SMS/Chibi Moon

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Overview

Overview
Chibi Moon is often seen as a weak joke character due to her faults. Despite them, she's also consider a broken force to be reckoned with. Her hitboxes and damage are some of the worst in the game, but her mix and mobility are some of the best in the game. Her infinite backdash and desperation are very strong tools that in the right hands can make her seem unbeatable, where in reality they're just really hard knowledge checks.
Chibi Moon
SMS Chibi Moon Portrait.png
Jump Speed
2
Jump Duration
42
Jump Distance
72
Forwards Speed
2
Backwards Speed
1.128
Backdash
27f, invuln 1~>26
Backdash Distance
78

 Chibi Moon is a very unconventional character that relies on strong high/low/throw mixups, unique mobility, and a very good desperation.

Pros
Cons
  • Very strong mix up game: Between her sweep, instant overheads, and a great untechable throw, Chibi can put the opponent in the blender make them guess multiple times before they die.
  • Backdash cancel: Chibi is the only character in the game that can chain an infinite amount backdashes, making her fully invincible during this set up if not countered properly.
  • Luna P: Her desperation is bar none the best in the game, making some of the slower character's life hell against it and completely turning the tides of the match around with proper usage.
  • Unique mobility options: Her double jump and Swinging Marshmallow attack give her options in the that no one else in the cast has.
  • Poor range: Basically all of her attacks suffer from very tiny limbs, causing her to be outrange by the entire cast at close combat.
  • Poor Guard Cancel options: If she's forced to block, most of the time she can't retaliate, with backdash away being her only viable option.
  • Poor damage: All of her moves do little damage, to the point that just throwing the opponent is more convenient than trying to combo strings.

Normals

5LP

5LP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 2 2 11 +3 2 3 3 3

Very fast short punch with limited use.

Total Duration
14

f.HP

f.HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 12 12 15 +2 5 7 8 9

A chunk of start up and leaning forward makes this mostly unused outside of whiffed throws.

Total Duration
47

c.HP

c.HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 5 5 23 +1 7 9 11 12

Best Heavy attack other than jumping heavies and slide; comes out fast and does actual damage

Total Duration
32

5LK

5LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 5 +6 2 3 3 3

Links well into other lights and Crouching Heavy Kick. It moves both Chibi's face and body hurt boxes forwards. Good button, 2LK is better.

Total Duration
13

5HK

5HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 13 12 15 +2 8 10 12 14

Hard to use normal due to it's start up, shifting her head hurt box backwards can have her win some typically unfavorable trades.

Total Duration
39

2LP

2LP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 6 +6 2 3 3 3

Doesn't hit low but can face hit some crouching characters. Can link into all grounded normals, but is rarely used on purpose.s

Total Duration
14

2HP

2HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 10 11 11 +7 5 7 8 9

One of the few low 2HPs in the game. Can confirm into Pink Sugar Heart Attack.

Total Duration
31

2LK

2LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 4 5 6 +6 2 0 3 0

Links into other lights as well as both Crouching Heavies. Hits Low!! This is Chibi’s main footsies button. Same sprite as slide can fake people out. Jump cancel the recovery frames to set up overheads with butt dive.

Total Duration
14

2HK

2HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 8 33 19 -24~+7/D 9 0 14 0

Knockdown on hit. Hits low, travels a little over half the screen, and any negative frames can be mitigated with a good backdash. One of Chibi’s most useful tools not only as a combo ender but also as a low poke. Box data is similar to Crouching Light Kick with slightly smaller hitbox. Characters with longer grabs _can_ grab you out of this. This move can cross under certain characters after the sweep hits if you choose to not backdash. It can also cross under some character’s backdash animations.

Total Duration
59

j.LP

8j.LP or 7/9j.LP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
8j.LP High 4 Until Landing Until Landing +6~+14 2 3 3 3
7/9j.LP High 4 Until Landing Until Landing +6~+14 3 4 5 5

A better Air-to-air option than Jumping Kicks. Like all Jumping Lights, is active until you hit the ground. Doesn’t do much damage but because of plus frames is your go to tick throw button.

Version Total Duration
8j.LP 0
7/9j.LP 0

j.HP

8j.HP or 7/9j.HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
8j.HP High 5 11 6 +6~+14 5 7 8 9
7/9j.HP High 5 11 6 +5~+14 6 8 9 10

Slightly larger hitbox (6 pixels wider, 3 taller) and deals twice as much damage. Go to Air-To-Air trade button.

