mNo edit summary |
Lichmassacre (talk | contribs) m (→Move List) |
||
(83 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
= | {{TOClimit|3}} | ||
{{SVC Character Subnav|name=Mars People}} | |||
Mars | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|- | |||
! align="center" colspan="2" | マーズピープル, Mars People | |||
|- | |||
! align="center" colspan="2" | [[image:Marspeoplesvc.gif|"Beep! Bee bee badoop!"|center]] | |||
|- | |||
| '''Category''' || Sub-Boss | |||
|- | |||
| '''Playstyle''' || Fullscreen control zoner | |||
|- | |||
| '''Difficulty''' || Easy Execution, Hard Gameplay | |||
|- | |||
| '''Max Mode Needed?''' || Almost Useless | |||
|- | |||
| '''Tier Placement''' || Top Tier (S) | |||
|- | |||
| '''Standing Hitbox''' || Average | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 239 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |||
==Introduction== | |||
[[Image:MarsPeoplefacesvc.png|right]] | |||
This unique-looking alien from another planet is Mars People, the first ever character of Metal Slug to debut in an SNK fighting game, followed by Marco in NGBC and Fio in KOF MIRA. Having gotten so tired of the Metal Slug crew foiling their plans, Mars People took it upon himself to enter the SVC Chaos ring and assert himself as one of the game's strongest characters, and a beloved one at that who would later return in NeoGeo Battle Coliseum. He's a very unorthodox zoning and setplay character who, while slow, can very quickly get the ball rolling in his favor in the right hands. That said, he's definitely not a beginner-friendly character due to his unusual playstyle. It's not the apocalypse without a wholesome little alien fella confusing everyone else and panicking in the meantime. | |||
'''How to Select Mars People (Outside of Super Plus)''' | |||
* Just do these inputs '''before the timer reaches 10 seconds:''' | |||
:* (While Holding Start) Up, Down, Right(3x), Up, Down, Left(2x), Down, press a button. | |||
::*'''Numpad notation:''' 8266682442 | |||
* Console Method: Hold R1/RT above Terry Bogard. | |||
{{ ProConTable | |||
| pros= | |||
* '''Solid Poking Game:''' Mars People has far reaching normals that let him poke the enemy from a lot farther away. They each have specific niches to fill, it takes getting used to knowing how to optimally use them all. This is similar to Dhalsim, but Mars People is arguably more consistent with a better kit to complement his normals rather than relying on them. | |||
* '''Command Grab for Punishes:''' While not amazing, Mars People has a command grab that, especially with Front Step, makes for a great punish tool and puts the opponent right where he wants them to be for him to zone with. | |||
* '''Safe Teleport for Stealing Turns:''' Possibly the best teleport in the whole game, Mars People's teleport is fast, recovers quickly, and attacks the opponent before disappearing with an explosion. While possible to punish, it's difficult to do so. Even better, it's unblockable on later frames. | |||
* '''Great Exceed:''' Mars People summons a crashing, on-fire UFO that explodes on impact. An aimable ''and'' comboable instant overhead that deals nearly a full life bar's worth of damage, has a fat hitbox, can anti-air, cannot be interrupted once it has started, and results in a hard knockdown, making it one of the best Exceeds in the game. | |||
* '''Perfect for Long, Complicated Setups:''' If you're the kind of person that much prefers playing a character who slowly chips away at the opponent and passively controls where they go, or sways them into making their own mistakes, Mars People is perfect for you. When you combine other features like an unblockable, disjointed super, or erratic projectiles you don't find in other fighting games, you're given an unpredictable character who can always fight back anywhere on the screen. | |||
* '''Slow Projectiles:''' His projectiles being very slow with unorthodox patterns makes avoiding them much harder than standard fireballs, assuming the opponent knows how to navigate them to begin with. This difference in speed and irregular movement lets Mars People easily control space in his favor and allow for potential setups with delayed projectiles, or better, simply deny the opponent a part of the screen they can occupy. | |||
* '''Ring super:''' Upon activation, Mars People locks the camera temporarily, summons a UFO and calls on 3 rings of energy with disjointed hitboxes that move across the stage. These are also unblockable, and very annoying to avoid, if your character can avoid them to begin with. The damage is not amazing, but its utility to force the opponent to act now or get hit, and the screen control makes it a great use of meter in every match. | |||
* '''Neutral Demon:''' Assuming Mars People wins the matchup, or even in more neutral matchups, Mars People has a huge lead when played right. With setplay that lets him effectively control the screen and dictate where the opponent goes at all times, matches are played at his pace for the most part and getting close to him is its own challenge. Not because of amazing projectiles or by way of amazing movement, but by way of being difficult to pin down himself while making it quite easy to keep his opponent pinned down instead. | |||
| cons= | |||
