SMS/Neptune

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Overview

Overview
Neptune is often miscategorized as the shoto of the game due to her having a fireball and a DP. After playing enough Sailor Moon however, you come to realize you can not play a shoto playstyle with her due to the game’s guard cancel mechanics and Neptune’s questionable fireball, undoubtedly her biggest weakness in a game where everyone has at least a decent fireball. Instead, Neptune thrives off of cornering opponents and mixing them up, as well as having a frame 3 invincible dragon punch with a hitbox the size of old Ken’s entire body. It can get any character off of you if they are too close. Good normals, a standing overhead, and the 3rd fastest walk speed in the game round off the character. Solid fighting game fundamentals will get you far with Neptune at first, and a good understanding of matchups will allow you continue even further. If you like outplaying your opponent and not spamming fireballs, then start practicing your dragon punch inputs.
Neptune
SMS Neptune Portrait.png
Jump Speed
2.063
Jump Duration
50
Jump Distance
99
Forwards Speed
2.064
Backwards Speed
1.192
Backdash
26f, invuln 1~>25
Backdash Distance
96

 Neptune abuses her dragon punch, Splash Edge, in neutral (and everywhere else) until she can approach the enemy to hit them with the high/low/throw mix.

Pros
Cons
  • Ridiculous DP: Her Splash Edge move is by far the best reversal in the game, being frame 3/4 and invincible from the first, and it's an option the opponent always has to respect.
  • Amazing Mix Ups And Pressure: With her long-ranged normals, standing overhead and great tick throw set ups, Neptune can make it really hard to escape her pressure and corner once she gets her game going.
  • Great Damage: Neptune possesses some very damaging combos that can melt the opponent's lifebar away.
  • Bad Fireball: Not only Deep Submerge has a lot of recovery and an awkward angle, but it also elongates her head hurtbox a lot, making her extremely susceptible at being headshot.
  • Struggles Approaching Zoning: Despite her good walk speed, Neptune can have a very hard time against zoners, being herself a failed zoner.

Normals

5LP

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

Neptune's fastest normal. Can be used to get extra damage when crouching LK won't combo due to the extra frame of start up it has because of crouch.

Total Duration
14

5HP

5HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 7 12 18 -1 7 9 11 12

Good combo extender than can combo into HP DP very easily for big damage.

Total Duration
36

c.LK

c.LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 5 5 6 +6 4 5 6 7

Does 1 more damage than 5.LK but can whiff on some characters if not close enough to their hurtbox.

Total Duration
15


f.LK

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

Farthest reaching light normal.

Total Duration
16


c.HK

c.HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid*High 9 12*8 8 +14~+18 8 10 12 14

The second hit of the move is an overhead. Makes it very good as a corner mix up tool. Can cancel into DP or Fireball.

Total Duration
36

f.HK

f.HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 13 14 15 0 9 12 14 15

A poke that can combo into fireball and can also anti-air.

Total Duration
41


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

Comes out if you miss DP, mostly useless.

Total Duration
14


2HP

2HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 9 14 10 +5 6 8 9 10

Usually seen if you miss a standing HP into DP combo. It does less damage and has a smaller hitbox so it is not preferred.

Total Duration
32


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

Good poke due to the large disjoint. Good combo tool as well. Just a good button.

Total Duration
14


2HK

2HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 10 11 16 +2/D 8 0 12 0

Second farthest sweep in the game and a core poking tool for Neptune due it's range. Can also low profile some projectiles such as Jupiter Thunder Dragon.

Total Duration
36


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 +8~+14 3 4 5 5
7/9j.LP High 4 Until Landing Until Landing +8~+14 3 4 5 5

Ambiguous cross up tool.

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 8 +8~+14 5 7 8 9
7/9j.HP High 5 11 8 +8~+14 6 8 9 10

If you miss an air grab you will see this move, but why are you going for air grab?

Version Total Duration
8j.HP 23
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 +8~+14 4 5 6 7
7/9j.LK High 4 Until Landing Until Landing +8~+14 4 5 6 7

Very good air to air, only losing to Pluto jumping LP and spaced Venus HP. The large disjoint will also beat some anti-airs. If timed and spaced this can combo into light attacks or DP.

