Sailor Moon S/SuperS (SNES) Combos Quick Reference By Loopy
[email protected]
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Version 1.1
*(This FAQ should only be found primarily at www.gamefaqs.com and
www.jjyooi.co.uk -- nowhere else. Feel free to link to the FAQ on my home
page, but NOT the one of gamefaqs.com)*
This FAQ provides a list of combos that I have been able to do on the Sailor
Moon S and Sailor Moon SuperS fighting game. This FAQ is nowhere near
complete and I welcome additions/corrections to the FAQ.
Key
===
U, D, L, R, UR, UL, DR, DL => Directions
(2) => Number Of Hits (2 in this case.)
(...) Important note about the combo.
{...} Comments about the combo.
Characters + Combos
===================
*NOTE: All combos have been submitted by Loopy unless mentioned otherwise.*
Sailor Mercury
--------------
Fierce Kick (close) (2)
Jab Kick x2, Fierce Kick (4)
Jab Punch, Fierce Punch (2)
Jab Punch x2, Fierce Punch (3)
Jump Fierce Kick, Jab Reverse Break Step (5 to 7 depending on the size of
opponent) {This is a good medium-damage combo. Try crossing up the
opponent for more possible hits with the Break Step}
Jump Fierce Kick, Crouch Jab Punch, Crouch Jab Kick, Crouch Fierce Kick (4)
{You can make this a 5-hit combo if you're close enough by doing two Crouch
Jab Punches or 2 Crouch Jab Kicks (you can't do both though)}
Jump Fierce Kick, Crouch Jab Punch/Crouch Jab Kick, Aqua Mirage (3)
Sailor Venus
------------
Jump Jab Kick, Jab Venus Love Me Chain (5 hits, depends on distance. More
hits if close up.) {This combo was found by my sister! At the moment, the
most hits we've got from the chain is 4.}
Sailor Moon/Super Sailor Moon
-----------------------------
Jump Jab Kick, Crouch Jab Punch, Crouch Jab Kick, Crouch Fierce Kick (4)
Jump Jab Kick, Crouch Jab Punch, Crouch Jab Kick, Jab Moon Tiara/Sonic Scream
(4 to 7 depending on distance) {A word of warning, the Scream takes a moment
to charge up so only do it if you're feeling lucky!}
Jab Sonic Scream (4) {A good anti-air. Perform against opponents who like to
jump around a lot. You only get the full 4 if you use the Jab version and are
right next to the opponent, who is standing on the ground.}
Fierce Jump Kick, Crouch Jab Punch, Standing Jab Kick, Standing Fierce Kick
(4)
Fierce Jump Kick, Crouch Jab Punch, Standing Jab Kick, Jab Moon Tiara (4)
Reverse Dash, Moon Spiral Heart Attack, Forward Dash, Any Combo (Variable)
{Pull off the MSHA whilst in mid-dash. Dash forward immediately. You'll end
up behind the opponent. If the MSHA connects, follow up with a combo of your
choice. You'll confuse your opponent for sure. Remember, the MSHA only works
for the S game and not the SuperS game.}
Sailor Chibi-Moon/Super Sailor Chibi-Moon
-----------------------------------------
Crouch Fierce Kick {A cheese combo. You need to time it right, but it works,
the computer did this to me once and I was SO pissed off about it!}
Jump Jab Kick, Crouch Jab Punch, Crouch Jab Kick, Crouch Fierce Kick (4)
Sailor Mars
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Jump Jab Kick/Punch, Crouch Jab Punch, Crouch Jab Kick, Jab Flaming Heel (5)
{Can turn this combo into a Desperation Move finisher if you substitute the
Heel for Mars' Super Snake Flare. It will do *BIG* damage and will be
unblockable because you're putting it into a combo. You DO need to be quick
to get the DM motion in, but it is possible, I've done it on several
occasions.}
Snake Flare, Walk In, Leg Throw (A button), Repeat {An infinite combo. You
need to time this right but if you do, the opponent can't do anything about
it. If they don't block the Flare, they'll get hit. If they do, then you can
go in for a throw and do more damage. This combo takes a lot of practice.
