Sailor Moon S/Sailor Mars

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 Cleanup.png This article is nice, but could use a little cleanup.

This article currently could benefit from having move descriptions, more in depth general strategy, and match-up information on everyone except Jupiter and Chibi. We'd be pleased if you could contribute!


Sailor Mars
link
link
Full name Rei Hino
Age 15
Height 5'3"
Blood type AB
Hometown Hikawa Shrine, Azabu-Juban, Minato ward, Tokyo, Japan
Likes Singing, Phobos & Deimos, Yuuichirou, Otokoyaku magazines, slapping Usagi
Dislikes Usagi being a dummy, evil spirits, not having a non-knockdown low.
Special skills Precognition, Pyromancy, Archery, Shrine Maiden things, slapping Usagi

Character Overview

Strong all-rounder, can be considered a zoner thanks to her two strong projectiles (three including desperation). However, she also boasts an explosive 50% combo, two very good throws (three counting air throw), and a strong combo ender special in Heel Drop. All of these strong tools at the cost of only have one low (her sweep) and no invul option outside of backdash.

Pros Cons
Distance demon: Between her fire snakes and birds, and a good anti-air button in close sHP, Mars can make approaching her a nightmare and win by just keeping the opponent away

Consistent good damage: Has an easy combo that does roughly 50% damage

Strong throws: Both her throws are amazing, with HK giving unique left-right mix ups and also being an air throw, and HP being untechable and dealing a lot of mental damage to the opponent

Wins by chip: With her projectiles and desperation dealing a staggering amount of chip damage, this is a very viable way to win games

Awful high-low mix ups: Lacking any kind of overhead outside of jumping attacks and, most notably, having only one low that knocks down, Mars has basically no way of opening up the opponent block without the use of throws or heavy pressure/mindgames

Bad defensive options: She has no invulnerable options outside of backdash, if she's cornered she's gonna have a very bad time getting out of it

Movement

Back Dash
27. 44.png
44
B.pngB.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A 24 N/A N/A

Strike, projectile, and throw invulnerable for 1~23 frames. Move Distance: 115


Throws

The 100 Blows
24. 6HP.png
6HP
F.png + HP.png
Range Damage Techable Advantage
40 (Left:39) 24 No D (2P: +D)

It can't be teched! Free damage!!


Frankensteiner
25. 6HK.png
6HK
F.png + HK.png
Range Damage Techable Advantage
48 (Left: 47) 24 Yes +11 (2P: +12) on tech

Slightly more range at the cost of being techable. If you're player 2 and they tech it, that just means your throw suddenly has a chance to deal 60% damage instead thanks to 2P port bonuses. Another bonus of this throw is that it causes your opponent to face the opposite direction when downed -- as with all throws in the game like this, you can go for a cross up on their wakeup and force them to recover facing that direction.


Air Throw
26. j.6HK.png
6HK
F.png + HK.png
when opponent is in the air
Range Damage Techable Advantage
48 (Left: 47)? 28 Yes +11 (2P: +12) on tech?

Mostly the same as the grounded version, but yanks people out of the sky.


Normal Moves

Standing Light Punch
1. 5LP (far).png
5LP
LP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 2 / 3 / 3 / 3 / *

Never seen anyone press this button on purpose.


Standing Light Punch (Close)
5. 5LP (close).png
5LP
LP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 3 / 4 / 5 / 5 / *

Nor this one.


Standing Heavy Punch (close)
6. 5HP (close).png
5HP
HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 10 14 12 34 +3 7 / 9 / 11 / 12 / *

Very cool uppercut! However it's start up and requiring close distance means it can't be reliably used as an anti air.


Standing Heavy Punch
2. 5HP (far).png
5HP
HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 10 14 11 35 +4 7 / 9 / 11 / 12 / *

Surprisingly decent trade anti air button


Standing Light Kick
3. 5LK (far).png
5LK
LK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 6 6 16 +5 3 / 4 / 5 / 5 / *

Poke button. Not as fast as other girls 5LKs but still mostly useable.


