Overview
Jump Speed |
2.128 |
Jump Duration |
47 |
Jump Distance |
103 |
Forwards Speed |
2.032 |
Backwards Speed |
1.16 |
Backdash |
24f, invuln 1~>23 |
Backdash Distance |
115 |
Mars zones out opponents with Snake, a fireball that travels along the ground, and fishes for a 50% BnB combo.
- 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 mixups: 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.
Normal Moves
c.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +6 | 3 | 4 | 5 | 5 |
Generally considered useless
Total Duration |
---|
14 |
f.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +6 | 2 | 3 | 3 | 3 |
Generally considered useless
Total Duration |
---|
14 |
c.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 10 | 14 | 12 | +3 | 7 | 9 | 11 | 12 |
Seemingly useful as an anti-air, however its slow start up and proximity requirement make it unreliable in that role.
Total Duration |
---|
34 |
f.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 10 | 14 | 11 | +4 | 7 | 9 | 11 | 12 |
Surprisingly decent trade anti air button
Total Duration |
---|
35 |
c.LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +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.
Total Duration |
---|
14 |
f.LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 5 | 6 | 6 | +5 | 3 | 4 | 5 | 5 |
Poke button. Not as fast as other girls 5LKs but still mostly useable.
Total Duration |
---|
16 |
5HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 7 | 10 | 24 | -5 | 9 | 12 | 14 | 15 |
Good poke, good damage, typical normal ender before going into heel kick.
Total Duration |
---|
40 |
2LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +6 | 2 | 3 | 3 | 3 |
generally considered useless
Total Duration |
---|
14 |
2HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 8 | 12 | 11 | +6 | 6 | 8 | 9 | 10 |
Only useful for the bnb combo if the opponent's hurtbox (ie venus) causes HK to whiff
Total Duration |
---|
30 |
2LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 5 | 6 | 7 | +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)
Total Duration |
---|
17 |
2HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 6 | 9 | 16 | +5 | 8 | 0 | 12 | 0 |
standard low sweep
Total Duration |
---|
30 |
j.LP
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.LP | High | 4 | Until Landing | Until Landing | +6~+14 | 3 | 4 | 5 | 5 |
7/9j.LP | High | 4 | Until Landing | Until Landing | +6~+14 | 3 | 4 | 5 | 5 |
Typical jLP, pulls her hurtboxes up compared to her jumping kicks.
Version | Total Duration |
---|---|
8j.LP | 0 |
7/9j.LP | 0 |
j.HP
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.HP | High | 5 | 15 | 8 | +6~+14 | 5 | 7 | 8 | 9 |
7/9j.HP | High | 5 | 15 | 8 | +6~+14 | 6 | 8 | 9 | 10 |
Functionally the same as jLP, but with a slightly bigger hitbox...going towards Mars. So it doesn't help too much.
Version | Total Duration |
---|---|
8j.HP | 27 |
7/9j.HP | 27 |
j.LK
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.LK | High | 4 | Until Landing | Until Landing | +3~+14 | 4 | 5 | 6 | 7 |
7/9j.LK | High | 4 | Until Landing | Until Landing | +4~+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.
Decent jump in and jump away air normal, can cross up pretty well. Tiny disjoint the size of Mars foot
Version | Total Duration |
---|---|
8j.LK | 0 |
7/9j.LK | 0 |
j.HK
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.HK | High | 4 | 9 | 6 | +7~+14 | 7 | 9 | 11 | 12 |
7/9j.HK | High | 4 | 9 | 6 | +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.
Version | Total Duration |
---|---|
8j.HK | 25 |
7/9j.HK | 24 |
Universal Mechanics
Movement
Backdash
Startup | Total Duration |
---|---|
1 | 24 |
Strike, projectile, and throw invulnerable for 1~23 frames. Move Distance: 115
Total Duration |
---|
24 |
Throws
The 100 Blows
Frankensteiner
Version | Range | DMG | Is Techable | Advantage |
---|---|---|---|---|
4/6HK | 48 | 24 | Yes | +11 (2P: +12) on tech |
j.4/6HK | 48 | 28 | 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.
Special Moves
Fire Soul Bird
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
Fire Soul Bird (LP) | Mid | 10 | Projectile | 36 | +1~/D | 8 | 10 | 12 | 14 |
Fire Soul Bird (HP) | Mid | 14 | Projectile | 51 | -14~/D | 10 | 13 | 15 | 17 |
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.
12F: Guaranteed action
Doesn't arc as high as LP version, only starting to miss grounded opponents at full-screen. Can easily be low-profiled, however.
Version | Total Duration |
---|---|
Fire Soul Bird (LP) | 46 |
Fire Soul Bird (HP) | 65 |
Mars Snake Fire
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
Mars Snake Fire (LK) | Mid | 11 | Projectile | 31 | +6~/D | 10 | 13 | 15 | 17 | 2 |
Mars Snake Fire (HP) | Mid | 13 | Projectile | 50 | -14 | 12 | 16 | 18 | 20 | 3 |
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.
12F: Guaranteed action
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.
Version | Total Duration |
---|---|
Mars Snake Fire (LK) | 42 |
Mars Snake Fire (HP) | 64 |
Fire Heel Drop
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
Fire Heel Drop | Mid | 7 | 2*10*5 | 28 | ~-4/D | 8 | 10 | 12 | 14 | 2+3 |
Fire Heel Drop (HK) | Mid | 9 | 22 | 36 | ~-13/D | 14 | 18 | 24 | 24 | 3*4 |
Combo ender and very vulnerable anti-air, resulting in hard knock-down on hit. Moves you slightly forward.
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.
Version | Total Duration |
---|---|
Fire Heel Drop | 52 |
Fire Heel Drop (HK) | 92 |
Desperation Moves
Mars Snake Flare
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|
Mid | 19 | Projectile | 72 | ~-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.
Total Duration |
---|
91 |