< SMS
Overview
Overview
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.
Mars
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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.
Pros
Cons
- 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
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 |
Total Duration |
---|
14 |
f.LP
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 |
Total Duration |
---|
14 |
c.HP
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 |
Total Duration |
---|
34 |
f.HP
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 |
Total Duration |
---|
35 |
c.LK
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 |
Total Duration |
---|
14 |
f.LK
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 |
Total Duration |
---|
16 |
5HK
5HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 7 | 10 | 24 | -5 | 9 | 12 | 14 | 15 |
Total Duration |
---|
40 |
2LP
2LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +6 | 2 | 3 | 3 | 3 |
Total Duration |
---|
14 |
2HP
2HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 8 | 12 | 11 | +6 | 6 | 8 | 9 | 10 |
Total Duration |
---|
30 |
2LK
2LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 5 | 6 | 7 | +5 | 3 | 4 | 5 | 5 |
Total Duration |
---|
17 |
2HK
2HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 6 | 9 | 16 | +5 | 8 | 0 | 12 | 0 |
Total Duration |
---|
30 |
j.LP
8j.LP or 7/9j.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 |
Version | Total Duration |
---|---|
8j.LP | 0 |
7/9j.LP | 0 |
j.HP
8j.HP or 7/9j.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 |
Version | Total Duration |
---|---|
8j.HP | 27 |
7/9j.HP | 27 |
j.LK
8j.LK or 7/9j.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 |
Version | Total Duration |
---|---|
8j.LK | 0 |
7/9j.LK | 0 |
j.HK
8j.HK or 7/9j.HK
Universal Mechanics
Movement
Backdash
44
Startup | Total Duration |
---|---|
1 | 24 |
Add a description to this move using the |description=
field
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
Total Duration |
---|
24 |
Throws
The 100 Blows
4/6HP
Frankensteiner
4/6HK or j.4/6HK
Special Moves
Fire Soul Bird
41236LP or 41236HP
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 |
Version | Total Duration |
---|---|
Fire Soul Bird (LP) | 46 |
Fire Soul Bird (HP) | 65 |
Mars Snake Fire
41236LK or 41236HK
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 |
Version | Total Duration |
---|---|
Mars Snake Fire (LK) | 42 |
Mars Snake Fire (HP) | 64 |
Fire Heel Drop
214LK or 214HK
Desperation Moves
Mars Snake Flare
6321412HK

To edit frame data, edit values in SMS/Mars/Data.