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

From Super Fighting Wiki
Jump to navigation Jump to search
Line 62: Line 62:
 
On defense, your guard cancel DPs can discourage pressure from opponents. Guard cancel upballs are also useful in certain situations. If they negate a projectile up close, you're good to punish, also great if they happen to make contact with your opponent on hit or block. Backdashes are to be used more if you're closer to the corner or as a desperation move; a Venus at full screen is usually not a Venus that's winning.
 
On defense, your guard cancel DPs can discourage pressure from opponents. Guard cancel upballs are also useful in certain situations. If they negate a projectile up close, you're good to punish, also great if they happen to make contact with your opponent on hit or block. Backdashes are to be used more if you're closer to the corner or as a desperation move; a Venus at full screen is usually not a Venus that's winning.
  
Venus is blessed with many great anti-air options. 2LP is strangely her best AA normal! Her air-to-air options are fast and have great hitboxes (jump LP and HK). 623LP and HP don't get many hits but do knockdown. Upballs will anti-air people with premature use. Lastly, Venus' will leave an immediate impression with its unfair damage.
+
Venus is blessed with many great anti-air options. 2LP is strangely her best AA normal! Her air-to-air options are fast and have great hitboxes (jump LP and HK). 623LP and HP gets only one hit, but it does knockdown. Upballs will anti-air people with premature use. Lastly, Venus' desperation super will leave an immediate impression with its unfair damage.
  
 
== Movement ==
 
== Movement ==

Revision as of 22:52, 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, Venus excels in the mid and close range. Her standout feature is the Venus Chain Wink Sword, an upwards moving projectile with negligible recovery, done with a flash kick motion. She also has a fast DP and a few unique whip normals that give her extra range and a large disjointed hitbox in exchange for slow startup. On the other hand, her slow walk speed and bad traditional fireball make her one of the worst members of the cast at long range; you'll almost always have to approach your opponent. If you like unique moves, setups and looping okizeme, Venus just may be the character for you!


Strengths:

• Upwards moving projectile with massive frame advantage that lends itself to great pressure, setups, and potential combos

• Whip normals with very long, disjointed hitbox and no hurtbox

• Short crouch, and crouching buttons shrink her even more

• DP that hits on both sides gives her a good up close guard cancel

• Great short range super that can be used for chip setups, combos, and anti-air!

• One of the game's best throws

Weaknesses:

• Very slow walk speed

• Has trouble approaching and countering full screen zoning

Strategy

As you become comfortable with Venus, it is essential that you learn to walk briefly before release upballs. Special move inputs are stored for a long time in this game; charge moves are no different! This will help your microspacing in midrange and pressure, as well as giving you an extra tool to help yourself get in.

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 have several options on how to mess with people with your upballs.

You can jail people in the corner by doing an upball that'll either whiff while the opponent as they're getting up, or meaty them. You can even time an upball to whiff on their crouch but hit their stand! Another whiff option is to whiff it right in front of them. If your ball whiffs, you can do your throw OS (6236HP), the DP catching reversal backdashes for multiple hits. If you get the throw you can loop into another upball setup. Meaty upballs to go into other options like another upball (great for baiting guard cancels!), crouching LK or HK (low options that let you get another setup, may catch backdashes), instant overhead jumping HP, or a super.

In a fireball war, you can slowly advance forwards by walking up forwards after charging and then releasing the upball to gain space. This is especially effective when you negate their projectile with it. You can also use it right after blocking to stop pushback (which is large in this game). Alternatively, if you don't have charge, you may want to negate the pushback by doing a 236LP. It can be better than to lose your ground.

In neutral, you can use upball in combination with HP chain Castlevania pokes and low hitting long range kicks to maintain space and discourage jump ins. Upball used properly can discourage mid range fireballs from opponents; punish them with a sweep! Again, microwalking before releasing your upball can adjust your spacing, adding that extra few pixels of range can make all the difference!

