Sailor Moon S/Sailor Mars

From Super Fighting Wiki
Jump to navigation Jump to search
Sailor Mars
link
link
Full name Rei Hino
Age 14-16
Height 5'3"
Blood type AB
Hometown Tokyo
Likes ...Minako Aino?
Dislikes Not having a non-knockdown low.
Special skills Being hot.


Player 1
Player 2


Character Overview

Strengths:

• Excels at zoning.

• Has a throw that cannot be tech'd (HP Throw).

• Has a very ambiguous desperation move.


Weaknesses:

• 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).

Strategy

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

Movement

Back Dash
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A N/A N/A

Strike, projectile and throw invulnerable for 1~23 frames.


Throws

The 100 Blows
link
Range Damage Techable Advantage
40 (left:39) 24 no D (2P+D)

(none)


Frankensteiner
link
Range Damage Techable Advantage
48 (left:47) 24 yes +11(2P+12)

(none)


Air Throw
link
Range Damage Techable Advantage
48 (left:47)? 24? yes ?

(none)


Normal Moves

Standing Light Punch
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 2 / 3 / 3 / 3

(none)


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

(none)



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

(none)


Standing Heavy Punch (Close)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 10 14 11 35 +4 7 / 9 / 11 / 12

(none)


Standing Light Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 6 6 16 +5 3 / 4 / 5 / 5

(none)


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

(none)


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

(none)


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

(none)


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

(none)


Crouching Light Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 6 7 17 +5 3 / 4 / 5 / 5

(none)


Crouching Heavy Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 6 9 16 30 +5 8 / - / 12 / -

(none)


Jumping Light Punch (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +6~+14 3 / 4 / 5 / 5

(none)


Jumping Light Punch (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +6~+14 3 / 4 / 5 / 5

(none)


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

(none)


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

(none)


Jumping Light Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +3~+14 4 / 5 / 6 / 7

(none)


Jumping Light Kick (moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +4~+14 4 / 5 / 6 / 7

(none)


Jumping Heavy Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 9 6 25 +7~+14 7 / 9 / 11 / 12

(none)


Jumping Heavy Kick (diagonal)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 9 6 24 +4~+14 9 / 12 / 14 / 15

(none)


Special Moves

Fire Soul Bird

(Light Punch)
link

Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 10 Projectile 36 +1~/D 8 / 10 / 12 / 14

8F:Guaranteed action, Chip: 2

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)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 14 Projectile 51 -14~/D 10 / 13 / 15 / 17

12F:Guaranteed action, Chip: 2

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)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 Projectile 31 42 +6~/D 10 / 13 / 15 / 17

9F:Guaranteed action, Chip: 2

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)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 13 Projectile 50 64 -14 12 / 16 / 18 / 20

12F:Guaranteed action, Chip: 3

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)
link

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

Chip: 2+3

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


Fire Heel Drop

(Heavy Kick)
link

Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 22 36 92 ~-13/D 14(16Ground) / 18 / 24 / 24

Chip: 3+4

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.


Desperation Move

Mars Snake Flare
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 19 N/A 72 -31 32 / 42 / 48 / 54

Does 8xN on chip.

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

• Vs. Sailor Moon

Under construction...

• Vs. Sailor Mercury

Under construction...

• Vs. Sailor Mars

Under construction...

• Vs. Sailor Venus

Under construction...

• Vs. Sailor Jupiter

Under construction...

• Vs. Sailor Chibi Moon

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).

1. She can slide, which you can either block, GC with fireball, or punish with a neutral j.LP into combo. 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. 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

Under construction...

• Vs. Sailor Neptune

Under construction...

• Vs. Sailor Pluto

Under construction...

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