Sailor Moon S/Sailor Mars: Difference between revisions

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(Add frame data and external links. Move colors to after matchups, before frame data.)
(venus jumping HP is too good)
 
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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
Line 14: Line 18:
== Character Overview ==
== Character Overview ==


'''Strengths:'''
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.
 
• Excels at zoning.
 
• Has a throw that cannot be tech'd (HP Throw).
 
• Has a very ambiguous desperation move.
 
 
'''Weaknesses:'''
 
• High-Low mix-ups are essentially non-existent.
 
• The only character in the game to not have a non-knockdown low.


• Will have a difficult time on getting out of pressure (especially while cornered).
{| 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


== Strategy ==
• '''Consistent good damage:''' Has an easy combo that does roughly 50% damage


1. Wall out approaches from the opponent with your strong high/low fireball game, closing out games with your very ambiguous Desperation.
• '''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


2. Bait your opponent into being open for Mars to do her 50% combo
• '''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<br />[[Image:27._44.png|100px|link]]
|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
  |recovery-hit=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<br />[[Image:24. 6HP.png|100px|link]]
|attack=The 100 Blows
|data=
|data=
  {{SMS-Throw
  {{SMS-Throw
  |range=40 (left:39)
  |range=40 (Left:39)
  |damage=24
  |damage=24
  |techable=no
  |techable=No
  |advantage=D (2P+D)
  |advantage=D (2P: +D)
  |description=
  |description=
(none)
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<br />[[Image:25. 6HK.png|100px|link]]
|attack=Frankensteiner
|data=
|data=
  {{SMS-Throw
  {{SMS-Throw
  |range=48 (left:47)
  |range=48 (Left: 47)
  |damage=24
  |damage=24
  |techable=yes
  |techable=Yes
  |advantage=+11(2P+12)
  |advantage=+11 (2P: +12) on tech
  |description=
  |description=
(none)
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<br />[[Image:26. j.6HK.png|100px|link]]
|attack=Air Throw
|data=
|data=
  {{SMS-Throw
  {{SMS-Throw
  |range=48 (left:47)?
  |range=48 (Left: 47)?
  |damage=24?
  |damage=28
  |techable=yes
  |techable=Yes
  |advantage=?
  |advantage=+11 (2P: +12) on tech?
  |description=
  |description=
(none)
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<br />[[Image:1. 5LP (far).png|100px|link]]
|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=
(none)
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)<br />[[Image:5. 5LP (close).png|100px|link]]
|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=
(none)
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)<br />[[Image:6. 5HP (close).png|100px|link]]
|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=
(none)
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 (Close)<br />[[Image:2. 5HP (far).png|100px|link]]
|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=
(none)
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<br />[[Image:3. 5LK (far).png|100px|link]]
|attack=Standing Light Kick
|data=
|data=
  {{SMS-Data
  {{SMS-Data
Line 192: Line 189:
  |motion=16
  |motion=16
  |advantage=+5
  |advantage=+5
  |damage=3 / 4 / 5 / 5
  |damage=3 / 4 / 5 / 5 / *
  |description=
  |description=
(none)
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)<br />[[Image:7. 5LK (close).png|100px|link]]
|attack=Standing Light Kick (Close)
|data=
|data=
  {{SMS-Data
  {{SMS-Data
Line 210: Line 207:
  |motion=14
  |motion=14
  |advantage=+6
  |advantage=+6
  |damage=4 / 5 / 6 / 7
  |damage=4 / 5 / 6 / 7 / *
  |description=
  |description=
(none)
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<br />[[Image:4. 5HK.png|100px|link]]
|attack=Standing Heavy Kick
|data=
|data=
  {{SMS-Data
  {{SMS-Data
Line 228: Line 225:
  |motion=40
  |motion=40
  |advantage=-5
  |advantage=-5
  |damage=9 / 12 / 14 / 15
  |damage=9 / 12 / 14 / 15 / *
  |description=
  |description=
(none)
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<br />[[Image:8. 2LP.png|100px|link]]
|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=
(none)
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<br />[[Image:9. 2HP.png|100px|link]]
|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=
(none)
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<br />[[Image:10. 2LK.png|100px|link]]
|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=
(none)
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=Crouching Heavy Kick<br />[[Image:11. 2HK.png|100px|link]]
|attack=The Low
|data=
|data=
  {{SMS-Data
  {{SMS-Data
Line 300: Line 297:
  |motion=30
  |motion=30
  |advantage=+5
  |advantage=+5
  |damage=8 / - / 12 / -
  |damage=8 / * / 12 / * / *
  |description=
  |description=
(none)
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)<br />[[Image:12. j.LP.png|100px|link]]
|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=
(none)
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)<br />[[Image:12. j.LP.png|100px|link]]
|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=
(none)
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)<br />[[Image:13. j.HP.png|100px|link]]
|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=
(none)
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)<br />[[Image:13. j.HP.png|100px|link]]
|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=
(none)
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)<br />[[Image:14. j.LK (neutral).png|100px|link]]
|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=
(none)
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)<br />[[Image:15. j.LK (diagonal).png|100px|link]]
|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=
(none)
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)<br />[[Image:16. j.HK (diagonal).png|100px|link]]
|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=
(none)
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 (diagonal)<br />[[Image:16. j.HK (diagonal).png|100px|link]]
|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=
(none)
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
|attack=Fire Soul Bird (Light Punch)
(Light Punch)<br />[[Image:17. 41236LP.png|100px|link]]
|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, Chip: 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.
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)<br />[[Image:18. 41236HP.png|100px|link]]
|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, Chip: 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.  
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)<br />[[Image:19. 41236LK.png|100px|link]]
|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, Chip: 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.
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)<br />[[Image:20. 41236HK.png|100px|link]]
|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, Chip: 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.
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
|attack=Fire Heel Drop (Light Kick)
(Light Kick)<br />[[Image:21. 214LK.png|100px|link]]
|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=
Chip: 2+3
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
|attack=Fire Heel Drop (Heavy Kick)
(Heavy Kick)<br />[[Image:22. 214HK.png|100px|link]]
|data=
|data=
  {{SMS-Data
  {{SMS-Data
Line 568: Line 559:
  |motion=92
  |motion=92
  |advantage=~-13/D
  |advantage=~-13/D
  |damage=14(16Ground) / 18 / 24 / 24
  |damage=14 (16 on the ground) / 18 / 24 / 24 / 3+4
  |description=
  |description=
Chip: 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.