Standing Light Kick (Close)
7. 5LK (close).png
5LK
LK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 4 / 5 / 6 / 7 / *

Funky close move that shifts the hitboxes and hurtboxes forward. In some MUs (Venus) this can actually whiff due to the hitbox shifting around the opponent.


Standing Heavy Kick
4. 5HK.png
5HK
HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 10 24 40 -5 9 / 12 / 14 / 15 / *

Big kick. Good poke, good damage, typical normal ender before going into heel kick.


Crouching Light Punch
8. 2LP.png
2LP
D.png + LP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 2 / 3 / 3 / 3 / *

I dont think anyone knows what this is good for tbh


Crouching Heavy Punch
9. 2HP.png
2HP
D.png + HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 12 11 30 +6 6 / 8 / 9 / 10 / *

Only useful for the bnb combo if the opponent's hurtbox (ie venus) causes HK to whiff


Crouching Light Kick
10. 2LK.png
2LK
D.png + LK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 6 7 17 +5 3 / 4 / 5 / 5 / *

One of the worst 2LKs in the game. It's also the only 2LK that doesn't hit low. The bonus is that it's big hitbox can be used in places where combos with cl5LK starters would whiff (IE vs Venus)


The Low
11. 2HK.png
2HK
D.png + HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 9 16 30 +5 8 / * / 12 / * / *

Everybody gets one.


Jumping Light Punch (Vertical)
12. j.LP.png
j.LP
Air.pngLP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +6~+14 3 / 4 / 5 / 5 / *

She's holding a charm! Typical jLP, pulls her hurtboxes up compared to her jumping kicks.


Jumping Light Punch (Moving)
12. j.LP.png
j.LP
Air.pngLP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +6~+14 3 / 4 / 5 / 5 / *

Typical jLP, pulls her hurtboxes up compared to her jumping kicks.


Jumping Heavy Punch (Vertical)
13. j.HP.png
j.HP
Air.pngHP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 15 8 27 +6~+14 5 / 7 / 8 / 9 / *

Functionally the same as jLP, but with a slightly bigger hitbox...going towards Mars. So it doesn't help too much.


Jumping Heavy Punch (Moving)
13. j.HP.png
j.HP
Air.pngHP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 15 8 27 +6~+14 6 / 8 / 9 / 10 / *

Same as other jHP with slightly more damage


Jumping Light Kick (Vertical)
14. j.LK (neutral).png
j.LK
Air.pngLK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +3~+14 4 / 5 / 6 / 7 / *

Make shift anti air, compare to Moon or Mercury jLK. Hurtbox on Mars other leg can make throwing this out a liability.


Jumping Light Kick (Moving)
15. j.LK (diagonal).png
j.LK
Air.pngLK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +4~+14 4 / 5 / 6 / 7 / *

Decent jump in and jump away air normal, can cross up pretty well. Tiny disjoint the size of Mars foot


Jumping Heavy Kick (Vertical)
16. j.HK (diagonal).png
j.HK
Air.pngHK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 9 6 25 +7~+14 7 / 9 / 11 / 12 / *

Does more damage and has a bigger hitbox going towards mars (better cross ups) compared to moving jLK. Disjoint reduced to only Mars toes.


Jumping Heavy Kick (Moving)
16. j.HK (diagonal).png
j.HK
Air.pngHK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 9 6 24 +4~+14 9 / 12 / 14 / 15 / *

Does more damage and has a bigger hitbox going towards mars (better cross ups) compared to moving jLK. Disjoint reduced to only Mars toes.


Special Moves

Fire Soul Bird (Light Punch)
17. 41236LP.png
41236LP
HCF.png + LP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 10 Projectile 36 46 +1~/D 8 / 10 / 12 / 14 / 2

8F: Guaranteed action

Fireball that arcs upwards, causing hard knock-down on hit. Arcs quite high, starting to miss grounded opponents at mid-screen. Can be used as an anti-air.


