Capcom Cup 2017 Player Analysis: Will Oil King fly higher than the rest?

Li-Wei “Oil King” Lin has emerged as one of the strongest players on the circuit in 2017. Having not made much of an effort on the Capcom Pro Tour last year, the Taiwanese player made waves in his competitive arrival this year.

His aggressive push has rewarded him with a #15 seed at Capcom Cup this year. What damage will he do in his debut at the biggest tournament of the year?

High Flying

skies_of_honor_rashid_vs_ken

ZOWIE|Oil King was already starting to make his mark with Rashid in a Street Fighter V season where the character was considered less viable due to his poor damage output. What a difference a year has done in the meta, as he is now placed in the top tiers by some.

What Rashid doesn’t have in easy damage, he makes up for in mix-up potential. He also is a unique hybrid, in both being able to zone and mix-up. No one has done this better than Oil King, and he has been doing so for over a year. He is very comfortable trying to outpoke and outspace his opponents. But the beauty of his play is when he goes on the offensive. He constantly puts his opponents in situations where they feel desperate to his escape his aggression, often leading to more mistakes that he then capitalizes on. In a meta that rewards pressure, he reaps the rewards more often than most.

Setting Fire to the World

Because of his play, Oil King has been able to really rip apart the competition on the circuit. In his seventeen appearances on the Capcom Pro Tour, he has made the top 8 a whopping ten times, while also taking a ranking event at FV Cup in Malaysia. While the only other player at the event that has qualified for Capcom Cup was Sako, taking any event on the circuit is an impressive accomplishment.

His consistent top 8s also feature him placing above other finalists such as Itabashi Zangief, Big Bird, Mago, and Yukadon. This shows that he has the capability of outshining everyone involved in the race to the top.

The Turbulent Wind

RashidThanks to the mix-up-heavy game that Rashid requires, Oil King’s play can be volatile. Sometimes it works and sometimes it doesn’t. While he is strong in the neutral, Street Fighter V inherently doesn’t reward the neutral game as much as other titles. Even if it were to do so, Rashid’s neutral game can be beat by many in the cast.

The results show this. Out of all three Rashid mains in Capcom Cup, only Oil King and Moke have actually won an event, and they were both ranking events. Oil King won the weaker of the events as far as Capcom Pro Tour rankings show. This doesn’t speak well of how he could do at Capcom Cup, given that he will have no weaker opponents to face in the tournament.

Quantity Over Quality

You’ll notice a recurring theme this year, where I have split players who have focused on their results being strongest to qualify, and players who have traveled as much as possible to get the points to qualify. Oil King would definitely fall into the latter group this year.

While you can’t speak against his results, the truth of the matter is that he is in the tournament because he was grinding a lot, going to as many events as possible to secure his spot. As such, almost half of his points came from ranking events — in which less points are rewarded — of which he only won once. While it’s hard to tell people to focus over quality over quantity, since it does get you to the dance, the problem becomes how tired are you going to be once you’re there.

Final Thoughts

Oil King has performed well and learned a lot on his first world tour, but I think that’s where it stops. He is probably one player that is most at risk of burning out given how much he’s traveled.

He is always a threat, but given that he has only closed out a tournament once against a weaker field, it’s hard to name him even as a dark horse pick to win it all. My guess is that he’ll make top 16 at best.


Check out our prior articles in the Capcom Cup 2017 Player Analysis series!

Capcom Cup 2017 Player Analysis: Will Daigo Umehara run wild?

ryuisdeadHx.CYG BST|Daigo Umehara has walked a tough road this year. Having started off the season attempting to stay the course on his tried and tested Ryu play, he realized that the character nerfs were not conducive to getting the results he needed.

He thus made a difficult choice to switch to Guile. When he switches away from his most beloved character, you can tell he means business. Well, business is booming, as his Guile play has put him into Capcom Cup yet again. Now will the Beast finally claim the title he came so close to grabbing in 2015?

Booming

While Daigo’s switch to Guile may have come as a shock to many in the FGC, deep down it makes sense. If you look back to even the origins of competitive play, Guile and Ryu are classic contemporaries. Despite the difference in controls, the two characters aren’t so different, fundamentally. Both play solid footsies, both control the ground and the air very well.

