Sailor Moon S/Sailor Mars: Difference between revisions
Kankanmikan (talk | contribs) (Add frame data and external links. Move colors to after matchups, before frame data.) |
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{{Template:Cleanup | |||
|needs=having move descriptions, more in depth general strategy, and match-up information on everyone except Jupiter and Chibi | |||
}} | |||
{{SMS_Profile | {{SMS_Profile | ||
|title=Sailor Mars | |title=Sailor Mars | ||
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== Character Overview == | == 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. | |||
• | {| class="wikitable" | ||
|- | |||
! style="background-color: green; color: white; width: 650px" | Pros | |||
! style="background-color: red; color: white; width: 650px" | Cons | |||
|- | |||
| style="vertical-align: top;" |• '''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 | |||
| style="vertical-align: top;" |• '''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 == | == Movement == | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=27._44.png | ||
|caption= | |caption=44 <br> [[Image:B.png]][[Image:B.png]] | ||
|attack=Back Dash | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 49: | Line 48: | ||
|active=N/A | |active=N/A | ||
|recovery-whiff=N/A | |recovery-whiff=N/A | ||
| | |motion=24 | ||
|hitstun=N/A | |hitstun=N/A | ||
|advantage=N/A | |advantage=N/A | ||
|damage=N/A | |damage=N/A | ||
|description= | |description= | ||
Strike, projectile and throw invulnerable for 1~23 frames. | Strike, projectile, and throw invulnerable for 1~23 frames. Move Distance: 115 | ||
}} | }} | ||
}} | }} | ||
| Line 60: | Line 59: | ||
== Throws == | == Throws == | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=24. 6HP.png | ||
|caption= | |caption=6HP <br> [[Image:F.png]] + [[Image:HP.png]] | ||
|attack=The 100 Blows | |||
|data= | |data= | ||
{{SMS-Throw | {{SMS-Throw | ||
|range=40 ( | |range=40 (Left:39) | ||
|damage=24 | |damage=24 | ||
|techable= | |techable=No | ||
|advantage=D (2P+D) | |advantage=D (2P: +D) | ||
|description= | |description= | ||
It can't be teched! Free damage!! | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=25. 6HK.png | ||
|caption= | |caption=6HK <br> [[Image:F.png]] + [[Image:HK.png]] | ||
|attack=Frankensteiner | |||
|data= | |data= | ||
{{SMS-Throw | {{SMS-Throw | ||
|range=48 ( | |range=48 (Left: 47) | ||
|damage=24 | |damage=24 | ||
|techable= | |techable=Yes | ||
|advantage=+11(2P+12) | |advantage=+11 (2P: +12) on tech | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=26. j.6HK.png | ||
|caption= | |caption=6HK <br> [[Image:F.png]] + [[Image:HK.png]] <br> when opponent is in the air | ||
|attack=Air Throw | |||
|data= | |data= | ||
{{SMS-Throw | {{SMS-Throw | ||
|range=48 ( | |range=48 (Left: 47)? | ||
|damage= | |damage=28 | ||
|techable= | |techable=Yes | ||
|advantage=? | |advantage=+11 (2P: +12) on tech? | ||
|description= | |description= | ||
Mostly the same as the grounded version, but yanks people out of the sky. | |||
}} | }} | ||
}} | }} | ||
| Line 107: | Line 106: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=1. 5LP (far).png | ||
|caption= | |caption=5LP <br> [[Image:LP.png]] | ||
|attack=Standing Light Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 118: | Line 117: | ||
|motion=14 | |motion=14 | ||
|advantage=+6 | |advantage=+6 | ||
|damage=2 / 3 / 3 / 3 | |damage=2 / 3 / 3 / 3 / * | ||
|description= | |description= | ||
Never seen anyone press this button on purpose. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=5. 5LP (close).png | ||
|caption= | |caption=5LP <br> [[Image:LP.png]] | ||
|attack=Standing Light Punch (Close) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 136: | Line 135: | ||
|motion=14 | |motion=14 | ||
|advantage=+6 | |advantage=+6 | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 / * | ||
|description= | |description= | ||
Nor this one. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=6. 5HP (close).png | ||
|caption= | |caption=5HP <br> [[Image:HP.png]] | ||
|attack=Standing Heavy Punch (close) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 156: | Line 153: | ||
|motion=34 | |motion=34 | ||
|advantage=+3 | |advantage=+3 | ||
|damage=7 / 9 / 11 / 12 | |damage=7 / 9 / 11 / 12 / * | ||