On defense, your guard cancel DPs can discourage pressure from opponents. Guard cancel upballs are also useful in certain situations. If they negate a projectile up close, you're good to punish, also great if they happen to make contact with your opponent on hit or block. Backdashes are to be used more if you're closer to the corner or as a desperation move; a Venus at full screen is usually not a Venus that's winning.

Venus is blessed with many great anti-air options. 2LP is strangely her best AA normal! Her air-to-air options are fast and have great hitboxes (jump LP and HK). 623LP and HP gets only one hit, but it does knockdown. Upballs will anti-air people with premature use. Lastly, Venus' desperation super will leave an immediate impression with its unfair damage.

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

Although backdashes in this game are very strong, you'll only want to use Venus' if you feel you have no other alternative. This is because Venus has a bad full screen game. The only time you want to be full screen is if you're timing someone out. If you're already close to the corner, backdash doesn't put you in a much worse position necessarily, but your opponent could be baiting it...

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 a bad throw, but Venus' P throw is better in almost every way.

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

F.png+HP.png

Venus' preferred throw. A throw with a very short tech window (only 6 frames!!). Throws opponents far. In the corner, puts them at a perfect distance for a setup, making it loopable. You can also go for the corner crossup if you happen to prefer, but most of the time, Venus' specialized setups will work better. Another great reason 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

It can be a situational anti-air, but overall, her other lights outclass this.

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

Chain normal. While it looks good for poking, most of the cast can duck this. However, because it's tall, it can occasionally catch a jumper while trying to throw.

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

Not a bad poke but also kinda outclassed. The range is pretty good though and you can use it while you hold forward. Not always the best idea due to all the guard cancels though.

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

Slow and not as good an anti-air as the hitbox may make you believe. Whiffs everyone crouching. Although it goes over low moves, you'll whiff as well and they can recover faster and punish you. Good only for combo fanatics as you can use charge buffering to make damaging combos with Chain Link Sword.

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

While not bad for pressure, it also shrinks Venus' hurtbox, making it a good anti-air at certain angles.

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

Much better than standing HP. All the range advantages, hits all crouchers, and better frame data! One of her best pokes. Also hurtbox shrinkage means you can even go under some fireballs; the hitlag from connecting this move will prolong the smaller hurtbox!

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 / *

Great poke! Look at that hitbox! Hits low, and has the great frame data her other lights have. Use often, and confirm into crouching HK for knockdown!

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 / *

Another great poke that hits low. Big hitbox and long range. Since it knocks down, it trades favorably in many situations. After landing this at most distances, you can make a setup if you have charge, but party time truly begins in the corner.

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

Basically the same as below.

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

It's ok for jumping in at certain angles. While it's not bad as an air-to-air, jump HK is almost superior there.

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

See below.

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

This notorious chain move is Venus' instant overhead. Use it with caution though, it's unsafe in many situations. Outside of that, the ridiculous hitbox on this move can stuff many anti-airs, especially when used early in your descent.

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

Below.

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

Venus' cross-up. Handy when you need it.

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

And below.

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

A great air to air hitbox. Sometimes good to come down with on a jump-in as well. Learn the angles.

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.

Detailed upball notes to be covered in the strategy section.

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

DP.png+LP.png

Chip: 1X6

A strong guard cancel or regular anti-air option with slight cross up protection. Safer and faster than the HP version.

Venus Love-Me Chain (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 5X6 29 65 -29~-9 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 subpar fireball. Not used very often besides as an occasional punish option or combo tool. Sometimes necessary for pressure or to throw out at long ranges.

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

It travels very quickly, so it's 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. Can be combo'd into with upball. Very strong on counterhit, as anti-air or for corner chip kill setups; it does multiple hits on chip, but is not safe in the corner to backdash, outside of Chibi Moon. Even can see use as a guard cancel in some matchups. 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
List of Fighting Games
Back to Mainpage