Essentially, Daigo was able to take what he already does well with Ryu, and amplify that with Guile. He has always had a great zoning game, and throws fireballs well. He also has great reads and reactions, and Guile has great tools for countering jumps. But he takes some of Ryu’s difficulties, including pressure, and mitigates them. This allows Daigo to play every aspect of the game in his own terms, which gives him control of matches.

Sending People Home to be Family Men

Despite having to adapt to a new character — with his admission that he learns slowly — Daigo has not slowed down this year. It is true that he won one fewer tournament this season, three victories instead of four. It’s also true that he attended the same number of tournaments this year. However, it is his list of notable wins that suggests he is still on song.

Esports Festival Hong Kong featured wins over Gachikun, Kazunoko and NL. Abuget Cup saw him beat GO1 and Oil King. Fight Club NRW might have been his weakest win, but saw him defeating European qualifiers Phenom and Problem X. This makes him a dangerous man, beating some of the best in the Capcom Cup field.

It’s also worth noting that every single tournament win he’s posted this year has been from the winner’s bracket. It’s obvious that when Daigo is focused, there is no one that can really stand against him.

sfv_guile_sonic_boom

The Break Principle

I mentioned this last year in reference to Infiltration, and this is something that worried me about Daigo. After he had ensured his entry into Capcom Cup, he announced that he would pulling away from tournaments for a while. When we next saw him at a bloodthirsty bracket at Canada Cup, he finished 25th, losing to LPN and 801 Strider. Especially given that Laura can struggle to get in on Guile if executed properly, this shows that although Daigo has continued to train online, he is struggling right now.

It’s often shown that if you take a break like this, your tournament prowess could deteriorate. Despite decades of experience, it seems that Daigo waned some over the course of a couple months. This can’t be any more true in a volatile game such as Street Fighter V, where you must keep sharp or get caught off guard.

The Beast Masters

sfv_urien_scaryThe question then becomes when Daigo loses during a full tournament schedule, who is he losing to? At TWFighter Major, he lost to Dogura and Kichipa-mu. At Japan Cup, he lost to Nemo and NL. At Battle Arena Melbourne, he lost to Marn and yet again to Dogura. He lost to Mo-joe and MenaRD at CEO.

The first three tournaments mentioned showed a glaring hole: Urien. Having struggled against both Nemo and Dogura shows this matchup to be a weakness. We haven’t had any questions answered on his capabilities in this matchup lately. But given that Dogura is currently the hot player going into Capcom Cup, should they face off in Anaheim, my money would be on Dogura.

Final Thoughts

Daigo Umehara is always capable, and his switch to Guile has put him into a good position. With the departure of NuckleDu, he is the strongest Guile in the mix.

With that said, he’s a little off his game as of late, so we’re now waiting to see whether he shows up to California with full focus. If he does, expect him to make a serious run at the tournament.

GuileThumb3


Check out our prior articles in the Capcom Cup 2017 Player Analysis series!

Capcom Cup 2017 Player Analysis: Will Justin Wong finally break his losing streak?

Echo Fox’s Justin Wong holds an unfortunate record in competitive fighting game history: having taken part in every single Capcom Cup since its inception, he has not won a single match in a Street Fighter title in the event. Given that Capcom Cup started in 2013, this makes his competitive record at the event 0-8.

While we could go on indefinitely about why this is the case, the fact is that every year he puts on a strong showing on the Capcom Pro Tour, only to find his results at the final event to be lackluster — far below what we know he is capable of. Yet again, he finds himself in the thick of things at Capcom Cup, with a #14 seed. Will we see Justin break out of this losing streak — or will he extend his losing streak to 0-10?

True Character

If there are two things that Justin has done since last season, he has definitely worked on both perfecting his Karin play, and finding a secondary to do damage with. While not a particularly popular pick on the CPT, his Ed has become a serious threat, with Justin bringing out the character many times — including at Evo, Northern Arena Knockout, and the CPT North American Finals.

Ed_11The patient play that he has patented with Karin — using spacing instead of a bevy of setups to his advantage — also fits well with Ed. He also uses some of Ed’s tricks and gimmicks (including fake fireballs) to his advantage to bait players into playing into his reactionary, defensive style. He also has the execution and spatial awareness to throw in some of his more situational combos, all of which rely on understanding exact spacing and timing to pull off.

Karin and Ed complement each other well. While Karin dominates much of the cast with her superior footsies and spacing game, she struggles against characters who can either build a wall to prevent her from spacing, or can punish her for being in that range. His Ed takes over in those matches, where he can both zone and hold grapplers out of their proper ranges — ranges that would otherwise favor them over Karin.

