Sailor Pluto

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Colors

Player 1 PlutoC1.png
Player 2 PlutoC2.png


Character Overview

N/A

Strengths: • N/A

Weaknesses: • N/A

Strategy

(None)


Movement

N/A

Throws

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

(none)

Normal Attacks

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

Good poke.

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

(none)

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

Can be used as an anti-air.

Standing Hard Punch (Close)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 9 12 10 30 +7~+17 11 / 14 / 17 /19

Character-specific overhead, will whiff on everyone apart from Mars, Pluto, Neptune and Uranus.

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

(none)

Standing Hard Kick
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 13 14 19 45 -4 8 / 10 / 12 / 14

(none)

Crouching Light Punch
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 4 5 6 14 +6 3 / 4 / 5 / 5

Good poke.

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

Slower version of Standing Hard Punch (prefer that). Can be used as an anti-air.

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

(none)

Crouching Hard Kick
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 13 12 16 40 +1/D 9 / * / 14 / *

Results in hard knock-down on hit.

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

(none)

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

(none)

Jumping Hard Punch (Vertical)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 8 9 8 26 +5~+14 9 / 12 / 14 / 15

(none)

Jumping Hard Punch (Moving)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 8 9 8 26 +4~+14 8 / 10/ 12 / 14

Can be used as cross-up.

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

(none)

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

(none)

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

(none)

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

(none)

Special Attacks

Strict Sweep(LK)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 23 6(0)9 15 62 +5 10+10/13+a/15+a/17+a

Overhead kick with lower-body invulnerability. Pushes you forward a small distance. Use this as a mix-up.

Strict Sweep (HK)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 32 8(0)11 19 92 ---1/D 12(x2) / 16 / 18 /20

Overhead kick with lower-body invulnerability. Travels much further than LK version, but due to the awful start-up frames, it's use is not recommended.

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

Fireball that travels across the ground almost full-screen. Deals good damage, but mind the recovery frames. Whiffs point blank.

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

Creates a large pillar that stays out for an extended time, resulting in hard knock-down on hit. Can be used as a hard read on jump-ins, but otherwise recovers too long to really be useful. Also whiffs point blank.

Desperation Attack

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

(none)

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