* '''Low Health:''' Mars People is squishy, so mistakes or punishes end up hurting more. His squishy health bar is also indirectly a symptom of his tall crouching hurtbox, which leads to other issues. | |||
* '''Few Combos:''' You don't play Mars People for his combo game; for the most part, Mars People combos are pretty situational or don't amount to much, let alone if he gets the opportunity to use them. | |||
* '''Fat Crouching Hurtbox:''' Mars People is one of several characters whose crouching hurtbox is tall. He can be crossed up more easily, and the inability to duck certain attacks or projectiles makes avoiding them harder and forces Mars People to play around it to avoid crouching when necessary depending on the matchup. | |||
* '''Bad Command Grab Reach:''' Like several others, Mars People has to be practically hugging the opponent for him to connect his command grab, but combined with his slower movement and defensive playstyle, this makes using it in practice harder. With Front Step it's a non-issue, but it otherwise forces Mars People to either close the gap himself or wait for the opponent to come to him. | |||
* '''Slow Projectiles:''' They're both a pro and con. Mars People fireballs are not traditional projectiles, and in fireball wars he will always lose. While great for setplay, he can't use them as a quick option to force the opponent to react. | |||
* '''Blind Spots in Several Moves and Setplay:''' Several of his normals and even his supers have blind spots thanks to disjointed hitboxes, some of which can be avoided by simply crouching or even just walking or dashing forwards. His ring super, though very powerful, with very careful positioning can be entirely mitigated by standing in the center of the ring. | |||
* '''Committal Defense:''' Playing Mars People also means whatever choices you make, which are nearly all defensive, are committal. He has fairly long animations on some attacks and has few strong quick attacks to work with. | |||
* '''Very Poor Offense...:''' Mars People, being a screen control zoner with almost entirely defensive tools, is a slow burn character. His tools heavily encourage the player to slowly dwindle away the opponent's life bar and keep them where Mars People wants them to be. His normals serve niche uses especially up close, which makes playing rushdown ineffective. Also, his jumps are fairly floaty. All of these factors combine to make for a character who can prove quite difficult to learn to play well. Notably, he needs to fight back for his space with tools ill-suited to do so if he loses it. | |||
* '''...But Some Matchups Force Him to Play Offensively Anyway:''' Mars People has lopsided matchups. Against the best turtle characters in the game (e.g. Red Arremer), opening them up at his pace can prove troublesome. What's worse, though, is against the fastest rushdown characters like Orochi Iori or Shin Akuma, Mars People gets no room to set anything up, making his neutral miserable. In a game as fast as SVC, Mars People suffers for it. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
Mars | ==Move List== | ||
Interesting note about some of Mars People's moves: "Independence Day My Bleem!", the ship super, is a reference to "Independence Day", a movie about alien invaders. "Roswell Vanish", his teleport, is a reference to a popular rumor about an area in Mexico where aliens landed. "Tungus Incident", his Exceed, is a reference to an explosion in Siberia that has been attributed to a UFO detonating in the atmosphere. | |||
== | ===Normal Moves=== | ||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=6 | |||
|Total=13 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* A very fast attack. It can only chain into the f.A. Can be normal canceled too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Low | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=19 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* Interesting normal that hits low and can be normal canceled. It can be chained into all A normals and cr.B. | |||
}} | |||
}} | |||
* | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=10x2 | |||
|Counter Dmg=14 | |||
|Guard=Mid | |||
|G. Crush=10x2 | |||
|Stun=10x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=3, (11), 2, 2 | |||
|Recovery=31 | |||
|Total=55 | |||
|Hit Adv=-15 | |||
|Block Adv=-17 | |||
|Invulnerability= | |||
|description=* A two-hit attack that can be normal canceled on the first hit. It's good for combos because the first hit won't push your opponent. | |||
}} | |||
}} | |||
* | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=18 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=18 | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=7 | |||
|Recovery=17 | |||
|Total=36 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* It's kind of an anti-air, but a very risky one that requires being very close. Can be normal canceled too. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=8 | |||
|Counter Dmg=9 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=9 | |||
|Total=16 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Mars People does an attack with his gun. The reach is very good and he recovers very fast, but it cannot chain into itself or other light attacks. Can be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=8 | |||
