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 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:

• 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).

Strategy

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

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

Movement

Back Dash
link
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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

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). - 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. - 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.

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.


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 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

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...

SMSJR Cart JP.png
Sailor Moon S
Sailor Chibi Moon Sailor Jupiter Sailor Mars
Sailor Mercury Sailor Moon Sailor Neptune
Sailor Pluto Sailor Uranus Sailor Venus
List of Fighting Games
Back to Mainpage