Certain characters have this fireball-throw ability (Moon (both) instantly
springs to mind.)}
Sailor Jupiter
--------------
Jupiter Coconut Cyclone (0/1) {Not much of a combo, but useful. If you see
an anti-air move coming, do this. Jupiter will push herself back, away from
the opponent and you might even get a counter in the process!}
Jump Fierce Kick (Cross Up), Jab Double Axle (15 Max) {If you pull this off,
it'll take close to 3/4 bar of energy off (I'm not counting the fact that you
can increase the number of hit points -- all these combos are based on the
default number of hit points.) Leave the Jump Kick as late as possible. If
you do it while you're on top of your opponent, it'll cross them up, then go
into the Double Axle. My current record is 14 hits. You *MUST* push towards
as Jupiter does the Double Axle for the most number of hits and you *MUST*
use the Jab version, Fierce knocks the opponent down straight away. When I
say _towards_, I mean you need to push _opposite_ the way you jumped because
since you've crossed up your opponent, you're on the other side of them.}
Sailor Saturn
-------------
(NOTE: Saturn is not in the Sailor Moon S Fighting game)
Jump Jab/Fierce Kick, Crouch Jab Punch, Standing Jab Punch x3, Crouch Jab
Kick, Crouch Fierce Kick (7, 6 if you leave out the Jab Kick)
{ I'm a bit short on combos for Saturn. Any additions? }
Sailor Uranus
-------------
Diving Gaia Crash, Forward Dash, Diving Gaia Crash, Forward Dash, Diving Gaia
Crash.... {An infinite combo that can't be blocked. Just do the DGC over and
over and they'll die after a few.}
Crouch Jab Kick/Punch, Crouch Fierce Kick (2)
Jab Punch, Jab Kick (2)
Jab Kick, Jab Punch (2)
Jump Jab Kick, Crouch Jab Kick, Crouch Fierce Kick (3)
Jump Jab Kick, Crouch Jab Kick, Crouch Jab Punch, Crouch Fierce Kick (4)
Jump Jab Kick, Crouch Jab Punch, Crouch Jab Kick, Crouch Fierce Kick (4)
Jab Punch, Jab Kick, Crouch Jab Kick x2, Crouch Fierce Kick (5)
Jump Jab Kick, Crouch Jab Punch, Crouch Jab Kick, Standing Jab Kick, Crouch
Jab Kick, Crouch Fierce Kick (6) {Difficult to pull off. You can try and push
your luck by doing 2 Crouching Jab Kicks towards the end for a 7-hit combo.}
Crouch Jab Kick x4 (4) {Take advantage of her long legs! ;-)}
Crouch Jab Kick x3, Crouch Fierce Kick (4)
Sailor Neptune
--------------
Jump Jab Kick, Crouch Jab Kick, Crouch Fierce Kick (3)
Jump Jab Kick, Crouch Jab Kick, Crouch Jab Punch, Fierce Splash Edge (5)
{Use the Rising Dragon instead of the Splash Edge for a DM finisher that does
far more damage.}
Jump Fierce Kick (Cross Up), Crouch Jab Punch, Crouch Jab Kick, Crouch Jab
Punch, Crouch Jab Kick, Fierce Splash Edge (7) {Hard to perform, but can do
big and even bigger damage if you turn it into a DM finisher by using the
Dragon Rise instead of the last Fierce Splash Edge.}
Sailor Pluto
------------
Jab Punch, Fierce Punch, Dimensional Dance (2+DM) {Useful combo, since you
don't have to commit yourself to the DM. If the first two hits don't connect,
then you don't need to continue so you don't risk missing with the DM. Combo
submitted by Willy M.}
{Pluto's Fierce Dead Scream can cancel Mars' Snake Fire/Flare. Thanks to
Willy M for that.}
{I'm still a bit short on combos for Pluto. Any additions?}
Comboing Tips
=============
If a combo begins with a jump move, try to aim it at the face (for middle
people e.g. The Inners minus Jupiter), the chest (for tall people e.g.
Uranus, Pluto and Jupiter) or the top of their head (for short people e.g.
Chibi.) If the combo uses the term "Cross-Up" this means you've got to try
and get your back leg to hit their head. In other words, leave the kick till
as late as possible.
If you're having problems getting the next hit to flow, try and press the
following button earlier than usual. This is known as a cancel or a
two-in-one (made famous by the Street Fighter series.)
Use the Practice mode (2nd option on the right column of the title screen)
for these combos. It may also help if you get a friend to hold back after you
start the combo. If you fluff up, the opponent will be able to block. This
way you can perfect the timing of the combos.
For more flashy combos, if you're playing as either Saturn, Uranus or Pluto
(_not_ Neptune), try this: pull off the largest combo listed but before the
last hit, pull off their DM. This will add 10+ more hits to the combo and
maybe finish them off in the process. Off course, this relies on either the
timer being <10 seconds or your character panting for this to work but it
does cause big damage! I recommend you use the "Easy" option (which you can
choose during the selection screen before you start fighting) so that you can
pull off your DMs much more easily (press L+R.) This will only work with
Saturn, Uranus and Pluto because they are the only three characters in either
game to have a Hyper Combo Desperation Move (one that makes the character
rush at an opponent and launch into an auto-combo.)
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FAQ (C) Loopy (
[email protected]) All other (C) Copyrights Acknowledged
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