Overview
Jump Speed |
2 |
Jump Duration |
47 |
Jump Distance |
82 |
Forwards Speed |
1.224 |
Backwards Speed |
1.096 |
Backdash |
17f, invuln 1~>16 |
Backdash Distance |
96 |
Moon uses her strong projectiles and unique movement to create strong vortex gameplay.
- Zoning: TiaraGuardMidStartup11Recovery31Advantage+6~ and HeartGuardHighStartup19RecoveryUntil LandingAdvantage+18~ are both great projectiles with different uses that compliment Moon's other tools well and give her strong full screen game.
- Forward hop: Her unique dash jump gives her a way to escape corner pressure and, paired with Heart, opens up unique mix ups and setplays to her.
- All-rounded protagonist: Having two projectile, good mobility, very nice normals, great throws and a Flash Kick, Moon is a character with tools for every occasion.
- Technical to a fault: Not only she's most likely the hardest character to master in the game, but not being careful with your inputs might cause you to get a forward hop when you most likely don't want it.
- Dead zones: While her projectiles are great, some characters have an easy time dodging them, making Moon helpless when that happens.
Normals
f.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +6 | 2 | 3 | 3 | 3 |
c.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +6 | 3 | 4 | 5 | 5 |
An elbow with poor range that can whiff on crouchers.
Total Duration |
---|
14 |
f.HP
c.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 7 | 10 | 10 | +9 | 7 | 9 | 11 | 12 |
Whiff's on crouchers. Has good startup, active frames, and frame advantage but is generally outshined by better buttons.
Total Duration |
---|
26 |
5LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 5 | +7 | 3 | 4 | 5 | 5 |
An amazing button. Good for combos, anti-airs, and pokes making it a sort of 'swiss army knife' button for many situations.
Total Duration |
---|
13 |
5HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 7 | 7 | 26 | -4 | 8 | 10 | 12 | 14 |
A solid button with good range, damage, and startup. The recovery is rather poor though so you pretty much always want to cancel this on block/hit while also making sure to never whiff.
Total Duration |
---|
39 |
2LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +6 | 2 | 3 | 3 | 3 |
2HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 8 | 12 | 11 | +6 | 6 | 8 | 9 | 10 |
it uses the same sprite as 2LP except with more damage, longer startup, and more active frames. That said there isn't much use for this button.
Total Duration |
---|
30 |
2LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 4 | 5 | 6 | +6 | 3 | 0 | 5 | 0 |
Great button.
A quick low disjoint that is +6 on block.
Total Duration |
---|
14 |
2HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 7 | 8 | 23 | -2/D | 8 | 0 | 12 | 0 |
j.LP
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.LP | High | 4 | Until Landing | Until Landing | +4~+14 | 3 | 4 | 5 | 5 |
7/9j.LP | High | 4 | Until Landing | Until Landing | +4~+14 | 3 | 4 | 5 | 5 |
This move has a small awkward hitbox but it stays active till Moon lands on the ground.
Version | Total Duration |
---|---|
8j.LP | 0 |
7/9j.LP | 0 |
j.HP
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.HP | High | 5 | 13 | 10 | +4~+14 | 5 | 7 | 8 | 9 |
7/9j.HP | High | 5 | 13 | 10 | +4~+14 | 6 | 8 | 9 | 10 |
j.LK
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.LK | High | 4 | Until Landing | Until Landing | +6~+14 | 4 | 5 | 6 | 7 |
7/9j.LK | High | 4 | Until Landing | Until Landing | +6~+14 | 4 | 5 | 6 | 7 |
A useful air-to-air button. Can also be plus when used as a jump in. Active till Moon lands.
Version | Total Duration |
---|---|
8j.LK | 0 |
7/9j.LK | 0 |
j.HK
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.HK | High | 5 | 11 | 10 | +6~+14 | 6 | 8 | 9 | 10 |
7/9j.HK | High | 5 | 11 | 9 | +1~+14 | 8 | 10 | 12 | 14 |
Neutral Jump has the same animation as j.LKGuardHighStartup4RecoveryUntil LandingAdvantage+6~+14 except it does more damage but is less active. Also has 1 more frame of startup over j.LK.
