SMS/Venus

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Overview

Overview
A secret member of the Belmont clan, Venus excels in the mid and close range. Her standout feature is the Venus Wink Chain Sword, an upwards moving projectile with long startup but negligible recovery. Capable of being up to +34 on hit, Venus Wink Chain Sword is the cornerstone of Venus's corner pressure but is also used as a zoning tool in neutral. She also has a 4f DP with slight cross-up protection and a few unique whip normals that give her large disjointed hitboxes in exchange for slow startup. On the other hand, her slow walk speed and bad traditional fireball make her one of the worst members of the cast at long range. You'll want to stay close to your opponent to really pose a threat. However, once you get the opponent locked into the corner, you'll be able to unleash strong setups and looping okizeme.
Venus
SMS Venus Portrait.png
Jump Speed
2
Jump Duration
51
Jump Distance
82
Forwards Speed
1.192
Backwards Speed
1.064
Backdash
16f, invuln 1~>15
Backdash Distance
90

 Venus fights in the mid-range until she gets to the corner, letting her start strong looping pressure that can lock down opponents.

Pros
Cons
  • Scary Corner Pressure: Venus has an oppressive strike/throw mixup in the corner that results in continuous corner knockdowns on hit or massive frame advantage on block. Even if the opponent attempts to guard cancel or mash out, Venus can out space many opponent options with disjointed normals.
  • Venus Wink Chain Sword: Also known as Upball, this upwards moving projectile gives massive frame advantage (+30 or more) allowing for pressure and potential combos. It can also be used for space control, anti-airs, and as a situational guard cancel.
  • Chain Explosive: Her desperation alone can hit for 50% to 75% depending on counter hit and head damage while also doing 12 damage per hit for chip kill setups. It can be combo'd from Venus Wink Chain Sword or 2LK and can even be used as a deadly guard cancel.
  • Disjointed Normals: 2HP, j.HP, and 5HK are notably disjointed, allowing you to safely beat most pokes and even some anti-airs when spaced properly.
  • Strong Throw: Her heavy punch throw has only 6 techable frames, gives her corner carry, and can be option selected with her DP.
  • Low Profile Crouch: Her crouching hurtbox, especially from 2LP, is very low to the ground and can be used to dodge certain moves and projectiles.
  • Slow Walker: Venus has the second slowest walk speed in the game, which makes approaching opponents or escaping the corner difficult.
  • Short Backdash: Because of how short her backdash is in both invulnerable frames and backdash distance, Venus is unable to backdash through many projectiles.
  • Limited Full Screen Options: Outside of using her mediocre jump arc or below average fireball, Venus has to approach the opponent to in order to pose any kind of threat.
  • Struggles Against Zoning: For all the reasons listed above, Venus really has a hard time against anything that can send her out out to mid screen or beyond. Whether it be projectiles that result in knockdown or the opponent simply backdashing away after establishing a life lead, Venus has to approach slowly or take risks to get in quicker.

Normals

5LP

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

It can be a situational anti-air, but overall, her other lights outclass this.

Total Duration
14

5HP

5HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 17 13 17 10 13 15 17

Chain normal. While it looks good for poking, most of the cast can duck this. However, because it's tall, it can occasionally catch a jumper while trying to throw.

Total Duration
46

5LK

5LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 6 3 4 5 5

Not a bad poke but also kinda outclassed. The range is pretty good though and you can use it while you hold forward. Not always the best idea due to all the guard cancels though.

Total Duration
13

5HK

5HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 14 7 17 10 13 15 17

Slow and not as good an anti-air as the hitbox may make you believe. Whiffs everyone crouching. Although it goes over low moves, you'll whiff as well and they can recover faster and punish you. Good only for combo fanatics as you can use charge buffering to make damaging combos with Venus Wink Chain Sword.

Some say it's the perfect combination of offense and defense.

Total Duration
37

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

While not bad for pressure, it also shrinks Venus' hurtbox, making it a good anti-air at certain angles.

Total Duration
14

2HP

2HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 16 12 13 +4 10 13 15 17

Much better than standing HP. All the range advantages, hits all crouchers, and better frame data! One of her best pokes. Also hurtbox shrinkage means you can even go under some fireballs; the hitlag from connecting this move will prolong the smaller hurtbox!

Total Duration
30

2LK

2LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 4 5 6 +6 3 0 5 0

Great poke! Look at that hitbox! Hits low, and has the great frame data her other lights have. Use often, and confirm into crouching HK for knockdown!

Total Duration
14

2HK

2HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 7 12 9 +8/D 7 0 11 0

Another great poke that hits low. Big hitbox and long range. Since it knocks down, it trades favorably in many situations. After landing this at most distances, you can make a setup if you have charge, but party time truly begins in the corner.

