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(→Normal Moves: Made Mars People's Normal Moves section.) |
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=Move List= | =Move List= | ||
==Normal Moves== | ==Normal Moves== | ||
Mars People has strange, but ranged normals. Some are good, some are bad, like every normals set. | |||
''j.LP -''<br> | ''s.LP -'' (Far) Mars People does an attack with his gun. The reach is very good, he recovers very fast, but it cannot chain into itself, or other Light Attacks. Can be normal canceled. (Close) A very fast attack. Sadly, it can only chain into the f.LP(That's what I can confirm). Can be normal canceled too. <br> | ||
''j.LK -''<br> | ''s.LK -'' (Far) A move with his... Tentacles... Very fast, and has a nice reach(More than the f.LP above), but cannot be normal canceled. Cannot chain into itself, but can chain into the f.LP, and the cr.LP/LK. (Close) Interesting normal that hits '''low''' and can be normal canceled. It can be chained into all of the LP normals, and the cr.LK(A low into another low). <br> | ||
''j.HP -''<br> | ''s.HP -'' (Far) Bad startup, nice reach. The hit can't be normal canceled, but you can use it as a poke. Only that, nothing really special. (Close) A two-hit attack that can be normal canceled on the first hit. It's good for combos, because the first hit(The cancelable hit) won't push your opponent.<br> | ||
''j.HK -'' | ''s.HK -'' (Far) Has decent startup. Better used as an anti-air from far away. Can whiff on most crouching characters, and can't be normal canceled. (Close) It's kind of an anti-air, but a very risky one(You'll need to be very close). Can be normal canceled too, so choose the one that suits better for you(HP, or HK?). | ||
''j.LP -'' (Diagonal) Just an attack with his gun, but aiming down. Can be used as a jump-in attack, but won't do that damage. (Neutral) Won't stay long, avoid using it.<br> | |||
''j.LK -'' (Diagonal) Same properties as the Diagonal above, but stays for a longer time. (Neutral) Like the above, avoid this one too.<br> | |||
''j.HP -'' (Diagonal) Good as a damaging jump-in attack. It's a little hard to add a Heavy Attack after it, but you can do it with practice. (Neutral) Defensive air-to-air with bad reach. Only that.<br> | |||
''j.HK -'' (Diagonal) Same properties as the Diagonal above, but I think it has a little more reach. (Neutral) Dunno what is this, maybe a joke? | |||
''cr.LP -'' Strange cancelable attack with the gun. I couldn't chain it on other Light Normals, so I can't confirm that it can.<br> | |||
''cr.LK -'' Low-hitting kick. Can be normal canceled, and can chain into most of the Light Attacks, including itself.<br> | |||
''cr.HP -'' Anti-air move. Can be normal canceled, but isn't that useful on combos(Maybe on punish ones?).<br> | |||
''cr.HK -'' That's his sweep. Very slow, probably the worst sweep in the fighting game history. It has good reach, but look at the startup. It can be normal canceled too(You can whiff cancel it too, but why and how would you do that?). | |||
==Command Moves== | ==Command Moves== | ||
'''''Slide Head ''''' | '''''Slide Head ''''' |
Revision as of 19:55, 8 August 2016
Introduction
This... Thing from other planet is Mars People, the first character of Metal Slug in a SNK fighting game(The second being Marco, the main character, on Neo Geo Battle Coliseum; and the third being Fio, on KoF:Mira). He is a strange character with a different, but good moveset. He isn't bad to play, but for beginners, he isn't that good. Now for his pros and cons.
Mars People's Good and Bad things
Good Things:
- Has excellent Normals and Command Moves for poking(The reach on them is really nice for him);
- His Command Grab does good damage;
- He can hit his opponents with his teleport(For Hit & Run strategies);
- Can followup hits DP-Like move(Leading to indredible combos);
- His Supers and Special Moves are useful for zoning and offensive tactics;
- Has an easy-to-use Exceed(See the input when you need).
Bad Things:
- He has a low stamina, like other zoning characters;
- Look at his sweep when you want;
- He is very hard to learn and master;
- Has bad reach on his Command Grab(But you can cancel a normal into it);
- Has slow projectiles(Dunno if it's really bad);
- His Supers can be evaded if the opponent has enough space;
- Has a big crouching hitbox(He isn't tall, but the hitbox is big).
