Sailor Mars

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


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
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
N/A 1 N/A N/A N/A N/A

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

Throws

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

(none)

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

(none)

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

(none)

Normal Moves

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

(none)

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

(none)


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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)


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

(none)

Special Moves

Fire Soul Bird

(Light Punch)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
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)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
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)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
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)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
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)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
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)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
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
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
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

Under construction...

Vs. Sailor Uranus

Under construction...

Vs. Sailor Neptune

Under construction...

Vs. Sailor Pluto

Under construction...

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