame data as LP. The hitbox and startup are comparable to the first hitbox of far HP, however it recovers fast enough that you can combo out of it. Used in some nuttier high damage combos when landing a jump-in in the corner.


Standing Heavy Punch
5HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 4*5*14 20 42 -10~+7 10 / 13 / 15 / 17 / *

Very good and fast anti air button. Depending on the timing of the hitbox it can cleanly beat most jump attacks in the game. The first hitbox comes out as fast as a light and you can cancel any hit into backdash or a special. Very good normal.


Standing Heavy Punch (Close)
5HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 12 10 30 +7~+17 11 / 14 / 17 /19 / *

Character-specific overhead: will whiff on crouching opponents except for Mars, Pluto, Neptune and Uranus. Unfortunately not too useful as a result and typically only gets use in the Mars MU. Against standing opponents it deals slightly more damage than Far HP, but that's mostly irrelevant as a normal light chain into far HP is more consistent overall. 12 active frames means if Pluto can hit with the end of the active frames, this gives her a way to combo into standing Heavy Kick and crouching Heavy Kick. Sadly this means Pluto will have most likely have to clip the end of a backdash. Neat silly combos for this silly half-working proximity normal.


Standing Light Kick
5LK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 5 13 +7 3 / 4 / 5 / 5 / *

1 less frame of recovery than LP at the cost of moving her hurtboxes forward. Typically a filler option in combos since it reaches further


Standing Heavy Kick
5HK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 13 14 19 45 -4 8 / 10 / 12 / 14 / *

Farthest-reaching normal in the game. Can hit on round start. You can try poking with this as it combos into LP fireball. Usually whiffs point blank, the hurtbox shifting can make for some unique interractions. Lengthy start up means that outside of some gimmicks, it's best suited as a poke.


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

Great poke. Pretty safe as well. Good pressure move due to it's disjoint.


Crouching Heavy Punch
2HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 7*12 24 30 -13~+4 11 / 14 / 17 / 19 / *

Much slower version of Standing Heavy Punch. Use regular HP instead. This move does do more damage and has a better hitbox at the end, but the startup until the good hitbox leaves it being a niche pick. It's probable best usage is as a big active hitbox to throw out to punish backdashes in the corner (IE: One situation where you couldnt use standing HP). Very situational.


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

Go to low poke; throw it out after a jump in to force a high low mixup then combo off it on hit or go for a tick throw if they block.


Crouching Heavy Kick
2HK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 13 12 16 40 +1/D 9 / * / 14 / * / *

Results in knockdown on hit. Farthest reaching sweep in the game. Cannot be comboed into from lights, only from very late jump ins or the last few active frames on close heavy punch.


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

One of the best air attacks in the game. Wins most air-to-airs. It can even beat some anti air buttons.


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

One of the best air attacks in the game. Wins most air-to-airs. It can even beat some anti air buttons.


Jumping Heavy Punch (Vertical)
j.HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 9 8 26 +5~+14 9 / 12 / 14 / 15 / *

Jumping Light Punch with an even bigger hitbox. The downside is its not near as active. The go-to combo starter.


Jumping Heavy Punch (Moving)
j.HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 9 8 26 +4~+14 8 / 10 / 12 / 14 / *

Bigger hitbox then jumping LP only it doesn't last as long and does more damage. Use this to do more damaging jump in combos.


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

Large hitbox but not as disjointed as jumping LP. It has it's uses due to it's range.


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

Large hitbox but not as disjointed as jumping LP. It has it's uses due to it's range.


Jumping Heavy Kick (Vertical)
j.HK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 11 11 32 +7~+14 7 / 9 / 11 / 12 / *

Slightly bigger hitbox as jumping LK only it does more damage and has less active frames.


Jumping Heavy Kick (Moving)
j.HK
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 11 11 32 +7~+14 8 / 10 / 12 / 14 / *

Slightly bigger hitbox as jumping LK only it does more damage and has less active frames.


