Overview
Moon has strong mixups and setplay options with Heart and forward hop. Moon also has very solid projectile game in neutral -- with Tiara coming out and recovering very fast -- as well as back dash Heart allowing her to bait and punish jump ins like you would with a DP. She also has two very good throws.
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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: Tiara and Heart 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 |
It's a jab. You'll probably only see this move if you messed up 236 LP. Anywhere you might use this you'd rather use 5LK
Total Duration |
---|
14 |
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
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 15 | 12 | 21 | -4 | 6 | 8 | 9 | 10 |
Too much start up to be useful. HK is more useful in most cases you could use this.
Total Duration |
---|
47 |
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 |
This button would be okay but it is a mid which means it is outshined by c.LK which hits low. Other than hitting mid this button is very similar to c.LK
Total Duration |
---|
14 |
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 |
A useful disjointed sweep. Shifts Moon's hurtbox which allows her to go under certain projectiles like Mercury's Bubbles, Moon's Tiara,, and Chibi Moon's Heart Attack.
Total Duration |
---|
37 |
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 |
Same animation as j.LP. but does more damage and is only active for a small time period.
Version | Total Duration |
---|---|
8j.HP | 27 |
7/9j.HP | 27 |
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.LK 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 |
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Total Duration |
---|
17 |
Dash Jump
Throws
Headbutt
Range | DMG | Is Techable | Advantage |
---|---|---|---|
40 | 20 | No | +41 (2P: +42) |
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Rabbit Flip
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 |
The LP variant ends sooner and hits multiple times. The HP variants 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 |
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Total Duration |
---|
122 |