Combo ender and 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.
}}
}}
}}
}}
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{{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<br />[[Image:23. 6321412HK.png|100px|link]]
|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=N/A
  |active=Projectile
  |recovery-whiff=72
  |recovery-whiff=72
  |recovery-hit=N/A
  |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=
Does 8xN on chip.
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.
 
Viciously ambiguous fireball that can be used to catch the opponent off-guard. The ambiguity comes from the start of the move appearing identical to Snake Fire, except slowly starting to rise as it approaches mid-screen.
It also deals heavy damage even on chip (20% of a life bar), and goes through other fireballs.
}}
}}
}}
}}


== Match-ups ==
== Strategy ==


• '''Vs. Sailor Moon'''
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.


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


• '''Vs. Sailor Mercury'''
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.


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


• '''Vs. Sailor Mars'''
== Match-ups ==


Under construction...
• '''Vs. Sailor Moon'''


• '''Vs. Sailor Venus'''
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.


Under construction...
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.


• '''Vs. Sailor Jupiter'''
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.


Jupiter's strengths are in her specials - the spinkick, SPD, thunder dragon, and thunder coconut.  They're all really good and it's a ridiculous set of moves to put on one character.  So what you want to do versus her is to limit their usefulness.


Spinkick: Used as an anti-air, to combo into after a cross-up, and to dodge firebirds (upper-body invul).
• '''Vs. Sailor Mercury'''
- If you don't jump, she's can't used it as an anti-air
- If you keep her out of the air, she can't cross you up. It's also worth noting that Mars is difficult to cross-up due to her thin hurtbox.  So unless they have practice crossing up Mars, they might overshoot it, which leaves them open to getting thrown while in mid-air.
- If she decides to start using it to dodge firebirds, throw LK snake (which is almost always safe against Jupiter unless she's really close because SHE'S SLOW AF)


(Guard Cancel) SDP: Used as an anti-air and as a punish for attacking too close.
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.   
- Same as above, if you don't jump, she can't use it as an anti-air.  It can't be understated that you have a much faster walkspeed, so you can control space without jumping in this matchup.
-  I don't know the exact spacing because I haven't scienced this, but I generally never get closer than the max distance of st.LK - like if I'm going for a tick throw, I'll throw out a st.LK at max distance and then go in for the throw.  If I throw that LK any closer, she can GC into SPD.




Sidenote about corner pressure: Jupiter has problems if you can create corner pressure outside of her SPD range. You can do this with light kicks or even just spamming LK firesnake.  Her only options are GC-backdash coconut (which Drunk doesn't do against me, idk why, so there might be a reason) or GC thunder dragon (which is actually what you want, because it's easy to jump over and punish for a free combo).  So I like to get that pressure on and goad them into GC thunder dragon.  Or if they freeze up and don't know what to do, go in for a throw which leads to the Mars corner setup.
• '''Vs. Sailor Mars'''


Thunder Dragon: As a Mars player, I both love and hate the thunder dragon.  It will go over snake, like Merc's bubble spray, BUT it also knocks down.  Fireball wars against thunder dragon suck for this reason and I generally avoid that fireball war.  You can supposedly duck under it with cr.LK and you can time your birds to cancel them out, but that's stuff I haven't practiced so I can't speak to the practicality of it.  If I'm at fullscreen and they're throwing thunder dragons, I either just block them or jump over them to close distance.  If you are jumping over them, don't do a jumping attack at Jupiter unless you're close enough for a punish.  If you're patient and don't get got by the thunder dragon, they'll probably mix it up with a coconut, which is when you can really close distance.  What I love about thunder dragon is that Jupes has a lot of recovery after it, which makes it the easiest way for me to get the Mars combo in.  It's also very easy for a Jupiter to GC into, which means it's easy to goad them into using it when they shouldn't.
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'''


