The more I play the shitty ass Sailor Moon fighting game, the more pissed I get at how this game was pretty much wasted potential. It had so much going for it.
I’m dicking around in training mode of this trash ass, broken ass game playing as Neptune (she plays like Street Fighter’s Ken). As I’m playing her I’m discovering footies, spacing, crossups, and dash cancels, shit commonly found in fighting games today. Or back then. Whatever.
“Why? Why is the game so ass? This game has so many deep shit you find in other games like this. What the fuck happen Angel?” I said to myself, utterly disappointed
Sailor Saturn has two pokes, making her like Karin from Street Fighter if Karin was emo, carried a giant spear, and had borderline daddy issues. Saturn is the fuckin’ space and footies queen of the game. You can also play her as a keep away/zoning type with her projectiles and Silent Glaive. Too bad Saturn is so broken and unfair that she’s banned.
(Granted Super S, where she is playable, is an incredibly trash game that is not an enjoyable experience like the anime so that doesn’t even matter lmfao)
Sailor Uranus’s exclusive forward dash can be use as a tool for an unbreakable infinite combo if linked right. If you get this off somebody they’re gonna rage quit.
Sailor Moon’s exclusive super jump dash thingly can be use to chase down zoners and keep-away players. Mini-Moon has a double jump that can be used to get out of a bad situation such as a projectile war.
Like seriously, how can a SNES fighting game that was made in 1996 that has so many tools but be so goddamn ass?
I write about why you should have a greater appreciation for wacky Japanese cartoons and the otaku culture revolving around it.
I also co-host a Black Nerd Empowerment podcast with my friend The TV Guru over at http://swarthynerd.libsyn.com/ and create off-color memes about crap tier anime over at https://www.facebook.com/yukithesnowman/
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