Special Attacks

Strict Sweep (LK)
[4]6LK
(charge) +
45-frame charge time
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 23 6(0)9 15 52 +5 10+10 / 13+a / 15+a / 17+a / 2x2

Overhead kick with lower-body invulnerability on 7~28F. She still often gets hit out of it though. Pushes you forward a small distance. Best used as a combo finisher, though it's overhead property can make it a decent mixup option. Sometimes this move is referred to as "Pole Vault"


Strict Sweep (HK)
[4]6HK
(charge) +
45 frame charge time
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 32 8(0)11 19 69 -1/D 12(x2) / 16 / 18 / 20 / 3x2

Overhead kick with lower-body invulnerability on 24~42F. Travels much further than LK version and can go over low fireballs, but is very slow on start up. Use this more as a full screen movement tool than as a direct attack. It gets the most use in the Chibi matchup, where it can be guard canceled off the last hit of Luna P to close out a round.


Dead Scream (LP)
41236LP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 26 36 51 +1~ 12 / 16 / 18 / 20 / 3

Fireball that travels across the ground and stops just before reaching fullscreen. Deals good damage, but mind the startup and recovery. Whiffs point blank which makes it a poor guard cancel option up close. In these close situations, consider backdashing instead (if you can). You never want to be too close when using this. Despite the above, it's still a very servicable fireball and useful in the just-over-mid screen guard cancel fireall war.


Dead Scream (HP)
41236HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 21 53 82 103 +1/D 14 / 18 / 21 / 24 / 3x3

Creates a large pillar that stays out for an extended time, resulting in hard knockdown on hit. Can be used as a hard read on jump-ins, to do chip damage in the corner, or hard call out wake up backdashes in the corner. Other than that you should not be throwing out this move due to the recovery. Also whiffs point blank.


Desperation Attack

Dimension Dance
632146HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 7 7 19 +15~+20/D 48 / 49 / 50 / 50 / 1

Second-best desperation in the game. It moves Pluto forward like a pseudo-forward dash and can be comboed into from moves such as HP, and even a poking HK! The fast startup makes it a great guard cancel, and it has so little recovery that it's safe from some guard cancel options. It will whiff on a crouching Chibi or Venus, but that means Pluto has an infinite on them by doing crouching LP, crouching LP, HP, desperation, repeat. The length of this section should tell you how good this move is. Make sure to learn it, and if your opponent doesn't respect it, beat them in two hits. Due note though that this move cannot chip kill.


Strategy

Pluto is a big girl with big buttons and big damage, but it can be hard to get in on people and conversely if people get in on Pluto her poor guard cancels make it hard for her to gain control

When learning Pluto you can try playing her like a shoto by throwing fireballs and anti airing opponents jump ins with HP. Then pick your spots to jump in and hit a high damage combo.

To truly master Pluto you will need to have understanding of how to control space with her and how to punish other characters for not respecting that space, thus keeping them in the corner. If all else fails, you have your desperation to fall back on, which can steal games from your opponent.

Pluto also benefits from a decent High-Low-Throw mix, mostly in part to her good jumping punches, good 2LK, and further reach on throw. This is only made better if Pluto has her desperation as it's fast enough to catch people out of their guard cancels and can even act as a tick throw set up. Desperation isn't just a good move for damage, it's also a movement tool.

A good example of a Pluto route to show the mix is jHP starter. You can charge down-back during the jump, 2LK on landing. If it hits, follow up with any other light to push her back far enough so that standing HP becomes its far version, from there 4HP lets her far HP without losing charge, then cancel to 6LK for Strict Sweep. That's over half a health bar on the entire cast except for Chibi.

Say they dont have an answer for the jHP but block it; you've got the option to either backdash into fireball to catch a potential guard cancel, or go for tick throw, or go for 2LK. What if 2LK hits? Then you go ahead with the above combo chain and still deal half a health bar of damage to the cast except for Chibi. So what if they block the 2LK? Go for tick throw or backdash into fireball. It's a good mix. Then throw the desperation into the mix and you already know what kind of shenanigans Pluto is capable of.

Match-ups

Vs. Sailor Moon

Respect that Moon's fireballs are faster than yours, but yours do more damage and chip. In the war of guard cancel fireball attrition, it should be pretty hard for Moon to come ahead. Try not to jump in this MU as Moon can backdash heart as an anti air. If you do want to try jumping in, try to save it as a read for jumping over a tiara; do not jump at crouching Moon unless you feel your jLP/jHP can beat her scream (It probably wont). If you feel like Moon will jump at you, standing Heavy Punch or hard read with Heavy Dead Scream. The only other time you will want to jump is to use jumping light punch to stuff out Moon forward dash if she's trying to get away from a corner. If moon throws her desperation out, learn the distance where you can punish her as she falls with standing Heavy Punch.

