SvC Chaos: SNK Vs Capcom/Mars People: Difference between revisions

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(→‎Special Moves: Made Mars People's Special Moves section.)
(→‎Super Moves: Made Mars People's Super Moves section.)
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==Super Moves==
==Super Moves==
'''''Independence Day My Bleem!'''''
'''''Independence Day My Bleem!''''' ''(aka Ship)''
* HCF(2x)+P -
* HCF(2x)+P - Nice super. Mars People will call a ship(Probably from his friends), and it will launch some rings on the opponent. Those rings are unblockable(And won't hit Mars People, even if it touches him), and you can juggle after them(Depending of the timing, you can even combo the rings, by using the DP+K, which can juggle, remember?). Very nice for pressuring, you'll need this one. The button pressed determines where the ship will appear(LP = On Mars People's back; HP = On the opponent's back). Note that you can't use any Super/Exceed while the ship in on the screen.


'''''MP12'''''
'''''MP12'''''
* HCB(2x)+K -
* HCB(2x)+K - Mars People will call some mini Mars People(I prefer to call them "Mini Guys") to attack the opponent. They will combo, it's safe(If the opponent hasn't GCFed), because you'll recover before the Mini guys leave the screen, and you can even followup with super with itself, meaning that you can juggle after they hit the opponent! Note that you can't use any Super/Exceed while at least one Mini Guy is still on the screen.
===Exceed===
===Exceed===
'''''Tungus Incident '''''
'''''Tungus Incident'''''
* d, d, d+PP(Very easy, really) -  
* d, d, d+Any combination of two different buttons(This is according to a movelist I saw on GameFAQs, but I could do it with LP, or HP only) - Mars People's Exceed that will act as an overhead(Which is great). A ship will fall on the ground, doing great damage on the opponent. With the LP version(Or the LP+any other button, according to the movelist mentioned before), the ship will fall in the middle of the screen, kind of a shield(Can be used as an anti-air when your back is to the corner). Can be comboed from the Heavy Attacks too, but depends of where you are. Now for the HP version(Or the LK+HK/HP, HK+HP combinations, again, according to the movelist), the ship will fall on the corner of the screen, which is mainly used on some 100% corner combos(More info about this on his combos section).
(Interesting note about some of Mars People's Moves: The "Independence Day My Bleem!", the Ship super, is a reference to "Independance Day", a movie about alien invaders. "Roswell Vanish", his teleport, is a reference to an area in Mexico where aliens landed, at least that's what is said. "Tungus Incident", his Exceed, is a reference to an explosion in Siberia that has been attributed to a UFO detonating in the atmosphere.)
 
=The Basics=
=The Basics=
'''''Gameplan'''''
'''''Gameplan'''''

Revision as of 12:34, 10 August 2016

"Beep! Bee bee badoop!" - By: Mars People, from... Mars(Captain Obvious striking again)

Introduction

MarsPeoplefacesvc.png

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 - Mars People does an attack with his head that will knockdown on hit. This can't be normal canceled, and if you cancel a normal into this move, it won't combos(Or in some cases, whiff). Use it if you need to send your opponent far away from you.

Hopping Knee

  • b+HK - This is a great move. The hitbox of this move is great to use as an anti-air(Not sure if it's his best one), it can be normal canceled, without the fact that it will connect after a normal, which is great for him. Use this everytime you need.

Mars Slider

  • df+HK - A normal... Slide... The animation of the move is his n.HK, but moving forward. It can't be normal canceled, but will connect after cancelable normals, and hits low. It can pass under certain projectiles too.

Special Moves

Mars Shot

  • QCF+P - Mars People's standard projectile, that will be different depending of the button pressed. If you use LP, Mars People will fire a slow projectile, but it will gain speed with the time, and moves horizontally. Useful for fireball wars, or as a meaty projectile on the opponent's wakeup(For chip damage). On the HP version, Mars People will fire a slow projectile, but it will continue on the same speed, and will move making a ZigZag through the screen, and a little higher than the LP version. This version can be used on combos, and can catch your opponent on a jump. You can use it as a shield, or to attack(Like an Aegis Reflector). You can't have the two versions at the same time on the screen.

Area 801

  • QCF+K - Overhead special move. Mars People will jump, and attack after a certain time. The LK version will do one hit, and will do a hard knockdown on hit. The HK version will do two hits(Each one is an overhead), and the second one will hard knockdown on hit. "Can be used on combos?" Not sure, but you can use this to approach your opponent while he/she's knocked down(If you don't like dashing).

Roswell Vanish

  • HCB+K - Mars People's teleport. He explodes(The Explosion does damage), and then teleports. On the LK version, after the explosion, he will appear on his initial position. On the HK version, he'll teleport backwars, which is good to use on Hit & Run strategies. Can be comboed only from the first hit of the cl.HP(You probably know why if you payed attention).

Plasma Abduction

  • HCB+P (While near from the opponent) - His Command Grab. Not that good reach, but decent damage. Can be comboed from any cancelable normal too.

Plasma Spin

  • DP+K - Mars People's DP. Dunno if it can be good if used as an anti-air, due to the startup, but it hits when Mars People is going up, and when he's falling(It's said that this falling part will act as an overhead, but I could block it while crouching). After each version, you can juggle your opponent with what you have(You can even reset your opponent if you want). On the LK version, if the "going up" part whiffs, and the falling part hits, you can add a normal after it(Like f.LP), which can help on combos. On the corner, after this move, you can hit-confirm the Exceed for big damage.

Super Moves

Independence Day My Bleem! (aka Ship)

  • HCF(2x)+P - Nice super. Mars People will call a ship(Probably from his friends), and it will launch some rings on the opponent. Those rings are unblockable(And won't hit Mars People, even if it touches him), and you can juggle after them(Depending of the timing, you can even combo the rings, by using the DP+K, which can juggle, remember?). Very nice for pressuring, you'll need this one. The button pressed determines where the ship will appear(LP = On Mars People's back; HP = On the opponent's back). Note that you can't use any Super/Exceed while the ship in on the screen.

MP12

  • HCB(2x)+K - Mars People will call some mini Mars People(I prefer to call them "Mini Guys") to attack the opponent. They will combo, it's safe(If the opponent hasn't GCFed), because you'll recover before the Mini guys leave the screen, and you can even followup with super with itself, meaning that you can juggle after they hit the opponent! Note that you can't use any Super/Exceed while at least one Mini Guy is still on the screen.

Exceed

Tungus Incident

  • d, d, d+Any combination of two different buttons(This is according to a movelist I saw on GameFAQs, but I could do it with LP, or HP only) - Mars People's Exceed that will act as an overhead(Which is great). A ship will fall on the ground, doing great damage on the opponent. With the LP version(Or the LP+any other button, according to the movelist mentioned before), the ship will fall in the middle of the screen, kind of a shield(Can be used as an anti-air when your back is to the corner). Can be comboed from the Heavy Attacks too, but depends of where you are. Now for the HP version(Or the LK+HK/HP, HK+HP combinations, again, according to the movelist), the ship will fall on the corner of the screen, which is mainly used on some 100% corner combos(More info about this on his combos section).

(Interesting note about some of Mars People's Moves: The "Independence Day My Bleem!", the Ship super, is a reference to "Independance Day", a movie about alien invaders. "Roswell Vanish", his teleport, is a reference to an area in Mexico where aliens landed, at least that's what is said. "Tungus Incident", his Exceed, is a reference to an explosion in Siberia that has been attributed to a UFO detonating in the atmosphere.)

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

Match-Ups