Forward or backwards jump is a solid disjointed jump-in or retreating air-to-air due to Moon's disjointed boot.
Version | Total Duration |
---|---|
8j.HK | 25 |
7/9j.HK | 24 |
Universal Machanics
Movement
Backdash
Startup | Total Duration |
---|---|
1 | 17 |
Can be canceled into itself similar to Chibimoon's Backdash, however the window to do so is tight due to only being 17 frames. If performed frame perfectly, Moon could theoretically get up to four backdashes before the input buffer stops a fifth from coming out. A double backdash can be performed consistently by inputting 42144 and holding the last 4 input.
Total Duration |
---|
17 |
Dash Jump
Startup | Total Duration |
---|---|
1 | 42 |
A key move in Moon's kit, and one you'll be using often whether you mean to or not. Useful for escaping pressure or applying it when backed with HeartGuardHighStartup19RecoveryUntil LandingAdvantage+18~. And yes, you can use it as a guard cancel if you really want to.
That said, due to the game's input buffer it can be very easy to throw this move out by accident, as the dash jump will happen if you press forward twice within 15 frames. Be very careful when trying to shimmy in neutral, lest you jump when you don't want to and leave yourself wide open.
Total Duration |
---|
42 |
Throws
Headbutt
Range | DMG | Is Techable | Advantage |
---|---|---|---|
40 | 20 | No | +41 (2P: +42) |
Plus enough for to go for a meaty on the opponents wake-up. This throw takes a long time which can be good for running down the clock.
Rabbit Flip
Version | Range | DMG | Is Techable | Advantage |
---|---|---|---|---|
4/6HK | 48 | 20 | Yes | +11 (2P: +12) on tech |
j.4/6HK | 48 | 24 | Yes | +11 (2P: +12) on tech |
Specials
Moon Tiara Action
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
Moon Tiara Action (LP) | Mid | 11 | Projectile | 31 | +6~ | 10 | 13 | 15 | 17 | 2 |
Moon Tiara Action (HP) | Mid | 15 | Projectile | 46 | -9~ | 12 | 16 | 18 | 20 | 3 |
heavy variant is faster with longer recovery
Version | Total Duration |
---|---|
Moon Tiara Action (LP) | 42 |
Moon Tiara Action (HP) | 61 |
Moon Spiral Heart Attack
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
Moon Spiral Heart Attack (LP) | High | 19 | Projectile | Until Landing | +18~ | 8 | 10 | 12 | 14 | 2 |
Moon Spiral Heart Attack (HP) | High | 19 | Projectile | Until Landing | -1~ | 10 | 13 | 15 | 17 | 3 |
The HP version's projectile becomes larger after travelling a short distance
Version | Total Duration |
---|---|
Moon Spiral Heart Attack (LP) | 0 |
Moon Spiral Heart Attack (HP) | 0 |
Sonic Cry
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
Sonic Cry (LP) | Mid | 16 | 1*2x7 | 28 | ~-5 | 6 | 8 | 9 | 10 | 1xN |
Sonic Cry (HP) | Mid | 10 | 1*1x23 | 39 | -44/D | 12 | 16 | 18 | 20 | 3xN |
Moon's reversal, 1~15F are fully invincible. 16F~37F are upper body invincible. Despite good invul it's slow to become active.
●The LP variant ends sooner and hits multiple times. In very rare cases this causes a ton of chip damage. ●The HP variants starts up faster, lasts longer, and hits once causing knockdown.
Version | Total Duration |
---|---|
Sonic Cry (LP) | 62 |
Sonic Cry (HP) | 92 |
- Requires a charge time of 45F
- Requires a charge time of 45F
Desperation
Silver Crystal Operation
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|
Mid | 12 | 89 | 22 | -43/D | 48 | 62 | 72 | 72 | 12xN |
Invincible from 10F~103F. Able to do any action except walking from 117F. 7 frames needed to input this as well as 12 frames before it becomes active gives it the appearance of being slow. Try to buffer the input during a jump or other move to make it better.
Moon slowly advances slightly forward in the air, enveloping herself in energy. Good damage and chip damage like all supers. Despite being -43, this move is extremely invulnerable and in a lot of cases you can backdash away upon landing before you're punished.
Total Duration |
---|
122 |