SMS/Mars/Combos

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< SMS‎ | Mars
 Mars
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.

Beginner.png Beginner Combos

Light, Light, Sweep
Very Easy


2LK > 2LK > 2HK
A standard light, light, sweep.


The Mars 50% BnB
Easy


j.HK > c.LKx3 > 5HK > 214HK
Mars's famous 50% combo (even though it's not exactly 50%, but close enough). 214HK drops on crouching Venus and Chibi Moon due to short hurtboxes. Instead, use the modified Mars 50% BnB.


The Modified Mars 50% BnB
Easy


j.HK > c.LKx3 > 2HP > 214HK
Uses 2HP because 5HK will whiff on crouching Venus and Chibi Moon. Loses 3 damage in comparison to the normal route. Optionally replace c.LK with 2LK for less damage but more consistency.

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