|description= | |description= | ||
Very cool uppercut! However it's start up and requiring close distance means it can't be reliably used as an anti air. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=2. 5HP (far).png | ||
|caption= | |caption=5HP <br> [[Image:HP.png]] | ||
|attack=Standing Heavy Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 174: | Line 171: | ||
|motion=35 | |motion=35 | ||
|advantage=+4 | |advantage=+4 | ||
|damage=7 / 9 / 11 / 12 | |damage=7 / 9 / 11 / 12 / * | ||
|description= | |description= | ||
Surprisingly decent trade anti air button | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=3. 5LK (far).png | ||
|caption= | |caption=5LK <br> [[Image:LK.png]] | ||
|attack=Standing Light Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
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|motion=16 | |motion=16 | ||
|advantage=+5 | |advantage=+5 | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 / * | ||
|description= | |description= | ||
Poke button. Not as fast as other girls 5LKs but still mostly useable. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=7. 5LK (close).png | ||
|caption= | |caption=5LK <br> [[Image:LK.png]] | ||
|attack=Standing Light Kick (Close) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
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|motion=14 | |motion=14 | ||
|advantage=+6 | |advantage=+6 | ||
|damage=4 / 5 / 6 / 7 | |damage=4 / 5 / 6 / 7 / * | ||
|description= | |description= | ||
( | 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. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=4. 5HK.png | ||
|caption= | |caption=5HK <br> [[Image:HK.png]] | ||
|attack=Standing Heavy Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
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|motion=40 | |motion=40 | ||
|advantage=-5 | |advantage=-5 | ||
|damage=9 / 12 / 14 / 15 | |damage=9 / 12 / 14 / 15 / * | ||
|description= | |description= | ||
Big kick. Good poke, good damage, typical normal ender before going into heel kick. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=8. 2LP.png | ||
|caption= | |caption=2LP <br> [[Image:D.png]] + [[Image:LP.png]] | ||
|attack=Crouching Light Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 246: | Line 243: | ||
|motion=14 | |motion=14 | ||
|advantage=+6 | |advantage=+6 | ||
|damage=2 / 3 / 3 / 3 | |damage=2 / 3 / 3 / 3 / * | ||
|description= | |description= | ||
I dont think anyone knows what this is good for tbh | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=9. 2HP.png | ||
|caption= | |caption=2HP <br> [[Image:D.png]] + [[Image:HP.png]] | ||
|attack=Crouching Heavy Punch | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 264: | Line 261: | ||
|motion=30 | |motion=30 | ||
|advantage=+6 | |advantage=+6 | ||
|damage=6 / 8 / 9 / 10 | |damage=6 / 8 / 9 / 10 / * | ||
|description= | |description= | ||
( | Only useful for the bnb combo if the opponent's hurtbox (ie venus) causes HK to whiff | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=10. 2LK.png | ||
|caption= | |caption=2LK <br> [[Image:D.png]] + [[Image:LK.png]] | ||
|attack=Crouching Light Kick | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 282: | Line 279: | ||
|motion=17 | |motion=17 | ||
|advantage=+5 | |advantage=+5 | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 / * | ||
|description= | |description= | ||
( | 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) | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=11. 2HK.png | ||
|caption= | |caption=2HK <br> [[Image:D.png]] + [[Image:HK.png]] | ||
|attack=The Low | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 300: | Line 297: | ||
|motion=30 | |motion=30 | ||
|advantage=+5 | |advantage=+5 | ||
|damage=8 / | |damage=8 / * / 12 / * / * | ||
|description= | |description= | ||
Everybody gets one. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=12. j.LP.png | ||
|caption= | |caption=j.LP <br> [[Image:Air.png]][[Image:LP.png]] | ||
|attack=Jumping Light Punch (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 318: | Line 315: | ||
|motion=All | |motion=All | ||
|advantage=+6~+14 | |advantage=+6~+14 | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 / * | ||
|description= | |description= | ||
