SMS/Mars

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< 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
SMS Mars Portrait.png
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

Generally considered useless

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

Generally considered useless

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

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

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

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

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

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

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

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

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

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

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

Typical jLP, pulls her hurtboxes up compared to her jumping kicks.

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

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

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

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

8j.HK or 7/9j.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

44
Startup Total Duration
1 24

Strike, projectile, and throw invulnerable for 1~23 frames. Move Distance: 115

Total Duration
24

Throws

The 100 Blows

4/6HP
Range DMG Is Techable Advantage
40 24 No D

Untechable throw

Frankensteiner

4/6HK or j.4/6HK
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

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

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

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

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

214LK or 214HK
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

6321412HK
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

Navigation

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