This combination of characters should give Justin an advantage, where he will fear very few — if any — character match-ups.

Strength of Schedule

It’s hard to say that other players put in more work on the circuit than Justin. That’s simply because he is one of few players to literally go everywhere. Over the course of 2017, he was able to make the top 8 in three out of six Premier events, while also winning ranking events at Toryuken and Buenos Aires True Salt. Further, he was able to make top 8 at a grand total of five out of seven ranking events, and narrowly missed the top 8 at Evo. This has been one of Justin’s best years in a long time.

In all fourteen events he competed in, he missed top 16 only twice: once at the start of the season at Final Round XX, and again at NorCal Regionals. It’s hard to debate his consistency this year, and he only got stronger as the year progressed.

Returning to His Throne

MvCi_coverAs the long-crowned King of Marvel, the release of Marvel vs. Capcom Infinite could be Justin’s biggest nemesis to glory at Capcom Cup. Not just a part of the Capcom Cup, he must also concentrate on succeeding in the Battle of the Stones tournament, which he received an invite for.

There’s zero question which game series has brought him more success. Both tournaments have a ton of acclaim attached to victory. The question comes down to focus. Will he be fighting harder in the game he’s worked hard all year to qualify for, or the one that he was handed an invite for, but loves more? This will be answered come Capcom Cup, for sure.

Matching Up and Stacking Up

Looking at the current standings, it appears that Justin will be facing GO1 first round. This could prove a difficult match-up for Justin, as both Ibuki and Menat can cause problems for Ed and Karin. While Karin against Ibuki isn’t the worst match-up, it can still be difficult. Ed against either character is problematic, effectively neutering his secondary. Karin can also struggle in the spacing game against Menat, which is something that Justin relies on. This makes his first round look bad from the start.

Let’s just say that Justin survives. There’s a wealth of players in the bracket that Justin has struggled against all year, including Punk, whom Justin has a losing record to by a long shot. Justin has constantly tested Punk’s reactions, only to see Punk pass every test. This shows some stubbornness in Justin to continue to try a failing strategy, but also shows that he hasn’t quite figured out enough to take it all the way in Anaheim.

He further has difficulties with his turtle approach to Karin facing up to Punk’s aggressive approach. We have thus seen him switching on the fly, utilizing both Chun-Li and Ed with no answer to Punk’s equation yet.

Final Thoughts

Justin has all the tools to do it, but the split in his attention may cause him to falter even more this year. Regardless of how long Justin has been in the game, everyone is prone to nagging doubts, and the pressure of not wanting to post another 0-2 record is probably hanging in the back of his mind.

While it’s easy to dismiss Justin and say that he will do so again, I believe he will finally break his cold snap to at least post one or two wins this year.

karin_holiday


Check out our prior articles in the Capcom Cup 2017 Player Analysis series!

Additional source: XusesGB

Koushun releases videos of Japanese Sailor Moon S tech and setups on YouTube

While North America has been studying the game engine of Sailor Moon S and developing a meta in the game for a handful of years now, Japan has been doing the same since the game’s 1994 release. While a lot of what the west knows about this game overlaps with what Japan knows, there is still much to learn, and the Japanese scene is working to give their western counterparts a leg up.

Japanese Street Fighter III: Third Strike legend Koushun is one of the biggest players of the game in Japan, and has recently released some of his footage — formerly only found by hunting for it on Niconico Douga — on Youtube. He also includes captions to explain the tech found in English. In it, you can see various setups and option selects used to blow up wake-up backdashes and guard cancels as well as to punish trades in some situations. He also shows off some amazing ambiguity with crossups, including some with Uranus that sets up her infinite.

Source: koushun1022

desk shows off amazing combos inside the Space Stone’s box in Marvel vs. Capcom: Infinite

People who have been trapped inside the box created by the Space Stone’s  Infinity Storm in Marvel vs. Capcom Infinite have naturally found themselves frustrated. Not only do they have to worry about their opponents opening them up with easy-to-set-up offense, there seems to be very little damage they can do due to their movement restrictions.

However, desk shows that although your space restrictions can be frustrating, there are many move properties that change — allowing you to do box-specific combos that can still deal a lot of damage. This allows characters like Nemesis to chain super into super, or Chun-Li to stay close to her opponents to do follow-ups. These sort of discoveries make it inspiring to practice box-specific setups so that you can actually “think inside the box.”

