Sailor Moon S/Sailor Neptune
Character Overview
Neptune is often miscategorized as the shoto of the game due to her having a fireball and a DP. After playing enough Sailor Moon however, you come to realize you can not play a shoto playstyle with her due to the game’s guard cancel mechanics and Neptune’s questionable fireball, undoubtedly her biggest weakness in a game where everyone has at least a decent fireball. Instead, Neptune thrives off of cornering opponents and mixing them up, as well as having a frame 3 invincible dragon punch with a hitbox the size of old Ken’s entire body. It can get any character off of you if they are too close. Good normals, a standing overhead, and the 3rd fastest walk speed in the game round off the character. Solid fighting game fundamentals will get you far with Neptune at first, and a good understanding of matchups will allow you continue even further. If you like outplaying your opponent and not spamming fireballs, then start practicing your dragon punch inputs.
Pros | Cons |
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• Ridiculous DP: Her Splash Edge move is by far the best reversal in the game, being frame 3/4 and invincible from the first, and it's an option the opponent always has to respect
• Amazing mix ups and pressure: With her long-ranged normals, standing overhead and great tick throw set ups, Neptune can make it really hard to escape her pressure and corner once she gets her game going • Great damage: Neptune possesses some very damaging combos that can melt the opponent's lifebar away |
• Bad fireball: Not only Deep Submerge has a lot of recovery and an awkward angle, but it also elongates her head hurtbox a lot, making her extremely susceptible at being headshot
• Troubles approaching: Despite her good walk speed, Neptune can have a very hard time against zoners, being herself a failed zoner |
Movement
Speed Forward: 2.064/1F
Speed Backwards: 1.192/1F
Jump: 50F
Jump Speed: 2.063/1F
Jumping Distance: 99
Defend Bonus: Reduce the enemy's first attack or chip damage by 33%~42% (excludes throws)
Back Dash
44 ![]() ![]() |
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Crouch Block "Bug"
1 ![]() |
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Throws
Neck Throw
6HP ![]() ![]() |
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Air Throw
6HP ![]() ![]() when opponent is in the air |
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Normal Attacks
Standing Light Punch
5LP ![]() |
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Standing Heavy Punch
5HP ![]() |
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Standing Light Kick
5LK ![]() |
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Standing Light Kick (Close)
5LK ![]() |
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Standing Heavy Kick
5HK ![]() |
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Standing Heavy Kick (Close)
5HK ![]() |
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Crouching Light Punch
2LP ![]() ![]() |
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Crouching Heavy Punch
2HP ![]() ![]() |
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Crouching Light Kick
2LK ![]() ![]() |
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Crouching Heavy Kick
2HK ![]() ![]() |
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Jumping Light Punch (Vertical)
j.LP ![]() ![]() |
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Jumping Light Punch (Moving)
j.LP ![]() ![]() |
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Jumping Heavy Punch (Vertical)
j.HP ![]() ![]() |
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Jumping Heavy Punch (Moving)
j.HP ![]() ![]() |
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Jumping Light Kick (Vertical)
j.LK ![]() ![]() |
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Jumping Light Kick (Moving)
j.LK ![]() ![]() |
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Jumping Heavy Kick (Vertical)
j.HK ![]() ![]() |
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Jumping Heavy Kick (Moving)
j.HK ![]() ![]() |
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Special Attacks
Splash Edge (LP)
623LP ![]() ![]() |
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Splash Edge (HP)
623HP ![]() ![]() |
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Deep Submerge (LP)
214LP ![]() ![]() |
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Deep Submerge (HP)
214HP ![]() ![]() |
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Desperation Attack
Dragon Rise
6236236HP ![]() ![]() ![]() ![]() |
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Strategy
You should be looking to approach opponents as much as possible when playing Neptune, as her fireball is not good enough to play a zoning game. Backdashing and throwing fireballs is one of the worst strategies you can do as Netpune.
A good easy combo to look for is 2LK 2LK into HP DP, as it does a lot of damage and causes knockdown, which is your end goal as Neptune. You can even get this combo off a jump in. If it looks like you are too far away to combo into HP DP, use LP DP instead, or sweep to be extra sure. This does less damage however.
Learn the range of your normals, as they are good pokes which can lead to knockdown in the corner.
Once in the corner you can use close HK overhead and the invul of DP to mix up your opponent for big damage. Overhead can combo into DP or fireball.
A good more advance strategy to try as Neptune is to bait guard cancels with fast recovery normals, and then to punish with a guard cancel DP since it’s fast enough to hit most special move’s recovery frames.
In short, 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 | ![]() |
Player 2 | ![]() |
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.
- Neptune overview advent video
- Basic Neptune primer by DaiAndOh
- Neptune section of Koushun's Mix-up Movie
- Neptune section of Koushun's Combo Movie 1
- 50% combo options by 0-RANGE
- Neptune section of Koushun's Combo Movie 2
- Progression of Neptune's theoretical 100% combo by Koushun
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 | |||
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