Fire Soul Bird (Heavy Punch)
18. 41236HP.png
41236HP
HCF.png + HP.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 14 Projectile 51 65 -14~/D 10 / 13 / 15 / 17 / 2

12F: Guaranteed action

Fireball that arcs upwards, causing hard knock-down on hit. Doesn't arc as high as LP version, only starting to miss grounded opponents at full-screen. Can easily be low-profiled, however.


Mars Snake Fire (Light Kick)
19. 41236LK.png
41236LK
HCF.png + LK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 Projectile 31 42 +6~/D 10 / 13 / 15 / 17 / 2

9F: Guaranteed action

Fireball that travels along the ground, resulting in hard knock-down on hit. With great recovery frames (recovers in time to anti-air, for example), this should be your go-to fireball and Guard Cancel option.


Mars Snake Fire (Heavy Kick)
20. 41236HK.png
41236HK
HCF.png + HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 13 Projectile 50 64 -14 12 / 16 / 18 / 20 / 3

12F: Guaranteed action

Fireball that travels along the ground, resulting in hard knock-down on hit. Travels much faster than LK version, but due to it's poor recovery frames, it's use is much more limited. Decent option as Oki if you don't have access to your Desperation.


Fire Heel Drop (Light Kick)
21. 214LK.png
214LK
QCB.png + LK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 2(0)10(0)5 28 52 ~-4/D 8+12 / 10+12 / 12+12 / 14+12 / 2+3

Combo ender and very vulnerable anti-air, resulting in hard knock-down on hit. Moves you slightly forward.


Fire Heel Drop (Heavy Kick)
22. 214HK.png
214HK
QCB.png + HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 22 36 92 ~-13/D 14 (16 on the ground) / 18 / 24 / 24 / 3+4

Combo ender and very vulnerable anti-air, resulting in hard knock-down on hit. Moves you quarter-screen. Aim to end combo strings with this to set up Oki. Try to avoid throwing this move out in neutral or as a guard cancel it is too slow and has too big a hurtbox. Oftentimes opponents can just stuff this move by accident.


Desperation Move

Mars Snake Flare
23. 6321412HK.png
6321412HK
HCB.pngRQCD.png + HK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 19 Projectile 72 91 ~-31/D 32 / 42 / 48 / 54 / 8xN

This fireball is very similar to Mar's regular fireball animation wise with the only difference being that her hands stay up in the air a lot longer, sending a cue to your opponent that you are throwing out a desperation. It travels in an arch starting from the bottom and eventually going off the screen near the top. While damage wise it is a lot less than most desperations in this game, it can deal heavy damage on chip if it hits multiple times (8 damage per chip hit!) while also eating other fireballs and going through them. A very good option to close out a set if someone is just blocking. Keep in mind it is not very good at stopping close jump ins and can be dodged from full screen most of the time.


Strategy

1. Wall out approaches from the opponent with your strong air/ground fireball game; long match strategy making good use of the high chip damage desperation to close out games.

2. Bait your opponent into being open for Mars to do her 50% combo

3. Make good use of your throws. Mars throws are very strong compared to the most of the cast and her HK throw can lead into cross ups or in 2P's case free damage on tech.

4. Don't corner yourself, it's the last place you want to be.

Match-ups

Vs. Sailor Moon

Moon's tiara can win the guard cancel zoning war at full screen, but it's much harder for her to deal with at mid range. On top of this, if her tiara trades with fire snake, she gets knocked down which puts Mars at advantage. From there Mars can choose to meaty snake into meaty snake to hold position or meaty snake to bait a guard cancel fireball and jump over for potential BnB setup.

Try to keep mind of Moon's actions before you act. Jumping neutral kicks can catch forward dashes in neutral (or go for air throw for max damage). Moon's heart may go over snakes, but she typically lands in one and takes more damage than Mars would resulting in a favorable trade.

Other favorable trade is using HP bird to do counter hit head damage to moon throwing her fireball. Bird goes over tiara, Mars wins the trade at 17 for 15 damage, and moon is knock downed. Useful to get mid screen if you are stuck at a full screen fireball war, if you have the health for it.