Total Duration
28

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 +7~+14 3 4 5 5
7/9j.LP High 4 Until Landing Until Landing +6~+14 3 4 5 5

It's ok for jumping in at certain angles. While it's not bad as an air-to-air, j.HK is almost superior there. Can be used as a situational cross-up tool, but j.LK is preferred.

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 8 ~+14 9 12 14 15
7/9j.HP High 5 11 8 +4~+14 10 13 15 17

This notorious chain move is Venus' instant overhead. Use it with caution though, it's unsafe in many situations. Outside of that, the ridiculous hitbox on this move can stuff many anti-airs, especially when used early in your descent.

Version Total Duration
8j.HP 24
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 +3~+14 4 5 6 7

The go to cross-up button. Handy when you need it.

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

A great air to air hitbox. Also used as a jump in for when j.HP would be unsafe.

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

Universal Mechanics

Movement

Backdash

44
Startup Total Duration
1 16

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
16

Throws

Hurricanrana

4/6HP
Version Range DMG Is Techable Advantage
P1 facing right 48 22 Yes
P1 facing left 47 22 Yes
P2 facing right 48 22 Yes
P2 facing left 47 22 Yes

The preferred throw and easily one of the best throws in the game. A throw with a very short tech window (only 6 frames!). Throws opponents far. In the corner, puts them at a perfect distance for a setup, making it loopable. You can perform an option select between this and HP DP by inputting 6236HP, making it a very strong option in corner setups.

Knee Machine Gun

4/6HK
Version Range DMG Is Techable Advantage
P1 facing right 40 20 No
P1 facing left 39 20 No
P2 facing right 40 20 No
P2 facing left 39 20 No

A very standard untechable throw. Not a bad throw, but your other throw usually outshines this one.

Specials

Venus Wink Chain Sword

[2]8LP or [2]8HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Venus Wink Chain Sword (LP) Mid 20 Projectile 3 +34~ 10 13 15 17
Venus Wink Chain Sword (HP) Mid 24 Projectile 7 +30~ 12 16 18 20

[2]8LP: Commonly called Upball, this is a staple of Venus play that can be used in many situations due to it's ludicrous amount of plus frames. Fantastic pressure tool that also has incredible combo potential. Just Upball. 30f charge time.


[2]8HP: HP upball has slightly less plus frames but has more range and does more damage. By mixing up between close and far range upball, you can dissuade jump ins while keeping up pressure through pokes. Just upball. 30f charge time.

Version Total Duration
Venus Wink Chain Sword (LP) 23
Venus Wink Chain Sword (HP) 31

Venus Love-Me Chain

623LP or 623HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Venus Love-Me Chain (LP) Mid 4 4x6 20 -15~+1 6 8 9 10
Venus Love-Me Chain (HP) Mid 6 5x6 29 -29~-9 8 10 12 14

236LP: The go to guard cancel or regular anti-air option with slight cross up protection. Safer and faster than the HP version.


236HP: Higher damage guard cancel option that also has slight cross up protection. You can option select this and HP throw by inputting 6236HP.

Version Total Duration
Venus Love-Me Chain (LP) 47
Venus Love-Me Chain (HP) 65

Crescent Beam

236LP or 236HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Crescent Beam (LP) Mid 11 Projectile 36 +1~ 8 10 12 14
Crescent Beam (HP) Mid 15 Projectile 51 -14~ 10 13 15 17

236LP: A very subpar fireball. Not used very often besides as an occasional punish option or combo tool. Sometimes necessary for surviving fireball wars or to throw out at long ranges, but ideally you shouldn't have to use this. Whiffs on crouching opponents.


236HP: It travels very quickly, so it's mostly used for very specific long range punish options. Recovery takes two to three business days to complete, so don't try to do this anywhere near your opponent. Whiffs on crouching opponents.

Version Total Duration
Crescent Beam (LP) 47
Crescent Beam (HP) 66

Desperation

Chain Explosive

4123632HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 14 6*6*8*21*3 30 +7/D 48 62 72 72

One of the stronger desperations in the game. Can be combo'd into with Venus Wink Chain Sword or 2LK. Very strong for counter hit fishing, as an anti-air, or for corner chip kill setups. It does multiple hits on chip, but is not safe in the corner if the opponent guard cancel backdashes. Make sure it will kill before you attempt it. Can be used as a highly punishing (though relatively slow) guard cancel. Contrary to what many people thought for a long time, it cannot hit for 100% of health on counterhit.

Total Duration
88

Navigation

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