She's holding a charm! Typical jLP, pulls her hurtboxes up compared to her jumping kicks. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=12. j.LP.png | ||
|caption= | |caption=j.LP <br> [[Image:Air.png]][[Image:LP.png]] | ||
|attack=Jumping Light Punch (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 336: | Line 333: | ||
|motion=All | |motion=All | ||
|advantage=+6~+14 | |advantage=+6~+14 | ||
|damage=3 / 4 / 5 / 5 | |damage=3 / 4 / 5 / 5 / * | ||
|description= | |description= | ||
Typical jLP, pulls her hurtboxes up compared to her jumping kicks. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=13. j.HP.png | ||
|caption= | |caption=j.HP <br> [[Image:Air.png]][[Image:HP.png]] | ||
|attack=Jumping Heavy Punch (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 354: | Line 351: | ||
|motion=27 | |motion=27 | ||
|advantage=+6~+14 | |advantage=+6~+14 | ||
|damage=5 / 7 / 8 / 9 | |damage=5 / 7 / 8 / 9 / * | ||
|description= | |description= | ||
Functionally the same as jLP, but with a slightly bigger hitbox...going towards Mars. So it doesn't help too much. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=13. j.HP.png | ||
|caption= | |caption=j.HP <br> [[Image:Air.png]][[Image:HP.png]] | ||
|attack=Jumping Heavy Punch (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 372: | Line 369: | ||
|motion=27 | |motion=27 | ||
|advantage=+6~+14 | |advantage=+6~+14 | ||
|damage=6 / 8 / 9 / 10 | |damage=6 / 8 / 9 / 10 / * | ||
|description= | |description= | ||
Same as other jHP with slightly more damage | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=14. j.LK (neutral).png | ||
|caption= | |caption=j.LK <br> [[Image:Air.png]][[Image:LK.png]] | ||
|attack=Jumping Light Kick (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 390: | Line 387: | ||
|motion=All | |motion=All | ||
|advantage=+3~+14 | |advantage=+3~+14 | ||
|damage=4 / 5 / 6 / 7 | |damage=4 / 5 / 6 / 7 / * | ||
|description= | |description= | ||
Make shift anti air, compare to Moon or Mercury jLK. Hurtbox on Mars other leg can make throwing this out a liability. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=15. j.LK (diagonal).png | ||
|caption= | |caption=j.LK <br> [[Image:Air.png]][[Image:LK.png]] | ||
|attack=Jumping Light Kick (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 408: | Line 405: | ||
|motion=All | |motion=All | ||
|advantage=+4~+14 | |advantage=+4~+14 | ||
|damage=4 / 5 / 6 / 7 | |damage=4 / 5 / 6 / 7 / * | ||
|description= | |description= | ||
Decent jump in and jump away air normal, can cross up pretty well. Tiny disjoint the size of Mars foot | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=16. j.HK (diagonal).png | ||
|caption= | |caption=j.HK <br> [[Image:Air.png]][[Image:HK.png]] | ||
|attack=Jumping Heavy Kick (Vertical) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 426: | Line 423: | ||
|motion=25 | |motion=25 | ||
|advantage=+7~+14 | |advantage=+7~+14 | ||
|damage=7 / 9 / 11 / 12 | |damage=7 / 9 / 11 / 12 / * | ||
|description= | |description= | ||
( | Does more damage and has a bigger hitbox going towards mars (better cross ups) compared to moving jLK. Disjoint reduced to only Mars toes. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=16. j.HK (diagonal).png | ||
|caption= | |caption=j.HK <br> [[Image:Air.png]][[Image:HK.png]] | ||
|attack=Jumping Heavy Kick (Moving) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 445: | Line 441: | ||
|motion=24 | |motion=24 | ||
|advantage=+4~+14 | |advantage=+4~+14 | ||
|damage=9 / 12 / 14 / 15 | |damage=9 / 12 / 14 / 15 / * | ||
|description= | |description= | ||
( | Does more damage and has a bigger hitbox going towards mars (better cross ups) compared to moving jLK. Disjoint reduced to only Mars toes. | ||
}} | }} | ||
}} | }} | ||
| Line 454: | Line 450: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=17. 41236LP.png | ||
|caption= | |caption=41236LP <br> [[Image:HCF.png]] + [[Image:LP.png]] | ||
|attack=Fire Soul Bird (Light Punch) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 464: | Line 459: | ||
|active=Projectile | |active=Projectile | ||
|recovery-whiff=36 | |recovery-whiff=36 | ||
|motion= | |motion=46 | ||
|advantage=+1~/D | |advantage=+1~/D | ||
|damage=8 / 10 / 12 / 14 | |damage=8 / 10 / 12 / 14 / 2 | ||
