SMS/Mars

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< SMS
Revision as of 04:51, 15 January 2023 by Shtkn (talk | contribs)

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
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
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
Version Total Duration
8j.HK 25
7/9j.HK 24

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
Range DMG Is Techable Advantage
40 24 No D

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

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
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
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
Total Duration
91

Navigation

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