Thunder Coconut: In the right hands, Thunder Coconut has hella utility and will lock you down and destroy you if you're not on-point.  In the wrong hands, it's a useless gimmick that you can just walk past for easy punishes.  And as far as I have been able to tell, Drunk Missile is the only NA Jupiter player that can use it well (leading him to getting #3 at FF and #4 at ComboBreaker). That fact makes writing about it kind of difficult, because it's a godlike move that most people don't know how to use.  So I'll just talk about the basics
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.
Thunder coconut can be used at various heights.  Basically, if you're in the air, you can coconut.  Jupiter can do it after a back jump, forward jump, or backdash.  The key to controlling the coconut is knowing which coconut (light or heavy) to use at which height during which kind of jump.  It's VERY difficult, and I know Drunk spent days of his life drawing out trajectories on graph paper to get it down.  You're not going to face Drunk though, so they're probably going to fuck up and mis-aim a coconut.  Coconut is not active until it hits the ground, so if they overshoot it, just walk past it.  In a pinch, you can also use HK crackshoot to dodge it.  If they undershoot it, just backdash for safety, or just stop moving.  If they do a  fullscreen coconut at max height, that gives you full permission to just walk right up to their face and punish.   And of course, you can use the bird to discourage them from coconutting at all.  Since coconut does more damage on block than on hit, you need to learn the timing of GC-backdashing it to minimize damage.  Basically, don't be scared to move around after she throws it out - the natural instinct is to block after someone throws a fireball, but you have time to move, your walkspeed is relatively fast, and Jupes has long recovery depending on what kind of thunder coconut she uses.


• '''Vs. Sailor Chibi Moon'''
• '''Vs. Sailor Jupiter'''


Zam introduced a Chibi into ComboBreaker 2019 that can backdash for the entirety of the round. In order for this to win the round, however, Chibi has to have the life lead. To have the life lead, she has to do damage. This is all common sense, but it's what you need to keep in mind because it will inform your decisions in the matchup.  You need to work towards being in a position where she can't do damage, and the fact is that Chibi doesn't have good options to do damage against Mars at neutral (mid-screen).
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.  


1. She can slide, which you can either block, GC with fireball, or punish with a neutral j.LP into combo.
• '''Vs. Sailor Chibi Moon'''
2. She can jump, which you can punish with bird
3.  She can butt-bomb, which you can punish with fireball or heel kick
4. She can throw her fireball, which you can jump over for free and potentially punish her for with a 50% combo


Mars's strength lies in controlling her opponent's position and punishing them hard for trying to get in - the Chibi matchup is no different in that regard.  Heel kick will give you the highest-damage as a punish for butt-bomb, but you'll lose your position - in my mind, keeping that mid-screen position is my number one priority. I like using firesnake as a punish, because it keeps me where I am and allows me to follow up with a meaty firesnake, forcing Chibi to either block (with pushback) or backdash - it keeps me in control at the cost of the extra damage I could get off of heel kick.  That said, if I want that extra damage (like at the end of the match), then heel kick would definitely be the better option.
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.
Now what happens if you don't stand your ground?  Chibi will get you in the corner and now you're stuck in hell because Chibi appears to have frametraps and shenanigans in the corner.   And as we all know, that's bad news for Mars since she has no invincible reversals and her GCs can get stuffed out. And if she manages to do it even once, now you have to deal with the infinite backdash.


And I'll say this right now: If you're at the point where Chibi has the life-lead and can win by backdashing, you already fucked up.  Focus as hard as you can to never be in this position; however, if you get outplayed and are in this position, you can cross her up (maybe).  If you time a j.lk slightly after the start of her backdash animation, it will crossup UNLESS Chibi moves in the opposite direction at the right time.  In which case, she can get out.  And if you mistime it, she grab


• '''Vs. Sailor Uranus'''
• '''Vs. Sailor Uranus'''


Under construction...
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'''


Under construction...
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'''


Under construction...
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 ==
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== Frame Data ==
== Frame Data ==
[[Image:VenusFrameData.jpg]]
[[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

  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
44
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
6HP
+
Range Damage Techable Advantage
40 (Left:39) 24 No D (2P: +D)

It can't be teched! Free damage!!


Frankensteiner
6HK
+
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
6HK
+
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
5LP
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)
5LP
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)
5HP
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
5HP
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
5LK
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)
5LK
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
5HK
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
2LP
+
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
2HP
+
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
2LK
+
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
2HK
+
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)
j.LP
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)
j.LP
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)
j.HP
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)
j.HP
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)
j.LK
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)
j.LK
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)
j.HK
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)
j.HK
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)
41236LP
+
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)
41236HP
+
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)
41236LK
+
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)
41236HK
+
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)
214LK
+
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)
214HK
+
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
6321412HK
+
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
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.

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
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