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 4*5 9 +9~+14 10 13 15 17
7/9j.HK High 8 7 5 +5~+14 9 12 14 15

At best this move can be used as a bait to then punish with DP.


Good jumping HK. Can combo into anything.

Version Total Duration
8j.HK 25
7/9j.HK 24

Universal Machanics

Movement

Crouching Block "Bug"

1
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
N/A

If you look closely, you'll notice that Neptune's hurtboxes on her crouching block don't quite match up with her sprite. This is because Neptune moves her sprite forward when she crouch blocks, pushing the hurtboxes a bit too far back.

Though not really a bug by definition, it's visually confusing enough to cause many players to misjudge their spacing on sweeps or projectiles (ie. Jupiter Coconut or Venus Up-ball). Keep an eye out for this and be ready to whiff punish when they do.

Total Duration
0

Backdash

44
Startup Total Duration
1 26

Strike, projectile, and throw invulnerable for 1~25 frames.

Total Duration
26

Throws

Neck Throw

4/6HP or j.4/6HP
Version Range DMG Is Techable Advantage
4/6HP 40 20 Yes +16 (2P:+17) on tech
j.4/6HP 40 20 Yes +16 (2P:+17) on tech

Neptune really got the short end of stick when it comes to grab. Her throw only does 20 damage when other throws can do more. It is also a punch throw so it has less range than a kick throw. Punch throws usually have less range in exchange for them being untechable. Neptune's grab can be teched sadly. Depending on port you can get a follow up if they tech in the corner however. Sweep, DP, or even Desperation all work. Still useful for oki setups in the corner, just remember you have to be closer than your opponent's grab range most of the time.


Brings the opponent down to earth when you get it, but Neptune hardly ever presses HP in the air.

Specials

Splash Edge

623LP or 623HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Splash Edge (LP) Mid 3 4*14 19 -4/D 12 16 18 20 3*2
Splash Edge (HP) Mid 4 5*22 29 -22/D 14 18 21 24 3*2

Ever wanted a DP with everything?

623LP:Invincible on frame 1, 3 frames of startup, great range, good damage, and short enough recovery to be only -4 on block with enough pushback to make it nigh unpunishable.

LP Splash Edge is arguably the best special move in the entire game and is useful in just about every scenario you can think of. You will love this move, you will abuse this move, and you will laugh at your opponents as you force them to respect it every second of the match.


623HP: LP Splash Edge's flawed cousin. Aside from actually being punishable on block, this version will only knock the opponent down if the second hit connects. If used from too far away, the second hit will miss and leave Neptune wide open for a punish even if the first hit connects. The second hit also does less damage then LP, making it less damaging then LP as an anti-air.

With these caveats, HP Splash Edge's primary use is as a high-damage combo ender, as it deals good damage and decent knockdown when used as such.

Version Total Duration
Splash Edge (LP) 39
Splash Edge (HP) 59

Deep Submerge

214LP or 214HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Deep Submerge (LP) Mid 12 Projectile 36 ~+1 8 10 12 14 2
Deep Submerge (HP) Mid 16 Projectile 51 -14~ 10 13 15 17 2

Potentially the worst fireball in the game. It's slower recovery and awkward angle makes it lose most fireball wars. It's atrocious hurtbox makes Neptune's entire hand a head hurtbox, making it very easy for other characters to jump in at her. It should not be used mindlessly and has to be properly placed to be have any chance at being effective.


Can be used to do extra damage in combos or to use it's speed to snipe opponents at low health. A sad fact about HP Deep Submerge is that it does the same chip damage of 2 as LP Deep Submerge.

Version Total Duration
Deep Submerge (LP) 48
Deep Submerge (HP) 67

Desperation

Dragon Rise

6236236HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Mid 6 43 41 -43/D 48 62 72 72 12x2

Invincible on 1F~14F. In the air on 15F~82F.

Definitely one of the better desperations outside of the top tier ones. It can be tricky to input fast due to the forward press at the beginning. While the input is close to just doing a double DP input, if you don't end with a forward press you will get HP DP instead. 6 frame startup means it can combo from most attacks, but requires you to buffer the input to make it come out fast enough, such as buffering the desperation in the air while doing a jumping HK, so as soon as you land the desperation can come out.

Total Duration
89

Navigation

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