Source: desk

VesperArcade and BushinStyle sits down to discuss their thoughts on Zeku after one month of play

We have had Zeku for one month in Street Fighter V, and while we have seen players trying out the hybrid character, no one has really talked a lot about him since. VesperArcade sat down with former Guy main BushinStyle — who has since picked up the character — to do just that.

In it they discuss what they feel like are his strengths and shortcomings — most notably dissecting his normals and his difficulties escaping the corner as Old Zeku. They also explore some of his worst matchups, and outline some of the things they wish Capcom would change in the character in Season 3.

Source: VesperArcade

Paradise Arcade Shop opens pre-orders for the Magenta joystick, intends to ship on January 15th

After Evo, we wrote a preview piece on the Magenta, Paradise Arcade Shop’s optical joystick. While their intent was to release in September, several issues along the supply chain caused them to push back the release until they were able to fix those issues.

At long last, the team has announced that pre-orders for what can be described as the Cadillac of arcade levers has opened. Going at the price tag of $99.99, the stick will come with all the bells and whistles described in our preview article alongside five replaceable springs of different weights so you can emulate whatever style stick you want.

Further, if you pre-order, you receive an entry into a raffle for a free prototype version of the Magenta–which functions just as the real thing but with a 3D printed casing for the board. There will be three raffles, and if you order now, you will receive entry in all three raffles. Ordering later will obviously only net you entries into the raffles still to be drawn.

Source: Paradise Arcade Shop

Everyone gets a touch of death in this Hyper Street Fighter II “combo preservation” video

If you thought characters like Balrog and Abigail have high damage potentials in Street Fighter V, you haven’t seen anything yet. Back in the earlier days of fighting games, one hit could have done enough to kill at any given point.

In this combo video — the first of a series — celebrating the 30th anniversary of Street Fighter, SkillSmith shows off some of the most impressive combos in Hyper Street Fighter II. Showing off every selectable character within the game, literally every combo in the video results in a touch of death.

Source: SkillSmith Channel

SSBM Tutorials discusses the strange quirks regarding different controller ports in Super Smash Bros. Melee

Have you ever stepped up to a tournament station thinking that the controller port that you plug into matters? If you have, you likely play Super Smash Bros. Melee — where being particular in the controller port you use is more than just superstition.

In this video, SSBM Tutorials explains the differences between GameCube controller ports; while controller port one will always get a grab or ledge grab in a tie, the other ports have advantages out of throws, where they can react faster.

Source: SSBM Tutorials

Shoryuken classic games: The mechanics and tiers of Sailor Moon S

1994 called, and it had a few things to teach us about fighting games. While there has always been an interest in older titles — and 1994’s Super Street Fighter II Turbo has been the biggest mainstay in the group — the year 1994 had more to give the scene, and it has taken many years for this game to step out of the shadows. Perhaps its obscurity has been a hindrance for it; having only been released in Japan on the Super Famicom does not make it readily accessible for the Western market. But its appeal is ever apparent: when played in a side tournament at Canada Cup 2017 during finals day, the game in question received 22 players — some of whom had never played the game before. When they were subsequently eliminated from the tournament, many stuck around, loading the game ROM into Bizhawk to continue playing casuals while the tournament’s lone Super Famicom handled tournament matches.

I’m of course talking about the Angel-developed title Bishoujo Senshi Sailor Moon S: Jougai Rantou?! Shuyaku Soudatsusen! (Which roughly translates into “Outdoor Brawl?! Heroine Duel!”) This game has been catching on like crazy. While New York City has had a scene for a time, their most recent tournament netted 17 entrants. Toronto’s Stun City Wednesday event now features a weekly tournament for the game, and is becoming a Toronto staple relatively quickly.

What exactly is making this game catch on suddenly? The answer goes beyond the players that have been bringing it out to events, and stems more from the fact that the game itself is designed to be a solid fighter worthy of trying out at least once.

The Game’s Design

At first glance Sailor Moon S appears to be a very simplistic fighter. Despite some of the inputs coming straight from SNK titles, the input leniency of the game makes special moves relatively easy to pull off, for its time.

