SMS/Uranus

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Overview
Overview

"Cousins"

Uranus 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: While not banned in tournament play yet, there is, has been, and will be discussion about a ban.
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


"Shadow" Dash Cancel
Forward/Back dash Cancel Advantage  
Normal Raw Dash Cancel
c.LP/f.LP/2LP/5LK +6 +0
2LK +5 +0
f.HP/5HK +2 +15
c.HP/2HP +6 +15
2HK -21 +15
Although not explicitly a unique mechanic to Uranus(other character Backdashes/Unique Forward Dashes), Dash Canceling, especially Forward Dash cancel is an important part of Uranus' pressure. By canceling a normal into Forward Dash Uranus gets different frame advantage for a normal she cancels. This allows Uranus change frame advantage on block and on hit. Some moves that are plus on block can become 0 on block through Dash Cancel allowing for pressure resets/extensions and etc.
For example: c.LPSMS Uranus cLP.pngGuardMidStartup4Recovery5Advantage+6 is normally +6 on block. But when dash cancelled it becomes +0 — turning the regular pressure situation into Diving Gaia Crush tick-throw setup.

The frame advantage from Dash Cancels becomes better as the level for normal moves increases.


Normal Moves

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

Very fast at 4f, short elbow blow that whiffs against crouching characters and standing Chibi Moon. Can be cancelled into forward dash on block for exactly +0 frame advantage.

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

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

Very fast at 4f, short punch that whiffs against crouching characters and standing Chibi Moon. Can be cancelled into forward dash on block for exactly +0 frame advantage.

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

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 and standing Chibi Moon

Total Duration
28

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

Very standard for a far normal, 38f of total duration and similar hitbox to 5LP makes this move less desirable in neutral.Whiffs against crouchers.

Total Duration
38

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-kick, hits crouchers except Chibi Moon.

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

Slowish big hitbox 13f kick,

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
  • 4f jab
  • Wide gatling tree into all grounded normals, self-cancellable
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

Infinite Combofiller, special cancellable/dash cancellable.

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

Uranus' non-committal poke able to cancel into 2HK for a knockdown

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

Knockdown on hit. A big 30f active slide that is unsafe at -21 point blank, but can be made 0 or even plus on block with late connect, but with dash cancel that doesn't matter at all. Often acts as a meaty if there's no time to setup LP World Shaking

Total Duration
51

8LP

8LP
No results

No results

8HP

8HP
No results

No results

8LK

8LK
No results

No results

8HK

8HK
No results

No results

9LP

9LP
No results

No results

9HP

9HP
No results

No results

9LK

9LK
No results

Active until landing jumpin,

No results

9HK

9HK
No results

No results

Universal Mechanics

Throws

Strong Wind Break

6HP or 4HP
No results

Universal Punch Throw, techable and less range(40) at cost of 2 more pixels of damage compared to Kick Throw. Still, teching this throw against Uranus is still advantageous for her at 28f/29f on P2 Side, allows for a followup with dash 2LP into infinite

No results

Grand Remover Kick

6HK or 4HK
No results

Universal Kick Throw, untechable has more range(48) compared to HP counterpart. Guaranteed knockdown.

No results

Dashes

Forward Dash

656
No results

This is peak fighting games. Since in Sailor Moon S dashes are considered special moves, they can be cancelled into from normals, same way, you can guard cancel into dash from blockstun. When done from wakeup P1Uranus is invincible 1-13f, at P2Uranus dash is fully invincible and allows her to Jump/Crouch Block/Crouch afterwards. Moves fullscreen length forwards.

No results

Backdash

454
No results

Dead on time, can be cancelled into from normals, 1-14f invincible, moves fullscreen length backwards.

No results

Special Moves

Diving Gaia Crush

360LK or 360HK
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Facing Right 1 1 31 -31/D 24
Facing Left 1 1 31 -31/D 24
Facing Right 1 1 32 -32/D 32
Facing Left 1 1 32 -32/D 32

This is peak fighting games. High damage 1f command grab, knockdown on hit. Uranus' core move, you want to land this move as much as possible. 1f startup, ability to guard cancel with specials, ability to cancel and buffer into DGA from Forward Dash, making this a go-to move in whenever you are in pressure, pressure on oki, you pressuring the opponent. Combine this and Uranus' ability to dash cancel normals to make an advantageous situation.


360LK: Has slightly more range, 31f whiff recovery makes up for all pros presented.


360HK: Steals 1/3rd of your opponent's health with a cost of being more riskier since whiff recovery is exactly 1f longer than Light version, also a little less range.

Version Total Duration
Facing Right
Facing Left
Facing Right
Facing Left

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: Input not a typo, slowish fireball that travels fullscreen, mostly useless on it's own, but with Uranus' forward dash she can use it to cover her approach from fullscreen safely. Also used in some oki setups, safe-ish oki option in the most matchups, in Uranus mirror Uranus can reversal forward dash to entirely avoid the projectile.


632HP: Faster fireball, longer recovery, Very very rarely used.

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

Janky super, needs last hit to KO the opponent meaning it cannot chip kill the opponent, has a gap between last hit making it punishable by character specific answers, if opponent respects it you can input it again.

No results

Colors

Template:SMSColors

Navigation

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