|description= | |description= | ||
8F:Guaranteed action | 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. | 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. | ||
| Line 475: | Line 470: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=18. 41236HP.png | ||
|caption= | |caption=41236HP <br> [[Image:HCF.png]] + [[Image:HP.png]] | ||
|attack=Fire Soul Bird (Heavy Punch) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 484: | Line 479: | ||
|active=Projectile | |active=Projectile | ||
|recovery-whiff=51 | |recovery-whiff=51 | ||
|motion= | |motion=65 | ||
|advantage=-14~/D | |advantage=-14~/D | ||
|damage=10 / 13 / 15 / 17 | |damage=10 / 13 / 15 / 17 / 2 | ||
|description= | |description= | ||
12F:Guaranteed action | 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. | 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. | ||
| Line 495: | Line 490: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=19. 41236LK.png | ||
|caption= | |caption=41236LK <br> [[Image:HCF.png]] + [[Image:LK.png]] | ||
|attack=Mars Snake Fire (Light Kick) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 506: | Line 501: | ||
|motion=42 | |motion=42 | ||
|advantage=+6~/D | |advantage=+6~/D | ||
|damage=10 / 13 / 15 / 17 | |damage=10 / 13 / 15 / 17 / 2 | ||
|description= | |description= | ||
9F:Guaranteed action | 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. | 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. | ||
| Line 515: | Line 510: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=20. 41236HK.png | ||
|caption= | |caption=41236HK <br> [[Image:HCF.png]] + [[Image:HK.png]] | ||
|attack=Mars Snake Fire (Heavy Kick) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 526: | Line 521: | ||
|motion=64 | |motion=64 | ||
|advantage=-14 | |advantage=-14 | ||
|damage=12 / 16 / 18 / 20 | |damage=12 / 16 / 18 / 20 / 3 | ||
|description= | |description= | ||
12F:Guaranteed action | 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. | 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. | ||
| Line 535: | Line 530: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=21. 214LK.png | ||
|caption= | |caption=214LK <br> [[Image:QCB.png]] + [[Image:LK.png]] | ||
|attack=Fire Heel Drop (Light Kick) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 547: | Line 541: | ||
|motion=52 | |motion=52 | ||
|advantage=~-4/D | |advantage=~-4/D | ||
|damage=8+12 / 10+12 / 12+12 / 14+12 | |damage=8+12 / 10+12 / 12+12 / 14+12 / 2+3 | ||
|description= | |description= | ||
Combo ender and very vulnerable anti-air, resulting in hard knock-down on hit. Moves you slightly forward. | |||
Combo ender and vulnerable anti-air, resulting in hard knock-down on hit. Moves you slightly forward. | |||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=22. 214HK.png | ||
|caption= | |caption=214HK <br> [[Image:QCB.png]] + [[Image:HK.png]] | ||
|attack=Fire Heel Drop (Heavy Kick) | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
| Line 568: | Line 559: | ||
|motion=92 | |motion=92 | ||
|advantage=~-13/D | |advantage=~-13/D | ||
|damage=14( | |damage=14 (16 on the ground) / 18 / 24 / 24 / 3+4 | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
}} | }} | ||
| Line 579: | Line 569: | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=23. 6321412HK.png | ||
|caption= | |caption=6321412HK <br> [[Image:HCB.png]][[Image:RQCD.png]] + [[Image:HK.png]] | ||
|attack=Mars Snake Flare | |||
|data= | |data= | ||
{{SMS-Data | {{SMS-Data | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
|startup=19 | |startup=19 | ||
|active= | |active=Projectile | ||
|recovery-whiff=72 | |recovery-whiff=72 | ||
| | |motion=91 | ||
|hitstun=N/A | |hitstun=N/A | ||
|advantage=-31 | |advantage=~-31/D | ||
|damage=32 / 42 / 48 / 54 | |damage=32 / 42 / 48 / 54 / 8xN | ||
|description= | |description= | ||
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 | • '''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''' | • '''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''' | • '''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''' | • '''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 == | == Colors == | ||
| Line 674: | Line 650: | ||
== Frame Data == | == Frame Data == | ||
[[Image: | [[Image:MarsFrameData.jpg]] | ||
