SMS/Moon

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< SMS
Revision as of 23:32, 13 March 2023 by Rojo Hou (talk | contribs) (→‎f.LP)

Overview

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.
Moon
SMS Moon Portrait.png
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.

Pros
Cons
  • 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

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

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

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

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

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

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

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

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

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

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

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 +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

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 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

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 +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

8j.HK or 7/9j.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

44
Startup Total Duration
1 17

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Total Duration
17

Dash Jump

66
Startup Total Duration
1 42

full screen jump

Total Duration
42

Throws

Headbutt

4/6HP
Range DMG Is Techable Advantage
40 20 No +41 (2P: +42)

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Rabbit Flip

4/6HK or j.4/6HK
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

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Specials

Moon Tiara Action

236LP or 236HP
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

j.214LP or j.214HP
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

[2]8LP or [2]8HP
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

2363214HK
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

Navigation

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