|Counter Dmg=9 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=3 | |||
|Recovery=8 | |||
|Total=18 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* A quick attack with his tentacles. Very fast and has better reach than f.A, but cannot be normal canceled. Cannot chain into itself, but can chain into f.A and his crouch light attacks. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=18 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=18 | |||
|Meter= | |||
|Cancel= | |||
|Startup=22 | |||
|Active=2, 5 | |||
|Recovery=30 | |||
|Total=59 | |||
|Hit Adv=-17 | |||
|Block Adv=-19 | |||
|Invulnerability= | |||
|description=* Bad startup, nice reach. The hit can't be normal canceled, but you can use it as a poke. Nothing really special. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=18 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=18 | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=7 | |||
|Recovery=30 | |||
|Total=50 | |||
|Hit Adv=-17 | |||
|Block Adv=-19 | |||
|Invulnerability= | |||
|description=* Has decent startup. Better used as an anti-air from far away. Can whiff on most crouching characters and can't be normal canceled. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=11 | |||
|Total=19 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* Cancelable attack with the gun. Unable to chain into other lights. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=16 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* Low-hitting kick. Can be normal canceled, and can chain into most of the light attacks including itself. | |||
}} | |||
}} | |||
Tungus Incident - | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=18x2 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16x2 | |||
|Stun=18x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=3, (2), 2, 2 | |||
|Recovery=23 | |||
|Total=39 | |||
|Hit Adv=-12 | |||
|Block Adv=-14 | |||
|Invulnerability= | |||
|description=* Anti-air move. Can be normal canceled, but not very useful for combos. | |||
* Frame advantage is for when the first hitbox collides. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=18 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=18 | |||
|Meter= | |||
|Cancel= | |||
|Startup=24 | |||
|Active=3, 5 | |||
|Recovery=26 | |||
|Total=58 | |||
|Hit Adv=SKD | |||
|Block Adv='''1st = -16''' ; '''2nd = -13''' | |||
|Invulnerability= | |||
|description=* A big sweep. Very slow, probably one of the worst sweeps in the game. It has good reach, but the startup is awful. It can be normal canceled and also whiff cancelled. | |||
* Do not use this up-close at point-blank range. Mars People has a blind spot in front of him that makes the sweep completely whiff against many characters. Wider characters will still be hit by the sweep. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=2 | |||
|Active=3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Not very active, avoid using it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=2 | |||
|Active=3, 3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* An attack with his gun, but aiming down. Can be used as a jump-in attack, but deals little damage. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Pretty much the same as nj.A, avoid using it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Same properties as j.A, but has more active frames. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=5 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Defensive air-to-air with bad reach. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=4, 6 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Good as a damaging jump-in attack. It's a little harder to follow up after it, so practice it a little. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=17 | |||
|Active=12 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=4, 4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* The same as j.C but with more reach. | |||
}} | |||
}} | |||
===Command Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=b.C | |||
|caption= | |||
|name=Slide Head | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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 combo (or in some cases it'll whiff). Use it if you need to send your opponent far away from you. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=b.D | |||
|caption= | |||
|name=Hopping Knee | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is a great move. The hitbox of this move is great to use as an anti-air, it can be normal canceled, without the fact that it will connect after a normal, which is great for him. Use this every time you need. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.D | |||
|caption= | |||
|name=Mars Slider | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A normal... slide... The animation of the move is his nj.D, 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. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf P | |||
|caption= | |||
