Sailor Moon S/Sailor Mars
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.
|• 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
|The 100 Blows|
|Standing Light Punch|
|Standing Light Punch (Close)|
|Standing Heavy Punch (close)|
|Standing Heavy Punch|
|Standing Light Kick|
|Standing Light Kick (Close)|
|Standing Heavy Kick|
|Crouching Light Punch|
|Crouching Heavy Punch|
|Crouching Light Kick|
|Jumping Light Punch (Vertical)|
|Jumping Light Punch (Moving)|
|Jumping Heavy Punch (Vertical)|
|Jumping Heavy Punch (Moving)|
|Jumping Light Kick (Vertical)|
|Jumping Light Kick (Moving)|
|Jumping Heavy Kick (Vertical)|
|Jumping Heavy Kick (Moving)|
|Fire Soul Bird (Light Punch)|
|Fire Soul Bird (Heavy Punch)|
|Mars Snake Fire (Light Kick)|
|Mars Snake Fire (Heavy Kick)|
|Fire Heel Drop (Light Kick)|
|Fire Heel Drop (Heavy Kick)|
|Mars Snake Flare|
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.
• 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.
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|
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