Sailor Moon S — much like SNK titles — has only four buttons: light punch, heavy punch, light kick, and heavy kick. It’s full of the hallmarks of fighting games in the era of Street Fighter derivatives: health bars, chip damage, special moves, and one button throws are all here. It also features one of the earliest instances of dashes, with each of the nine-character cast being capable of back dashing. There are two instances of characters being able to forward dash, in Sailor Moon and Sailor Uranus, which we’ll discuss later.

But this is where the difference between other fighters of the time end, and the hidden complexities start to shine. While Street Fighter limited players in what they could cancel special moves into, Sailor Moon S only has one such limitation: you cannot cancel a special into another special. This means that literally any normal move can cancel into a special move. To further this, any normal move can also cancel into any sort of dash your character is capable of. This comes in handy, as you can make your high recovery normals — such as Sailor Uranus’ crouching heavy kick — safe by simply canceling into backdash if it hits a block. To further the offensive options, the three characters with aerial specials — Sailor Moon, Sailor Jupiter, and Sailor Chibi Moon — are able to cancel their aerial specials out of backdash, since the backdash sends them airborne.

If it was this relentless pressure alone that propelled the game, it wouldn’t be as interesting. Fortunately, there are defensive measures that rival the offensive options at hand. If you are under pressure, you have access to a guard cancel, accessed by backdashing or performing any grounded special move. This generates another level of mind games on both offense and defense, where you have to think about whether to create block pressure or backdash out on offense, and whether to guard cancel or not out of fear that they will backdash and punish your movement.

There are a couple of downsides to the game’s engine. First, the developers did not put an input buffer into the start of rounds, so you are not able to buffer charge moves to perform at the very beginning of a match. Second, there are a few crazy hitboxes that make no sense—another relic of the time. Also, outside of hard reads and combos, heavy specials are not very useful as their recovery times make most of them very easy to punish.

There’s yet one more thing: desperation moves. They act as super moves do now, and are only available if you have less than 20% health left or 10 seconds left on the game timer. These can also be guard cancelled into, and counter hit damage does exist. This allows for upwards of 70% damage if you’re not careful and allow these heavily situational attacks tag you.

Beyond the game’s mechanics, there are little extra bells and whistles that make Sailor Moon S one of the most complete fighters of its generation. It features a two-player training mode which is accessible by simply plugging a second controller in during training. This is something that wasn’t done for quite some time in fighting games and was something we would later find to be a necessity. It also features a button check before every single game, and allows you to press buttons to map your controls. As Kenny “Unessential” Ng told me, “It was like they had a crystal ball. They knew what kind of things we’d want and need now, and added it in.”

There’s also a hidden stage that is accessed by holding L, R, and X and going into versus menu, then holding those buttons until you reach button select. You then highlight stage select and press left once for an office level featuring the design team. As another interesting little gift, the story mode features a story that claims that the heroes are fighting each other over who should be leader, and should you defeat the game using anyone other than Sailor Moon, the title screen will feature their silhouette and name in Japanese. All of this is hidden in a game people would claim to be a cash grab on Street Fighter II’s success, which makes it look far more than simply that.

From Top to Bottom

Now that you know the basics, it’s time for the inevitable tier list. The list compiled currently has been presented by NYC player DaiAndOh, and roughly mirrors that of Japan’s tier list. I will explain why these tiers are the way they are, and give you a breakdown of each character so that you can make an educated decision on whom you want to play.

Top Tier:

Sailor Jupiter: While the order of the list in each level can be debated, no one questions Sailor Jupiter’s place at the top of the heap. If there was a way to describe her, Zangief after eating bath salts is a great analogy. She has all of the grappling and close-range abilities of the Red Cyclone, but also has amazing zoning tools that make her difficult to play against no matter what range she’s in.

She has a command throw and a lariat-like move, the latter of which can be used in a crossup combo to deal 50% damage if done properly. Much like Zangief’s lariat, she also has lower body invincibility with the move.

Where Jupiter differs from Zangief is that she has a ground fireball that is performed like a Sonic Boom. She also has an air fireball that only connects when it hits the ground, creating a lightning pillar that knocks down on hit and does massive amount chip damage on block. When used on knockdown up close with her canceled backdash, this can create a corner lockdown that does insane amount of inescapable chip damage.

The only real downside to using her is her desperation move, which is a rush punch with high start-up and low invincibility. If anyone reads you for doing it or sees it coming, it’s lights out. This one negative does not even come close to outweighing all the positives, though.

Despite her not really having bad match-ups, there is no match-up that’s unwinnable against her, which makes most of her matches 6-4 at worst. You still have to work to win with her, but her abilities more than make her the cream of the crop.