|name=Mars Shot | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcf A | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Mars People's standard projectile that will be different depending onthe button pressed. If you use A, Mars People will fire a slow projectile that gains speed with the time and moves horizontally. Useful for fireball wars or as a meaty projectile on the opponent's wakeup. On the C version, Mars People will fire a slow projectile that continues at the same speed in a zig-zag pattern, a little higher than the A version. This version can be used in combos and catch your opponent on a jump. You can use it as a shield or to attack (i.e. Aegis Reflector). You can't have the two versions on the screen at the same time. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf K | |||
|caption= | |||
|name=Area 801 | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcf B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Overhead special move. Mars People will jump and attack after a certain time. The B version will do one hit and cause a hard knockdown. The D version will do two hits (both overheads), with the second hit causing a hard knockdown. Not easily usable in combos but can be used to approach your opponent after a knockdown. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb K | |||
|caption= | |||
|name=Roswell Vanish | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Mars People's teleport. The explosion before the teleport deals damage. On the B version, after the explosion, he will appear at his initial position. On the D version, he'll teleport backwards, which is good to use for hit and run strategies. Can be comboed into only from the first hit of cl.C. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb P | |||
|caption= | |||
|name=Plasma Abduction | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Mars People's command grab. Poor reach but decent damage. Can be comboed into from any cancelable normal too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp K | |||
|caption= | |||
|name=Plasma Spin | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Mars People's DP. Not a reliable anti-air due to the startup, but it hits both when Mars People is going up and when he's falling. After each version, you can juggle your opponent with what you have (or reset them). On the B version, if the "going up" part whiffs and the falling part hits, you can add a normal after it (like f.A), which can help on combos. In the corner you can hit-confirm into Exceed for big damage. | |||
}} | |||
}} | |||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcf x2 P | |||
|caption= | |||
|name=Independence Day My Bleem! | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=46 | |||
|Counter Dmg=50 | |||
|Guard=Unblockable | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Nice super. Mars People will call a ship that launches rings on the opponent. The rings are unblockable and you can juggle after them, even with dp+K depending on the timing. Very nice for instantly creating pressure. The button pressed determines where the ship will appear (A = at Mars People's back, C = at the opponent's back). Note that you can't use any Supers or Exceed while the ship in on the screen. | |||
* Hugo and Earthquake cannot dodge in between the rings '''at all'''; they are too wide and will likely end up being hit by them unless they can dodge/activate i-frames in some way. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb x2 K | |||
|caption= | |||
|name=MP12 | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=(8x4)x3 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=(4x4)x3 | |||
|Stun=4x4 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Mars People will call some mini Mars People to attack the opponent. The minions will combo into each other and Mars People recovers before the minions leave the screen, making the super mostly safe (unless they GCFS correctly). The opponent can be freely juggled if the minions hit, including with another MP12 super. Note that you can't use any Supers or Exceed while at least one minion is still on the screen. | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|2}}{{Motion|2}}{{Motion|2}}[[File:P.png]] + Any Other Button | |||
|caption= | |||
|name=Tungus Incident | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=(40x3)+64 | |||
|Counter Dmg=46, 72 | |||
|Guard=Overhead | |||
|G. Crush=8x3 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Mars People's Exceed that will act as an overhead. A ship will fall on the ground, doing great damage to the opponent. With the A version (A + any other button), the ship will fall in the middle of the screen; this can be comboed into from heavy attacks, but it depends on your screen position. The C version (C + any other button) drops the ship at the corner of the screen, which is mainly used on some 100% corner combos (more info about this on his combos section). | |||
}} | |||
}} | |||
==Strategy== | |||
===Basic Strategy=== | |||
'''''Mars People's Gameplan''''' | |||
Mars People isn't that good ''to land combos'' (though he has some good options below) but has many long-range options, which makes him a great keepaway character. Rely mostly on poking (but avoid his sweep), qcf+P, Supers, and mainly try to avoid getting hit. Your main plan is to enter Max Mode, where you can spam Supers to apply constant pressure/zoning. If you need to punish, do it with any combo below. They don't lead to much damage without using Exceed, but they get the job done. | |||
===Advanced Strategy=== | |||
'''''Resets''''' | |||
