Overview
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.
- 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Specials
Swinging Marshmallow
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
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
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 |