SMS/Uranus

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Overview

This character is banned from use in competitive play in some major tournaments.
Overview
Brad Uranus is a bully who often gets to ignore neutral with the ever looming threat of the Uranus infinite™. Her fireball, World Shaking, allows her get relatively safe forward dash attempts to win neutral instantly and either confirm into the infinite on hit or apply a strike/throw mixup on block. However, Uranus's actual secret best tool is a bugged reversal forward dash when Uranus is on controller port 2 (distinguished from player side 2 because of distinct player side and controller port differences). When on controller port 2, Uranus's forward dash is completely invincible out of reversal, letting her turn any time she is knocked down or anti-aired into an unpunishable approach. Such is the power of P2 Uranus.
Uranus
SMS Uranus Portrait.png
Jump Speed
1.224
Jump Duration
50
Jump Distance
82
Forwards Speed
2.096
Backwards Speed
1.224
Backdash
15f, invuln 1~>14
Backdash Distance
154

 Uranus abuses her forward dash (especially with the player port 2 invincible reversal bug) to score infinite confirms or full screen throws.

Pros
Cons
  • Game-Breaking Forward Dash: Forward dash that takes only 15 frames to traverse the entire screen and is almost fully invincible if done as a wake up option (completely invincible on P2 side, actionable afterwards).
  • Infinite: Has a rather easy infinite that works on every character.
  • Diving Gaia Crash: Command grab that takes 1/3 of the opponent's health, which becomes absolutely terrifying when paired with her lighting speed forward dash.
  • Amazing Match-Ups: Uranus wins against the entire cast and completely invalidates half of them at high level of play.
  • Controversial: Banned at most tournaments, especially high profile ones.

Normal Moves

f.LP

f.LP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 5 +6 2 3 3 3

Standard standing light punch. Not really something you use.

Total Duration
14
  • At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash

c.LP

c.LP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 5 +6 3 4 5 5

Proximity normals on lights are kinda interesting, but this one isn't interesting or particularly useful at all.

Total Duration
14
  • At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash

f.HP

f.HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 12 12 15 +2 8 10 12 14

Typically a misinput of some kind. Not a useful button.

Total Duration
38

c.HP

c.HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 8 12 9 +8 9 12 14 15

Whiffs against crouchers, but you shouldn't be using this anyways.

Total Duration
28

5LK

5LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 5 +6 4 5 6 7

Very fast anti-air, hits everyone except Chibi Moon when they are crouching.

Total Duration
13
  • At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash

5HK

5HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 13 12 15 +2 11 14 17 19

Reliable and easy anti-air button. Typically used to fish for the infinite.

Total Duration
39

2LP

2LP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 6 +6 3 4 5 5

The infamous filler in the Uranus infinite. Like most of Uranus's notable normals, you typically are not going to be using these outside of the infinite.

Total Duration
14
  • At recovery frames 1-2 able to cancel into Stand/High Guard/Jump/Backdash

2HP

2HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 8 12 9 +8 7 9 11 12

The infamous end of a rep in the Uranus infinite. Like most of Uranus's notable normals, you typically are not going to be using these outside of the infinite.

Total Duration
28

2LK

2LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 5 6 7 +5 3 0 5 0

A very standard low poke. Mostly used for quick confirms into sweep since Uranus doesn't play much of a standard footsies game.

Total Duration
17
  • At recovery frames 1-2 able to cancel into Stand/High Guard/Jump/Backdash

2HK

2HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 8 30 14 -21~+0/D 10 0 15 0

A very strong sliding sweep that sets up for easy oki when cancelled into a fireball or backdash.

Total Duration
51

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 +8~+14 4 5 6 7
7/9j.LP High 4 Until Landing Until Landing +8~+14 4 5 6 7

You shouldn't really be jumping as Uranus, so this move is more or less useless.

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 11 6 +8~+14 6 8 9 10
7/9j.HP High 5 11 6 +8~+14 7 9 11 12

You shouldn't really be jumping as Uranus, so this move is more or less useless.