High Tier:

Sailor Neptune: The stereotypical shoto character of the game, Ryu and Ken mains will feel comfortable trying her out. While she lacks the hurricane kick of the Street Fighter mainstays, her fireball and DP pressure is unrivaled. Much like Ryu in the earlier Street Fighter II games, Neptune can corner you and keep you there with not only her fireball, but her light dragon punch, which has amazingly fast recovery. She also takes full advantage of every normal move cancelling into special by cancelling her light DP out of an overhead kick in the corner, making her high low mix-up game incredible.

The problem is getting her in these ranges where she can terrorize. She does well against most of the cast, but struggles with Jupiter and Mars at the highest level, both of whom can make it difficult for her to get in to her sweet spot. She does have a strong desperation move — a DP which covers half the screen on the way up — but can be difficult to pull off, netting you her heavy DP on accident, which covers far less space and has bad recovery to boot.

Sailor Mars: Tiger! Tiger! Tiger! If you live your life by the Sagat code, Sailor Mars is going to make your day. She has both high and low fireballs, with the high one having a unique arc that makes jumping even more difficult against her. Her low fireball can also lock down. She also has a wheel kick that acts as a solid anti-air or combo ender.

Speaking of anti-airs, she has a wealth of them, with nearly every normal she has acting as a situational one. If you have a solid anti-air game, you’ll enjoy this character immensely. She also arguably has one of the best desperation moves: a version of her low fireball that lifts up off the ground and can do 20% chip damage on block.

Her main issue is her guard cancels, which aren’t very good. Her wheel kicks are entirely vulnerable, which means everything tags them out of guard cancel. Her best guard cancel up close is her low fireball or desperation, but the inputs for both make them difficult to perform unless you are already standing. Hitting Mars low makes her guard cancels virtually useless. And if she’s locked down in Jupiter’s lightning pillars, don’t even bother considering guard cancels, as you’ll just grant her a knockdown and allow her to reset the process.

Mid Tier:

Sailor Moon: This is a fun, mix-up heavy character that can be a nuisance or a liability at times. She has a mix of good and bad match-ups, and is also one of the more technical characters in the game.

First, Moon has both a grounded fireball, which is a traditional hadouken motion. She also has an air fireball which reverses the hadouken motion in the air. The ability to cancel this from backdash, combined with a forward dash that sends her over her opponents gives her the ability to create both left right and high low mix-ups off of her air fireball. To further her mix-up potential, she has a headbutt grab that she can throw loop on unsuspecting opponents by forward dashing after it resets.

She also has a solid anti air and guard cancel move in her Sonic Scream, which is a flash kick motion with punch instead of kick. This is probably her best chance outside of forward dashing out of the corner to force people off of her.

The downside is that while her mix-up potential is high, it can be avoided. Her air fireball can be ducked even when cancelled from backdash by most characters. The rest of the cast can actually low profile it relatively easily. She also has the most situational desperation move with one of the highest recoveries in the game.

Sailor Mercury: Mercury is definitely one of the most well-rounded characters of the game. She can play the distance game with her charge fireball, and has a ground-to-air fireball that anti-airs really easily by performing a tiger knee motion with punch. She also has the fastest walk speed of the game, a devastatingly ambiguous crossup, a large grab range, a spinning bird kick (which is interestingly a DP motion), and a wall jump. She also has a situational but solid anti-air desperation move which shoots her into the air like an arrow. If you miss though, it’s one of the easiest to punish.

But what makes her mid-tier? While she can play the zoning game, she is best up close with pokes. She thus gets beat by characters with solid guard cancels if you’re not on your toes. Even Sailor Mars can stuff Mercury with guard cancel really easily. Just like the character in the anime, you must play smart to use her effectively.

Sailor Venus: The Dhalsim of the game, all of Venus’ heavy punches utilize her chain, extending her hitbox a decent length. They do have some bad startup properties on them, making you have to time the presses better. However, she has an easy instant overhead using jumping heavy punch.

She also has a hadouken style fireball and a DP that is very useful in combos. Most combos are setup by her upward fireball — a flash kick motion with punch — that allows her to corner lock to her heart’s content. She can also force throw situations by putting her opponents into proximity block with an up fireball in the corner.

Her desperation move also has fast startup and a huge hitbox out in front of her. It also isn’t hard to get on guard cancel, making you think twice about continuing any block string when it’s available.