Vs. Sailor Mercury

Mercury doesn't have many high damage combos, but she's very fast and if she gets you in a a corner then it's a pain getting out. When cornered pay attention to how close they are and what move they're throwing out. If Mercury is using Aqua Mirage, it can be guard canceled into Heavy Dead Scream for knock down. If she's spaced far away, there's a chance you'll trade, but you'll get the knockdown and do more damage so you win. If she's Aqua Mirage up close, I hope you picked Port 1 and are comfortable with Backdash Throw because that will solve your problem quick. Against Far LK spam, it's a little harder depending on how good the Mercury is at keeping the LK pressure at a good distance. If they get to close and you're P1, backdash throw. If they dont, you can try to mash a light and see if you can trade in the recovery since your buttons are big, but it's tight. Another option is just let it get close to time and guard cancel one of them into desperation. If you're P2 or Mercury spacing is really bothering you, you can try to guard cancel into heavy tornado. You may trade with something getting it out, but it knocks down on hit and can get you out of the corner.

If the Mercury is going for damage instead, block any jump ins then block low and look for potential tick throw set ups. Once again, P1 backdash throw is a savior here, but mashing 2LK can have it's uses too.

In neutral, try not to jump at Mercury unless she has bubbles on screen or is constantly jumping. If bubbles are on screen, she can't have a tornado on screen and that's good for you. The shoto playstyle also works well here as long as you don't get cornered. Don't let Mercury dictate the flow of the match.

Vs. Sailor Mars

Projectile war of attrition is okay here (just don't stand full screen away), but getting in isn't too bad and once you're in Mars struggles. You can strict sweep over predictable snake pressure, though you'll need to watch your head for birds. Also your overhead close HP works in this match up and Mars already has a tough time in the corner. This is a great matchup to have P1 for since that means Mars will have an even rougher time in the corner.

Vs. Sailor Venus

Projectile war of attrition is strong here, Venus struggles at a distance. The MU is a little trickier up close. A lot of Venus players are used to holding down for up ball, which leaves them open to potential strict sweeps. Trying to land desperation in this MU is a pain. Try to space around Venus pokes and bully her with your light tornado.

Vs. Sailor Jupiter

Respect Jupiter's special moves, they're all good and they all work really well on Pluto. Try not to get zoned out too hard by Coconut and figure out when you can punish with Dead Scream. Jupiter has poor lows and trouble dealing with lows, Pluto has some great lows.

Vs. Sailor Chibi Moon

Pluto can bully Chibi with jumping LP to keep her grounded. You can also use jumping LP to safely pressure chibi spamming backdash. Hell, you can cross over backdashing Chibi by using jLP, jHP, or jHK depending on when you hit the button. Chibi can react and backdash the opposite direction, but that makes the Chibi have to work even harder if they're trying to chain backdashes. When Chibi does her Luna P desperation, Pluto can guard cancel HK strict sweep to close space and even hit Chibi sometimes.

Vs. Sailor Uranus

Poke. Poke. Poke. Don't let her in. Don't let her breathe. Jumping is scary and advise not doing it unless you're an absolute madlad.

Vs. Sailor Neptune

Neptune in general wants to use her good pokes, lows, throw, and DP to harass you in the corner. Forward jumping in neutral is just asking to get anti aired. Your fireball is better and in bigger fireball wars, you can try to play around hers. Ideally Neptune wants to walk you to the corner and start going for mix. jLP can beat out her jLK so if you see her jump, 8LP is a decent reaction to keep her in check. Heavy Tornado works as a hard read, but the risk is rarely worth the reward. Neptune can opt to mash 2LK to avoid Pluto desperation both by stuffing it out and low profiling; you can opt for a jLP or jHP into the confirm if you feel the risk is worth it.

Vs. Sailor Pluto

Pluto has issues dealing with Pluto's pressure. This makes this a very odd mirror. Sometimes pressing buttons just works. Also overhead works here. P1 Pluto definitely has the edge just from being able to get out of corner pressure.

Colors

Player 1
Player 2


Frame Data

External Links

A lot of this information is outdated, 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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