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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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

Universal Machanics

Movement

Backdash

44
Startup Total Duration
1 26

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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

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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
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
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

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Total Duration
89

Navigation

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