Version Total Duration
8j.HP 21
7/9j.HP 21

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 +10~+14 5 7 8 9
7/9j.LK High 4 Until Landing Until Landing +4~14 5 7 8 9

You shouldn't really be jumping as Uranus, so this move is more or less useless.

Version Total Duration
8j.LK 0
7/9j.LK 0
  • Frame Advantage on IOH connect:-24

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 8 11 10 +9~14 10 13 15 17
7/9j.HK High 4 11 6 +4~+14 11 14 17 19

Can be used to set up for the infinite as a regular jump in. Mostly used on P2 Uranus to force a situation where if the opponent does not anti-air Uranus gets to confirm into the infinite, and if the opponent does anti-air Uranus gets the reversal forward dash.

Version Total Duration
8j.HK 28
7/9j.HK 20
  • Frame Advantage on IOH connect:-24

Universal Mechanics

Movement

Shadow Dash

66
Startup Total Duration
1 15

Uranus's infamous forward dash. Used to ignore neutral, make the infinite work, and generally be a nuisance. Notably not fully invincible unless done out of reversal on controller port 2.

Total Duration
15
  • P1 Uranus Forward Dash is invincible frames 1-13? when done on wakeup. P2 Uranus Forward is invincible frames 1-15 when done on wakeup. Uranus is able to Throw during frames 13-15 and block during frames 14-15. Can be cancelled into from normals

Back Dash

44
Startup Total Duration
1 15

Moves Uranus back fullscreen. Notable for having the fewest number of invincibility frames, though Uranus really doesn't need it.

Total Duration
15
  • Uranus is invincible frames 1-14, when done on wakeup actionable during frames 14-15. Can be cancelled into from normals

Throws

Strong Wind Break

4/6HP
Range DMG Is Techable Advantage
40 24 Yes
39 24 Yes
40 24 Yes
39 24 Yes

Shorter range throw and techable. If Uranus is on controller port 2 and this move is teched, P2 Uranus gets an infinite confirm for free.

Grand Remover Kick

4/6HK
Range DMG Is Techable Advantage
48 22 No
47 22 No
48 22 No
47 22 No

Long range throw and untechable. She really doesn't need it but she has it. If you can't buffer SPD out of forward dash, this is the next best bet.

Special Moves

Diving Gaia Crush

360LK or 360HK
Version Range DMG Is Techable Advantage
Facing Right 56 24 No -31/D
Facing Left 55 24 No -31/D
Facing Right 48 32 No -32/D
Facing Left 47 32 No -32/D

A core part of Uranus's moveset that basically solves all your problems, especially when buffered from a forward dash. Need a guard cancel? Just SPD. Need to pressure someone full screen? Just SPD (out of a forward dash). Need a reversal that isn't P2 Uranus forward dash? Just SPD. Need to anti-air but don't want to use 5LK for some reason? Just SPD.


360LK: Has more range. This is going to be the one to use for guard cancels, reversals, and anti-airs for the most part.


360HK: Has more damage. Use this when buffered from forward dash for the most part.

World Shaking

632LP or 632HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
World Shaking (LP) Mid 15 Projectile 36 +1 12 18 3
World Shaking (HP) Mid 19 Projectile 51 -14~ 14 21 3

632LP: A slow moving fireball that allows Uranus to safely set up forward dash in neutral for infinite confirms or strike/throw mix. Excellent option for oki. Also does 3 damage on chip when most fireballs do 2.


632HP: Only notable for doing 21 damage on counter-hit. Just use the light version.

Version Total Duration
World Shaking (LP) 51
World Shaking (HP) 69

Desperation Moves

Destructive Carnival

632141236HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Mid 1 9 1 +20/D 67 0 68 0 1xN

An infamously janky super that doesn't function as intended, but has some strong applications such as a guard cancel punish against light normals that are spaced around SPD or punishing Chibi desperation.

Total Duration
10

Colors

Template:SMSColors

Navigation

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