How to select Mars People
It seems that you like people from Mars(Or Metal Slug characters), but you can't select him on the Arcade version? No worries. Just do those inputs:
(While holding start) Up, Down, Right(3x), Up, Down, Left(2x), Down, press a button
Just do it, it isn't hard. If you want to play online with him, you can download Fightcade, where we have a version with him already unlocked.
Move List
Normal Moves
Mars People has strange, but ranged normals. Some are good, some are bad, like every normals set.
s.LP - (Far) Mars People does an attack with his gun. The reach is very good, he recovers very fast, but it cannot chain into itself, or other Light Attacks. Can be normal canceled. (Close) A very fast attack. Sadly, it can only chain into the f.LP(That's what I can confirm). Can be normal canceled too.
s.LK - (Far) A move with his... Tentacles... Very fast, and has a nice reach(More than the f.LP above), but cannot be normal canceled. Cannot chain into itself, but can chain into the f.LP, and the cr.LP/LK. (Close) Interesting normal that hits low and can be normal canceled. It can be chained into all of the LP normals, and the cr.LK(A low into another low).
s.HP - (Far) Bad startup, nice reach. The hit can't be normal canceled, but you can use it as a poke. Only that, nothing really special. (Close) A two-hit attack that can be normal canceled on the first hit. It's good for combos, because the first hit(The cancelable hit) won't push your opponent.
s.HK - (Far) Has decent startup. Better used as an anti-air from far away. Can whiff on most crouching characters, and can't be normal canceled. (Close) It's kind of an anti-air, but a very risky one(You'll need to be very close). Can be normal canceled too, so choose the one that suits better for you(HP, or HK?).
j.LP - (Diagonal) Just an attack with his gun, but aiming down. Can be used as a jump-in attack, but won't do that damage. (Neutral) Won't stay long, avoid using it.
j.LK - (Diagonal) Same properties as the Diagonal above, but stays for a longer time. (Neutral) Like the above, avoid this one too.
j.HP - (Diagonal) Good as a damaging jump-in attack. It's a little hard to add a Heavy Attack after it, but you can do it with practice. (Neutral) Defensive air-to-air with bad reach. Only that.
j.HK - (Diagonal) Same properties as the Diagonal above, but I think it has a little more reach. (Neutral) Dunno what is this, maybe a joke?
cr.LP - Strange cancelable attack with the gun. I couldn't chain it on other Light Normals, so I can't confirm that it can.
cr.LK - Low-hitting kick. Can be normal canceled, and can chain into most of the Light Attacks, including itself.
cr.HP - Anti-air move. Can be normal canceled, but isn't that useful on combos(Maybe on punish ones?).
cr.HK - That's his sweep. Very slow, probably the worst sweep in the fighting game history. It has good reach, but look at the startup. It can be normal canceled too(You can whiff cancel it too, but why and how would you do that?).
Command Moves
Slide Head
- b+HP -
Hopping Knee
- b+HK -
Mars Slider
- df+HK -
Special Moves
Mars Shot
- QCF+P -
Area 801
- QCF+K -
Roswell Vanish
- HCB+K -
Plasma Abduction
- HCB+P (While near from the opponent) -
Plasma Spin
- DP+K -
Super Moves
Independence Day My Bleem!
- HCF(2x)+P -
MP12
- HCB(2x)+K -
Exceed
Tungus Incident
- d, d, d+PP(Very easy, really) -
The Basics
Gameplan
He isn't good for comboing,zoning and poking its your main gameplans, fortunately your close combat options are better than other ones due that your damaging Command Trow and also explosion are useful to keep away your opponent.
The objetive of Mars People its to poking your opponent to charge your Super Bar and then if he is close use your droids or your pals if he is far.
Some Combos (Without MAXIMUM Mode)
1.-Close C, b+D ,hcb+P
2.-Close C,hcb+K
3.-DP+Kick, Diagonal Jumping D
4.-cr.LP (x1-2), d,d,d+BD
Advanced Strategy
Maximum Strategies