Resets are important due to Mars People's general lack of damage output. With easy access to resets after dp+K, you have a few potential mixup options: | |||
* cl./cr.B > Command Grab - Reset combo with a low starter into a knockdown; | |||
* qcf+K - Overhead(s) into a hard knockdown; | |||
* Exceed - Damaging overhead, though be careful which version you need to use; | |||
* Wait > Command Grab - Unblockable, but risky; | |||
* Ship Super - The ship's rings are unblockable, but can be risky in some cases as you'll need to wait; | |||
* Run away to continue zoning - Maybe the safest option against most characters. | |||
====Match-Ups==== | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|((qcf+C,) j.X,) cl.C(1), b.D, hcb+P || TBA || TBA || TBA || TBA || Probably his BnB for punishing. Not that hard to do too. This one is probably his most damaging combo without using Supers outside of Max Mode. | |||
|- | |||
|((qcf+C,) j.X,) cl.C(1), hcb+K || TBA || TBA || TBA || TBA || Just a hit-confirm for his teleport. You can use it to hit and run away (with the D version), or to continue with the zoning but with more space (with the B version). | |||
|- | |||
|dp+K, j.D/hcb+K || TBA || TBA || TBA || TBA || A combo for the DP anti-air. Here we have two options: reset or hard knockdown. j.D is the most damaging option for a jump attack after dp+K, and maybe the best one for resets. hcb+K is the best option for damage/knockdown into whatever you want. | |||
|- | |||
|dp+B, qcf+B || TBA || TBA || TBA || TBA || qcf+B will cause a hard knockdown on the opponent, meaning they can't recovery roll from it. After it, you'll have time to plan how you will continue your zoning game. | |||
|- | |||
|hcb x2+K x1-2, dash, forward jump, hcb+K || Corner || TBA || TBA || TBA || Works better if Mars People is full screen away. Damaging corner combo (more than one bar if you use the Exceed), but very hard to land. For the Exceed, watch out for the version you'll use. Great damage if you can find a way to score a reliable hit with the minions super. | |||
|- | |||
|((qcf+C,) j.X,) [cr.A/B,] / [cl.B/C,] b.D, Exceed || TBA || TBA || TBA || TBA || Easy and damaging punish combo with Exceed. As usual, be mindful of which version you need. | |||
|- | |||
|hcb x2+K x1-2, dash, forward jump, Exceed || Corner || TBA || TBA || TBA || | |||
|- | |||
|hcf x2+C, (delay) dp+B, (Ring Hits), land (Ring Hits), dp+B (Landing Hits), land (Ring Hits), dp+D, (Exceed - C+X) || Corner || TBA || TBA || TBA || Ideal corner combo. dp+B connects a little before the first ring of the super hits. The damage is great (more than one and a half bar), but it's very hard to land in a real match. | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
Mars People doesn't have much in the way of Max Mode options, due to his additional normal cancels not reliably comboing into each other. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(Corner Only) hcb x2+K, dash, forward jump, dp+D, hcb+K || TBA || TBA || TBA || TBA || Works better if Mars People is full screen away. A more damaging version of the hcb x2+K starter combo above. Maybe the best thing you can do in Max Mode with Mars People. Potentially able to do 100% damage. Listed as a Max Mode combo only because of the amount of meter you have to do more supers without going below 2 bars of meter afterwards. | |||
|- | |||
|(Corner Only) hcb x2+K, dash, forward jump, dp+D, Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category:SvC Chaos]] | |||
[[Category:Mars People]] |
Latest revision as of 01:39, 18 August 2024
マーズピープル, Mars People | |
---|---|
Category | Sub-Boss |
Playstyle | Fullscreen control zoner |
Difficulty | Easy Execution, Hard Gameplay |
Max Mode Needed? | Almost Useless |
Tier Placement | Top Tier (S) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | 239 |
Wall Jump | No |
Introduction
This unique-looking alien from another planet is Mars People, the first ever character of Metal Slug to debut in an SNK fighting game, followed by Marco in NGBC and Fio in KOF MIRA. Having gotten so tired of the Metal Slug crew foiling their plans, Mars People took it upon himself to enter the SVC Chaos ring and assert himself as one of the game's strongest characters, and a beloved one at that who would later return in NeoGeo Battle Coliseum. He's a very unorthodox zoning and setplay character who, while slow, can very quickly get the ball rolling in his favor in the right hands. That said, he's definitely not a beginner-friendly character due to his unusual playstyle. It's not the apocalypse without a wholesome little alien fella confusing everyone else and panicking in the meantime.
How to Select Mars People (Outside of Super Plus)
- Just do these inputs before the timer reaches 10 seconds:
- (While Holding Start) Up, Down, Right(3x), Up, Down, Left(2x), Down, press a button.
- Numpad notation: 8266682442
- Console Method: Hold R1/RT above Terry Bogard.
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Interesting note about some of Mars People's moves: "Independence Day My Bleem!", the ship super, is a reference to "Independence Day", a movie about alien invaders. "Roswell Vanish", his teleport, is a reference to a popular rumor about an area in Mexico where aliens landed. "Tungus Incident", his Exceed, is a reference to an explosion in Siberia that has been attributed to a UFO detonating in the atmosphere.