Vs. Sailor Mercury

Mercury MU varies depending more on the player. Mars should win the guard cancel zoning wars, however it will be a little more deceptive than say versus Moon especially since Mercury has invul frames on tornado. Snake travels under bubbles and can usually result in favorable trades due to knockdown.


Vs. Sailor Mars

Do your best. Once against depends on the player. Throwing a bird is a gamble as always due to recovery, this means that neutral and result in multiple fire snakes been flung for several seconds at the time until someone decides to mix it up with a jump or bird and gets got.

Vs. Sailor Venus

Venus is slow, Venus loses fireball war without very careful usage of her Upball. However, with good upball usage, she can attempt to get close. Her jumping HP can also be impossible to anti air at certain ranges and you are force to just block or backdash it. Zone her out and mix things up to punish her. Bullying her into the corner and staying at mid range is very good here.

Vs. Sailor Jupiter

Snake goes under thunder dragon, and they both knockdown on hit so this match-up can be a long one. Jupiter’s SPD and her spin kick make it hard for Mars to jump at her, so using Mars’s better walk speed to approach is preferred. From full screen coconut is an annoying tool to get around. Playing around coconut is key, whether it be backdash guard canceling the last hit to dodge some chip damage or taking space when Jupiter throws a bad coconut. Another tip is that Mars can time cr. LKs under thunder dragons to safely dodge them. Jupiter’s specials make it hard to pressure her in the corner after a knockdown, but playing around Jupiter’s SPD range makes it harder for her. Keep your cool and know when to zone Jupiter out (she is the slowest character in the game) or when to mix her up to go for a knockdown or combo.

Vs. Sailor Chibi Moon

Chibi is interesting as she can just neutral jump over snake and you can’t do much about besides throwing bird, which can be hard countered by chibi sliding into you. As a result you should rely more on normals to try and keep her out of the air and to pressure her. Chibi is looking to corner you so she can abuse Mars’s poor corner options. If she is infinite backdashing, try to cross her up in the corner with a jumping attack. If she is spamming Luna P full screen, try and hit her with a guard cancel HP bird. A good chibi will Mix up Luna P timings though. If you can control the pace of the game the Chibi match-up can become a lot easier.


Vs. Sailor Uranus

Fighting Uranus is a chore. One successful strategy is to use a light snake and throw out standing light kicks in neutral to preemptively check guard cancel forward dashes, confirm light kicks into Mars BnB for big damage. The problem here comes from ports. While the above works fine in neutral, if Uranus chooses to be knocked down by the snake, she will have P2 wakeup properties -- Which means she can wake up forward dash with invul into either SPD or block -- which typically results in not only a free approach but also a free SPD. You can attempt to combat this with backdash throw if you are stuck as P1, attempting to jump over the wake-up forward dash, or by doing your best to obtain the P2 port. The MU whilst mostly solved only leads to more problems.

Vs. Sailor Neptune

Neptune MU is very unique in that her fireball is very unique. Once again, as with other members of the cast, being able to knock down with your fireball gives Mars the edge.

Vs. Sailor Pluto

Another unique MU. Pluto has answers to Mars tools but they are hard reads. Heavy Birds can hit standing Pluto from full screen, yet Pluto's own projectiles don't reach full screen. Pluto can pole vault over snakes if you get into a rhythm, try not just spam snakes. As with any character, make sure to keep an eye on Pluto's health as her desperation is very fast and will blow you up when you're not expecting it. However, any character can punish it. Warning: Mars is the only character (other than Pluto herself) that has to worry about Pluto's overhead. Try not to let her in.

Colors

Player 1 Sailor Mars Color 1.png
Player 2 Sailor Mars Color 2.png


Frame Data

MarsFrameData.jpg

External Links

A lot of this information is out of date, so please tread with caution and cross-verify information. Roughly ordered by level of practicality/difficulty from most practical/least difficult to least practical/most difficult to perform in a match.

SMSJR Cart JP.png
Sailor Moon S
Sailor Chibi Moon Sailor Jupiter Sailor Mars
Sailor Mercury Sailor Moon Sailor Neptune
Sailor Pluto Sailor Uranus Sailor Venus
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