Version Total Duration
8j.HP 19
7/9j.HP 21

j.LK

8j.LK or 7/9j.LK
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
8j.LK High 4 Until Landing Until Landing -2~+14 4 5 6 7
7/9j.LK High 4 Until Landing Until Landing +1~+14 4 5 6 7

Neutral jump version has worse plus frames, Forward/Backward Jump minimum +1 on hit, all versions of jLK can be +14 on hit if done right before you hit the ground. Chibi can instant overhead with this kick, but you’re only mid-air after your hit so you’re kind of a sitting duck. Good cross up button due to hitbox shape/size.

Version Total Duration
8j.LK 0
7/9j.LK 0

j.HK

8j.HK or 7/9j.HK
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
8j.HK High 4 9 7 -2~+14 8 10 12 14
7/9j.HK High 4 9 7 +1~+14 9 12 14 15

Identical to Jumping Light kick in every way except does twice as much damage. Chibi’s highest damaging air normal due to head hits. Can also be used as an instant overhead but you’re vulnerable after.

Version Total Duration
8j.HK 19
7/9j.HK 24

Universal Mechanics

Movement

Backdash

44
Startup Total Duration
1 27

Strike, projectile and throw invulnerable for 1~26 frames. Move Distance: 78 Vulnerable on the 27th frame. You can cancel back dash into another back dash on the 26th frame to maintain invincibility. Buffer the input by holding the second back input to make it more consistent.

Total Duration
27

Double Jump

j.7/8/9
Startup Total Duration
1 63

You can hold the direction you would like to double jump, no need to tap it. Last chance to double jump is on frame 27 of your jump

Total Duration
63

Throws

Riding Knock Clapper

4/6HP
Range DMG Is Techable Advantage
40 20 No +13 (2P: +14)

Chibi's only throw. While it's not very strong, it is one of her most consistent damage options due to being untechable (and since Chibi's damage is poor...)

Specials

Swinging Marshmallow

j.2LK or j.2HK
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Swinging Marshmallow (LK) High 9 Until Landing 35 -19~-10/D 8 10 12 14 2
Swinging Marshmallow (HK) High 11 Until Landing 52 -28~-19/D 10 13 15 17 2

j.2LK: Knockdown on hit. Big mobility and punish move. Medium risk, high reward as Chibi is a sitting duck if it’s blocked. However, it hits overhead and knocks down. Since it's an air special, you can cancel backdash into it at any time. This is the version you want to use when close to your opponent due to its speed and start up.


j.2HK: Knockdown on hit. This version is much faster with almost twice as much recovery on whiff. Because of its speed and start up, this version will whiff if it’s used too close.

Version Total Duration
Swinging Marshmallow (LK) 54
Swinging Marshmallow (HK) 52

Pink Sugar Heart Attack

[4]6LP or [4]6HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Pink Sugar Heart Attack (LP) Mid 18 Projectile 36 +1~ 10 13 15 17 2
Pink Sugar Heart Attack (HP) Mid 23 Projectile 51 -14~ 12 16 18 20 3

[4]6LP: Relatively long hitbox for a slim projectile. Don’t expect to use it for fireball wars. This is, however, Chibi’s only GC option other than Backdash. Very useful in Backdash Meta to gain or help keep a life lead. Despite being bad, it does have some uses.


[4]6HP: Faster fireball, longer recovery, somewhat disjointed due to it's travel speed. Very very rarely used.

Version Total Duration
Pink Sugar Heart Attack (LP) 54
Pink Sugar Heart Attack (HP) 74

Desperation

Luna P Attack

j.63214HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Mid 28 99 70 -13~+15 6 8 9 10 1XN

27F Guaranteed action. Deals 6 damage every time it connects, 1 chip damage. Luna P bounces in a figure 8 pattern relative to where Chibi was on the screen when she threw it. Throwing Luna P at different heights is a valuable part of throwing your opponent’s chase game off and keeping them locked down. Get used to doing different jump heights, using backdash Luna P, etc. A popular chibi strategy is just lame it out and Luna P for game. If Luna P is active, it can also eat projectiles and keep going, which comes in handy. As it is an air move, you can also do it out of backdash, which is almost necessary to learn if you want to keep the pressure on and discourage your opponent from doing anything. Fair warning; it can be blocked both standing and crouching and if someone has a good GC special, they will try to use it to close the game out. Also if they have a high life lead, you can expect your opponent to just block and run the clock. Things that can beat Luna P: Uranus purposely taking air hits for reversal forward dash to close the gap, Mercury GC HP Bubble, Jupiter Coconut (Jupiter takes an air hit of Luna P), Mars Birds (LP Bird at obvious ranges; GC HP Bird beats Chibis who are going for constant backdash Luna Ps), Moon GC Forward hop into whatever, Chibi infinite backdash, anything with Invincibility _can_ help thread the needle thru it but good luck.

Total Duration
145

Navigation

 Chibi Moon
To edit frame data, edit values in SMS/Chibi Moon/Data.
System Links