The problem is getting into her sweet ranges, as she does have a slower walk speed than other characters in the cast. Also, Venus jumping is a liability in itself because her air-to-air game is so bad. Seeing a Venus jump is an invitation for you to jump to beat her in the air.

Low Tier:

Sailor Uranus: If you’ve seen videos of this game anywhere, you’re probably wondering why Uranus of all characters is considered low tier. Do note that despite this spot in this list, she is still a viable pick and can wreak havoc in most matches.

Let’s get some of the obvious things out of the way. She has a ground fireball, which is done by rolling forward to down then hitting punch. She also has a full screen backdash and forward dash. This gives her a lot of opportunities to dance in and out of range.

Like Jupiter, she has a command grab, which when coupled with her mobility makes everything she does scary. She has a slide in her crouching heavy kick which can be made safe by backdash cancelling it. If timed right it can also go under most projectiles.

But one of her biggest assets is her forward dash, which not only sets up grab mixups, but can also set up an infinite combo, which has many variations—the most common of which is c.lp, c.lp, c.hp XX forward dash and repeating the process. It can even be set up in the neutral if you block a fireball by guard cancelling into forward dash and nailing their recovery time.

The thing that makes her low tier is also the thing that makes her strong. Like Moon, her forward dash is not invincible, meaning that if you drop a rep of her infinite and continue to pressure with forward dash, a knowledgeable player will make you regret it. Her fireball is also the most situational, and can be beaten clean by other fireballs since it can only negate Neptune’s at full screen, Pluto’s, and fireballs in the mirror match. Her strengths lie in the mixup game after she scores a knockdown, and if you get into a match where you cannot set it up easily — Sailor Mars springs to mind — Uranus has a hard time winning.

Sailor Pluto: It’s up for debate which character is the worst, between Pluto and Chibi Moon. Pluto looks like she could be strong at first sight, carrying her staff even on the character select screen, but looks can be deceiving. While she has a fireball that acts as space control and can even anti-air on a read, it is one of the most situational fireballs in the game. She also has a knee press that can travel full screen and hit overhead. The problem with the knee press is that it lacks in the invincibility department and is thus unreliable in getting Pluto out of the inevitable lock down that she will find herself in.

She has a desperation that does a ton of damage on hit and is really safe on whiff. It also acts as a pseudo forward dash and can be used to set up an infinite. The problem with that is that you already have to be down to 20% health to have access to it, which makes her best tool hard to even get access to and win with.

To top that off she has horrible air normals, and slow and stubby ground normals. Even her best anti-air move in crouching heavy punch has high startup, making it unreliable.

Sailor Chibi Moon: Chibi takes advantage of her small body giving her the ability to duck a lot of things, but she has a lot of work to do. Outside of jumping heavy kick, her air normals are bad. She also has a bad jump arc to start, but can be augmented by being the only character with a double jump. She also has a hip drop that is similar to T. Hawk’s Condor Dive, and can even cross up for mixup potential. The problem is on block and whiff the recovery makes it easily punishable.

On the ground, she has really slow and stubby normals. She makes up for that with a decent slide that can be backdash cancelled. Her fireball isn’t going to win fireball wars but can be used to catch people off guard.

She also has a mixed bag of nuts in her desperation move, an aerial one that causes her Luna P ball to explode across the entire screen, allowing her a great deal of damage on hit or chip. The problem with it is that a lot of characters can either backdash every single hit due to backdash’s invincibility or simply guard cancel the last hit of chip into a fireball to hit her on recovery.

Getting Competitive

Now that you have the primer, you’re probably now wanting to test this game out for yourself. But if you’re not in an area running the game, the looming question with all old titles is what to do about it.

If you have a Super Nintendo and want to bring this game out to local tournaments, cartridges are not expensive on eBay, and modding a Super Nintendo to accept Super Famicom carts is not a difficult task. If you already have one, you could also load the game onto a SD2SNES, and enjoy it that way.

If this is nothing that you willing to commit to just yet, there is a dedicated Discord community for the game, which features netplay requests using an emulator called Mednafen. They are also really supportive community, which helps players level up in the game.

Beyond that, just have fun playing this game. Even in training mode, there’s a wealth of things to learn, and I’m sure with a little bit of practice, you’ll be whiff punishing everyone in the name of the moon!

sailer moon s cast