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Mid | 7 | 7 | - | - | 3 | 4 | 6 | 13 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Low | 7 | 7 | - | - | 7 | 4 | 8 | 19 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10x2 | 14 | Mid | 10x2 | 10x2 | - | - | 6 | 3, (11), 2, 2 | 31 | 55 | -15 | -17 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Mid | 16 | 18 | - | - | 12 | 7 | 17 | 36 | -4 | -6 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 9 | Mid | 8 | 8 | - | - | 3 | 4 | 9 | 16 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 9 | Mid | 8 | 8 | - | - | 7 | 3 | 8 | 18 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Mid | 16 | 18 | - | - | 22 | 2, 5 | 30 | 59 | -17 | -19 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Mid | 16 | 18 | - | - | 13 | 7 | 30 | 50 | -17 | -19 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Mid | 7 | 7 | - | - | 4 | 4 | 11 | 19 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Mid | 7 | 7 | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18x2 | 30 | Mid | 16x2 | 18x2 | - | - | 7 | 3, (2), 2, 2 | 23 | 39 | -12 | -14 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Mid | 16 | 18 | - | - | 24 | 3, 5 | 26 | 58 | SKD | 1st = -16 ; 2nd = -13 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 2 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 2 | 3, 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 13 | 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 4, 6 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 17 | 12 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 4, 4 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
46 | 50 | Unblockable | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(8x4)x3 | 8 | Mid | (4x4)x3 | 4x4 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(40x3)+64 | 46, 72 | Overhead | 8x3 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
Mars People's Gameplan
Mars People isn't that good to land combos (though he has some good options below) but has many long-range options, which makes him a great keepaway character. Rely mostly on poking (but avoid his sweep), qcf+P, Supers, and mainly try to avoid getting hit. Your main plan is to enter Max Mode, where you can spam Supers to apply constant pressure/zoning. If you need to punish, do it with any combo below. They don't lead to much damage without using Exceed, but they get the job done.
Advanced Strategy
Resets
Resets are important due to Mars People's general lack of damage output. With easy access to resets after dp+K, you have a few potential mixup options:
- cl./cr.B > Command Grab - Reset combo with a low starter into a knockdown;
- qcf+K - Overhead(s) into a hard knockdown;
- Exceed - Damaging overhead, though be careful which version you need to use;
- Wait > Command Grab - Unblockable, but risky;
- Ship Super - The ship's rings are unblockable, but can be risky in some cases as you'll need to wait;
- Run away to continue zoning - Maybe the safest option against most characters.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
((qcf+C,) j.X,) cl.C(1), b.D, hcb+P | TBA | TBA | TBA | TBA | Probably his BnB for punishing. Not that hard to do too. This one is probably his most damaging combo without using Supers outside of Max Mode. |
((qcf+C,) j.X,) cl.C(1), hcb+K | TBA | TBA | TBA | TBA | Just a hit-confirm for his teleport. You can use it to hit and run away (with the D version), or to continue with the zoning but with more space (with the B version). |
dp+K, j.D/hcb+K | TBA | TBA | TBA | TBA | A combo for the DP anti-air. Here we have two options: reset or hard knockdown. j.D is the most damaging option for a jump attack after dp+K, and maybe the best one for resets. hcb+K is the best option for damage/knockdown into whatever you want. |
dp+B, qcf+B | TBA | TBA | TBA | TBA | qcf+B will cause a hard knockdown on the opponent, meaning they can't recovery roll from it. After it, you'll have time to plan how you will continue your zoning game. |
hcb x2+K x1-2, dash, forward jump, hcb+K | Corner | TBA | TBA | TBA | Works better if Mars People is full screen away. Damaging corner combo (more than one bar if you use the Exceed), but very hard to land. For the Exceed, watch out for the version you'll use. Great damage if you can find a way to score a reliable hit with the minions super. |
((qcf+C,) j.X,) [cr.A/B,] / [cl.B/C,] b.D, Exceed | TBA | TBA | TBA | TBA | Easy and damaging punish combo with Exceed. As usual, be mindful of which version you need. |
hcb x2+K x1-2, dash, forward jump, Exceed | Corner | TBA | TBA | TBA | |
hcf x2+C, (delay) dp+B, (Ring Hits), land (Ring Hits), dp+B (Landing Hits), land (Ring Hits), dp+D, (Exceed - C+X) | Corner | TBA | TBA | TBA | Ideal corner combo. dp+B connects a little before the first ring of the super hits. The damage is great (more than one and a half bar), but it's very hard to land in a real match. |
Max Mode Combos
Mars People doesn't have much in the way of Max Mode options, due to his additional normal cancels not reliably comboing into each other.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(Corner Only) hcb x2+K, dash, forward jump, dp+D, hcb+K | TBA | TBA | TBA | TBA | Works better if Mars People is full screen away. A more damaging version of the hcb x2+K starter combo above. Maybe the best thing you can do in Max Mode with Mars People. Potentially able to do 100% damage. Listed as a Max Mode combo only because of the amount of meter you have to do more supers without going below 2 bars of meter afterwards. |
(Corner Only) hcb x2+K, dash, forward jump, dp+D, Exceed | TBA | TBA | TBA | TBA |