Difference between revisions of "Sailor Moon S/Sailor Venus"

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|caption=4123632HP <br> [[File:HCF.png]][[File:QCD.png]] + [[File:HP.png]]
|attack=Chain Explosive<br />[[Image:VenusD.png|140px|link]]
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  |damage=48 / 62 / 72 / 72
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  |damage=48 / 62 / 72 / 72 / 12x5
  |description= [[File:HCF.png]],[[File:DF.png]],[[File:D.png]] + [[File:HP.png]]
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One of the stronger desperations in the game. Fairly easy to mash out and can be combo'd into with upball. Very strong on counterhit or for corner chip kill setups. Contrary to what many people thought for a long time, it cannot hit for 100% of health on counterhit.
Chip: 12X5
 
 
 
One of the stronger desperations in the game. Fairly easy to mash out and can be combo'd into with upball. Very strong on counterhit or for corner chip kill setups.
 
 
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Revision as of 21:04, 15 January 2020

Sailor Venus
link
link
Full name Minako Aino
Age 15
Height 5'2"
Blood type B
Hometown Shiba Koen, Minato ward, Tokyo, Japan
Likes Volley ball, singing, video games, proverbs, boys, Artemis, +31 on block, Simon Belmont
Dislikes Romantic mishaps, being corrected after misquoting proverbs
Special skills Leader of the Inner Senshi, fluent in English, fires balls of energy straight into the air & other Pop Idol things


Colors

Player 1 VenusC1.png
Player 2 VenusC2.png


Character Overview

A secret member of the Belmont clan.


Strengths:

• Projectile with massive frame advantage

• Whip with very long, disjointed hitbox and no hurtbox


Weaknesses:

• Very slow walk speed

• Has trouble approaching full screen zoning

Strategy

Upball is your strongest tool which can be used in three main ways: corner pressure/mixups, fireball wars, and zoning in neutral.

In the corner, you can jail people in the corner by doing an upball that'll whiff while the opponent is getting up and hit meaty when they're active. Then you can do your throw OS (6236HP). If you get the throw you can loop into another meaty upball. You can also use meaty upballs to go into other options like another upball, sweep, chain, or instant overhead.

In a fireball war, you can slowly advance forwards by walking up forwards after charging and then releasing the upball to gain space. You can also use it right after blocking to stop pushblock.

In neutral, you can use upball in combination with HP chain Castlevania pokes to maintain space and discourage jump ins. Upball can also be used to shorten recovery of a sweep on hit, letting you advance towards the corner for longer.

Movement

Speed Forward: 1.192/1F

Speed Backwards: 1.064/1F

Jump: 51F

Jump Speed: 2.000/1F

Jumping Distance: 82

Back Dash
link
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 1~15 frames. Move Distance: 90

Throws

Knee Machine Gun
link
Range Damage Techable Advantage
40 20 No +41(2P+42)

F.png+HK.png

A very standard untechable throw. Not used too often, but can be used to escape corners when opponents get too close.

Hurricanrana
link
Range Damage Techable Advantage
48 22 Yes? +18(2P+19)

F.png+HP.png

A throw with a very short tech window (only 6 frames!!). Brings opponents very close to the corner. You can perform an option select between this and HP DP by inputting DP.png,F.png+HP.png, making it a very strong option in corner setups.

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 17 13 17 46 -1 10 / 13 / 15 / 17

(none)

Standing Light Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 13 +6 3 / 4 / 5 / 5

(none)

Standing Hard Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 14 7 17 37 +5 10 / 13 / 15 / 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 16 12 13 30 +4 10 / 13 / 15 / 17

(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 (Slide)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 12 9 28 +8/D 7 / * / 11 / *

(none)

Jumping Light Punch (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +7~+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 +6~+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 24 ~+14 9 / 12 / 14 / 15

(none)

Jumping Hard Punch (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 8 27 +4~+14 10 / 13 / 15 / 17

(none)

Jumping Light Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +3~+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 +3~+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 11 6 25 +6~+14 7 / 9 / 11 / 12

(none)

Jumping Heavy Kick (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 11 6 24 +6~+14 8 / 10 / 12 / 14

(none)

Special Attacks

Venus Wink Chain Sword (LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 20 Projectile 3 23 +34~ 10 / 13 / 15 / 17

D.png (charge) U.png, LP.png 30 frame charge time

Chip: 2

Commonly called upball, this is a staple of Venus play that can be used in many situations due to it's ludicrous amount of plus frames. Fantastic pressure tool that also has incredible combo potential. Just upball.

Venus Wink Chain Sword (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 24 Projectile 7 31 +30~ 12 / 16 / 18 /20

D.png (charge) U.png, HP.png 30 frame charge time

Chip: 3

HP upball has slightly less plus frames but has more range and does more damage. By mixing up between close and far range upball, you can dissuade jump ins while keeping up pressure through pokes. Just upball.

Venus Love-Me Chain (LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 4X6 20 -15~+1 47 6 / 8 / 9 / 10

DP.png+LP.png

Chip: 1X6

A strong guard cancel or regular anti-air option with slight cross up protection.

Venus Love-Me Chain (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 5X6 29 -29~-9 65 8 / 10 / 12 / 14

DP.png+HP.png

Chip: 2X6

Higher damage guard cancel option that also has slight cross up protection. You can perform an option select between this and the HP throw by inputting DP.png,F.png+HP.png.

Crescent Beam (LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 Projectile 36 47 +1~ 8 / 10 / 12 / 14

QCF.png+LP.png

Chip: 2

A very normal fireball. Not used very often besides as an occasional punish option or combo tool.

Crescent Beam(HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 15 Projectile 51 66 -14~ 10 / 13 / 15 / 17

QCF.png+HP.png

Chip: 2

Mostly used for very specific long range punish options. Incredibly long recovery, so don't try to do this anywhere near your opponent.

Desperation Attack

Chain Explosive
VenusD.png
4123632HP
HCF.pngQCD.png + HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 14 6*6*8*21*3 30 88 +7/Knockdown 48 / 62 / 72 / 72 / 12x5

One of the stronger desperations in the game. Fairly easy to mash out and can be combo'd into with upball. Very strong on counterhit or for corner chip kill setups. Contrary to what many people thought for a long time, it cannot hit for 100% of health on counterhit.

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


Frame Data

VenusFrameData.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.

SMSJR Cart JP.png
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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