"Cousins"
Uranus Uranus abuses her forward dash (especially with the player port 2 invincible reversal bug) to score infinite confirms or full screen throws.
- Game-breaking forward dash: Forward dash that takes only 15 frames to traverse the entire screen and is almost fully invincible if done as a wake up option (completely invincible on P2 side(actionable afterwards)).
- Infinite: Has a rather easy infinite that works on every character.
- Diving Gaia Crash: Command grab that takes 1/3 of the opponent's health, which becomes absolutely terrifying when paired with her lighting speed forward dash.
- Amazing match ups: Uranus wins against the entire cast and completely invalidates half of them at high level of play.
- Controversial: While not banned in tournament play yet, there is, has been, and will be discussion about a ban.
Forward/Back dash Cancel Advantage | ||||
---|---|---|---|---|
Normal | Raw | Dash Cancel | ||
c.LP/f.LP/2LP/5LK | +6 | +0 | ||
2LK | +5 | +0 | ||
f.HP/5HK | +2 | +15 | ||
c.HP/2HP | +6 | +15 | ||
2HK | -21 | +15 |
For example: c.LPGuardMidStartup4Recovery5Advantage+6 is normally +6 on block. But when dash cancelled it becomes +0 — turning the regular pressure situation into Diving Gaia Crush tick-throw setup.
The frame advantage from Dash Cancels becomes better as the level for normal moves increases.
Normal Moves
c.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 5 | +6 | 3 | 4 | 5 | 5 |
Very fast at 4f, short elbow blow that whiffs against crouching characters and standing Chibi Moon. Can be cancelled into forward dash on block for exactly +0 frame advantage.
Total Duration |
---|
14 |
- At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash
f.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 5 | +6 | 2 | 3 | 3 | 3 |
Very fast at 4f, short punch that whiffs against crouching characters and standing Chibi Moon. Can be cancelled into forward dash on block for exactly +0 frame advantage.
Total Duration |
---|
14 |
- At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash
c.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 8 | 12 | 9 | +8 | 9 | 12 | 14 | 15 |
Whiffs against crouchers and standing Chibi Moon
Total Duration |
---|
28 |
f.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 12 | 12 | 15 | +2 | 8 | 10 | 12 | 14 |
Very standard for a far normal, 38f of total duration and similar hitbox to 5LP makes this move less desirable in neutral.Whiffs against crouchers.
Total Duration |
---|
38 |
5LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 5 | +6 | 4 | 5 | 6 | 7 |
Very fast anti air-kick, hits crouchers except Chibi Moon.
Total Duration |
---|
13 |
- At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash
5HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 13 | 12 | 15 | +2 | 11 | 14 | 17 | 19 |
Slowish big hitbox 13f kick,
Total Duration |
---|
39 |
2LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +6 | 3 | 4 | 5 | 5 |
- 4f jab
- Wide gatling tree into all grounded normals, self-cancellable
Total Duration |
---|
14 |
- At recovery frames 1-2 able to cancel into Stand/High Guard/Jump/Backdash
2HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 8 | 12 | 9 | +8 | 7 | 9 | 11 | 12 |
Infinite Combofiller, special cancellable/dash cancellable.
Total Duration |
---|
28 |
2LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 5 | 6 | 7 | +5 | 3 | 0 | 5 | 0 |
Uranus' non-committal poke able to cancel into 2HK for a knockdown
Total Duration |
---|
17 |
- At recovery frames 1-2 able to cancel into Stand/High Guard/Jump/Backdash
2HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 8 | 30 | 14 | -21~+0/D | 10 | 0 | 15 | 0 |
Knockdown on hit. A big 30f active slide that is unsafe at -21 point blank, but can be made 0 or even plus on block with late connect, but with dash cancel that doesn't matter at all. Often acts as a meaty if there's no time to setup LP World Shaking
Total Duration |
---|
51 |
8LP
No results
8HP
No results
8LK
No results
8HK
No results
9LP
No results
9HP
No results
9LK
Active until landing jumpin,
No results
9HK
No results
Universal Mechanics
Throws
Strong Wind Break
Universal Punch Throw, techable and less range(40) at cost of 2 more pixels of damage compared to Kick Throw. Still, teching this throw against Uranus is still advantageous for her at 28f/29f on P2 Side, allows for a followup with dash 2LP into infinite
No results
Grand Remover Kick
Universal Kick Throw, untechable has more range(48) compared to HP counterpart. Guaranteed knockdown.
No results
Dashes
Forward Dash
This is peak fighting games. Since in Sailor Moon S dashes are considered special moves, they can be cancelled into from normals, same way, you can guard cancel into dash from blockstun. When done from wakeup P1Uranus is invincible 1-13f, at P2Uranus dash is fully invincible and allows her to Jump/Crouch Block/Crouch afterwards. Moves fullscreen length forwards.
No results
Backdash
Dead on time, can be cancelled into from normals, 1-14f invincible, moves fullscreen length backwards.
No results
Special Moves
Diving Gaia Crush
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
Facing Right | 1 | 1 | 31 | -31/D | 24 | ||||
Facing Left | 1 | 1 | 31 | -31/D | 24 | ||||
Facing Right | 1 | 1 | 32 | -32/D | 32 | ||||
Facing Left | 1 | 1 | 32 | -32/D | 32 |
This is peak fighting games. High damage 1f command grab, knockdown on hit. Uranus' core move, you want to land this move as much as possible. 1f startup, ability to guard cancel with specials, ability to cancel and buffer into DGA from Forward Dash, making this a go-to move in whenever you are in pressure, pressure on oki, you pressuring the opponent. Combine this and Uranus' ability to dash cancel normals to make an advantageous situation.
360LK: Has slightly more range, 31f whiff recovery makes up for all pros presented.
360HK: Steals 1/3rd of your opponent's health with a cost of being more riskier since whiff recovery is exactly 1f longer than Light version, also a little less range.
Version | Total Duration |
---|---|
Facing Right | |
Facing Left | |
Facing Right | |
Facing Left |
World Shaking
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
World Shaking (LP) | Mid | 15 | Projectile | 36 | +1 | 12 | 18 | 3 | ||
World Shaking (HP) | Mid | 19 | Projectile | 51 | -14~ | 14 | 21 | 3 |
632LP: Input not a typo, slowish fireball that travels fullscreen, mostly useless on it's own, but with Uranus' forward dash she can use it to cover her approach from fullscreen safely. Also used in some oki setups, safe-ish oki option in the most matchups, in Uranus mirror Uranus can reversal forward dash to entirely avoid the projectile.
632HP: Faster fireball, longer recovery, Very very rarely used.
Version | Total Duration |
---|---|
World Shaking (LP) | 51 |
World Shaking (HP) | 69 |
Desperation Moves
Destructive Carnival
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|
Mid | 1 | 9 | 1 | +20/D | 67 | 0 | 68 | 0 | 1xN |
Janky super, needs last hit to KO the opponent meaning it cannot chip kill the opponent, has a gap between last hit making it punishable by character specific answers, if opponent respects it you can input it again.
No results