== External Links == | == 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. | 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. | ||
* [https://www.youtube.com/watch?v=k4gPHp9uaBE Mars overview advent video] | |||
* [https://docs.google.com/document/d/1dcR-1U_v5w1OYKpgSqbU-KcUwcsh_MV1g9AaN8C2LCU/edit#heading=h.8t6fz6mi1j6x Basic Mars primer] by DaiAndOh | * [https://docs.google.com/document/d/1dcR-1U_v5w1OYKpgSqbU-KcUwcsh_MV1g9AaN8C2LCU/edit#heading=h.8t6fz6mi1j6x Basic Mars primer] by DaiAndOh | ||
* [https://twitter.com/neocrystalnet/status/1099855554909036545 Reminder that raw Heel Drop is not safe] by Kaelan | |||
* [https://www.youtube.com/watch?v=bBoe7NMfZBc&t=71 Zoning out Uranus] by Kaelan | |||
* [https://youtu.be/MLu3pWCoODE?t=242 Mars section of Koushun's Mix-up Movie] | |||
* [https://youtu.be/yCDERJF0B7I?t=87 Mars section of Koushun's Combo Movie 1] | |||
* [https://clips.twitch.tv/BashfulSavageSpaghettiBlargNaut Mars 50% combo from j.HK] by Tamn Son! | |||
* [https://streamable.com/sux26 Mars 50% combo from j.LP] by Kaelan | |||
* [https://twitter.com/neocrystalnet/status/1099864301668569088 Ambiguous non-crossup in the corner] by Kaelan | |||
* [https://youtu.be/ZbqWlVPFxYw?t=62 Mars section of Koushun's Combo Movie 2] | |||
* [https://streamable.com/1g7q4 Combo into desperation] by ROS | |||
{{SMS_Nav}} | {{SMS_Nav}} | ||
Latest revision as of 19:09, 2 May 2022
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
|
|---|
Throws
The 100 Blows
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Frankensteiner
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Air Throw
![]() when opponent is in the air |
|---|
Normal Moves
Standing Light Punch
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Standing Light Punch (Close)
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|---|
| Standing Heavy Punch (close)
|
|---|
Standing Heavy Punch
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| Standing Light Kick
|
|---|
Standing Light Kick (Close)
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| Standing Heavy Kick
|
|---|
Crouching Light Punch
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|---|
Crouching Heavy Punch
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|---|
Crouching Light Kick
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The Low
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Jumping Light Punch (Vertical)
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Jumping Light Punch (Moving)
![]() |
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Jumping Heavy Punch (Vertical)
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Jumping Heavy Punch (Moving)
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Jumping Light Kick (Vertical)
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Jumping Light Kick (Moving)
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Jumping Heavy Kick (Vertical)
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Jumping Heavy Kick (Moving)
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|---|
Special Moves
| Fire Soul Bird (Light Punch)
|
|---|
| Fire Soul Bird (Heavy Punch)
|
|---|
Mars Snake Fire (Light Kick)
![]() |
|---|
Mars Snake Fire (Heavy Kick)
![]() |
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| Fire Heel Drop (Light Kick)
|
|---|
| Fire Heel Drop (Heavy Kick)
|
|---|
Desperation Move
| Mars Snake Flare
|
|---|
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 |
|
| Player 2 |
|
Frame Data
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.
- Mars overview advent video
- Basic Mars primer by DaiAndOh
- Reminder that raw Heel Drop is not safe by Kaelan
- Zoning out Uranus by Kaelan
- Mars section of Koushun's Mix-up Movie
- Mars section of Koushun's Combo Movie 1
- Mars 50% combo from j.HK by Tamn Son!
- Mars 50% combo from j.LP by Kaelan
- Ambiguous non-crossup in the corner by Kaelan
- Mars section of Koushun's Combo Movie 2
- Combo into desperation by ROS
| Sailor Moon S | |||
|---|---|---|---|
| Sailor Chibi Moon | Sailor Jupiter | Sailor Mars | |
| Sailor Mercury | Sailor Moon | Sailor Neptune | |
| Sailor Pluto | Sailor Uranus | Sailor Venus | |
| List of Fighting Games | |||
|---|---|---|---|
| Back to Mainpage |






























