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* '''Great Exceed:''' Mars People summons a crashing, on-fire UFO that explodes on impact. A UFO that Mars People can aim, is an instant overhead, does 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. Don't forget he can combo into it, too, in case the deal wasn't sweetened enough for some reason. | * '''Great Exceed:''' Mars People summons a crashing, on-fire UFO that explodes on impact. A UFO that Mars People can aim, is an instant overhead, does 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. Don't forget he can combo into it, too, in case the deal wasn't sweetened enough for some reason. | ||
* '''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 control where they go, or sway 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 you back somewhere on the screen. | * '''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 control where they go, or sway 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 you back somewhere on the screen. | ||
* '''Rather slow projectiles:''' His projectiles being very slow and with unorthodox patterns to them makes avoiding them much harder than a standard fireball, 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, too. Or better, simply deny the opponent a part of the screen they can occupy. | |||
* '''Neutral demon:''' Assuming Mars People wins the matchup, or even 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. | * '''Neutral demon:''' Assuming Mars People wins the matchup, or even 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. | ||
* '''Funny alien:''' It's not the apocalypse without a wholesome little alien fella confusing everyone else and panicking in the meantime. | * '''Funny alien:''' It's not the apocalypse without a wholesome little alien fella confusing everyone else and panicking in the meantime. | ||
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* '''Fat crouching hitbox:''' Mars People is one of several characters whose crouching hitbox is tall. Easier cross-ups, 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. Not to mention, low health, so he dies faster. | * '''Fat crouching hitbox:''' Mars People is one of several characters whose crouching hitbox is tall. Easier cross-ups, 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. Not to mention, low health, so he dies faster. | ||
* '''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, 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. | * '''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, 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. | ||
* '''Rather slow projectiles:''' 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. | * '''Rather 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 as simple as 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. | * '''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 as simple as 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 for the most part, has few strong quick attacks to work with. | |||
* '''Is not at all suited to play offensive...:''' 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. Especially up close, his normals serve niche uses 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. | * '''Is not at all suited to play offensive...:''' 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. Especially up close, his normals serve niche uses 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 anyways:''' Mars People has lopsided matchups. Against the best turtle characters in the game, opening them up at his pace can prove troublesome, like Red Arremer. 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. | * '''...But some matchups force him to play offensively anyways:''' Mars People has lopsided matchups. Against the best turtle characters in the game, opening them up at his pace can prove troublesome, like Red Arremer. 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. |
Revision as of 23:24, 5 May 2024
マーズピープル, Mars People | |
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Difficulty | Easy Execution, Hard Gameplay |
Max Mode Needed? | Almost Useless |
Tier Placement | Top Tier (S) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
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.
How to select Mars People (Outside of Super Plus)
- Just do those inputs, before the timer reaches 10 seconds:
- (While holding start) Up, Down, Right(3x), Up, Down, Left(2x), Down, press a button
- Console Method: Hold R1/RT above Terry Bogard
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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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.
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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.
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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.
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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.
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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)
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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.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
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.
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 6 | 13 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Low | - | - | - | - | 7 | 4 | 8 | 19 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 3, (11), 2, 2 | 31 | 55 | -15 | -17 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 12 | 7 | 17 | 36 | -4 | -6 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 9 | 16 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 3 | 8 | 18 | +1 | -1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 22 | 2, 5 | 30 | 59 | -17 | -19 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 13 | 7 | 30 | 50 | -17 | -19 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 11 | 19 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 3, (2), 2, 2 | 23 | 39 | -12 | -14 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 24 | 3, 5 | 26 | 58 | SKD | 1st= -16 ; 2nd= -13 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 2 | 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 2 | 3, 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 13 | 5 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 4, 6 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 17 | 12 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 4, 4 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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Strategy
Basic Strategy
Mars People's gameplan
Mars People isn't that good to land combos(He has some good options, see below), and has many long-range options, which makes him a great keepaway char. Do many pokes(Don't use his sweep, please), fire with his gun, call his friends(It should be better to say "Do Supers"), and, mainly, try to avoid being hit by things. Your main plan is called Max Mode, where you can spam "friends", to do pressure/zoning. Just try to get in there quickly. If you need to punish, do it with any combo below, they're not that damaging too(Mars People can only do damage on combos with his Exceed, after a normal, I mean). Well, that's it, Good luck in your future matches.
Advanced Strategy
Resets
I'll say again: Resets are important. You have a reset combo(A very easy one, really, just search on the combos list above, in case you just jumped for this section. Oh, in case you're having problems doing the j.D, you can do a ground move), so what to do after the opponent is being reset? You can:
- Do a cl./cr.B into the Command Grab - Reset combo with a low starter(Maybe you'll need to dash/jump in case you're not on the corner) into a knockdown;
- Do a QCF+K - Overhead(s) into a hard knockdown;
- Do the Exceed - Damaging Overhead, don't miss the version too;
- Simply wait and do a Command grab; - Unblockable, but risky;
- Setup the Ship Super - The Ship's rings are unblockable, but assuming you'll need to wait, can be risky in some cases;
- You can run too, to continue your zoning game - Maybe the safest against most characters.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
((qcf C, follow it,) j.X,) cl.C(1), b.D, hcb P | TBA | TBA | TBA | TBA | Probably his BnB for punishing. Not that hard to do too. Learn it, and use it, you can need. This one is probably his most damaging combo without using Supers on the normal mode. |
((qcf C, follow it,) 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 | TBA | TBA | TBA | TBA | A combo for the DP anti-air. Here, we have two options: Reset, or Hard Knockdown. The j.D is the most damaging option for a jump attack after the DP+K(The j.C will whiff), and maybe the best one for resets(We'll talk about it later). The HCB+K is that option for hitting, and then doing what you want(It should be better if you use the D version, if you want to continue your zoning, assuming you're corner, I mean). |
dp K, hcb K | Corner | TBA | TBA | TBA | A combo for the DP anti-air. Here, we have two options: Reset, or Hard Knockdown. The j.D is the most damaging option for a jump attack after the DP+K(The j.C will whiff), and maybe the best one for resets(We'll talk about it later). The HCB+K is that option for hitting, and then doing what you want(It should be better if you use the D version, if you want to continue your zoning, assuming you're corner, I mean). |
dp B, qcf B | TBA | TBA | TBA | TBA | The QCF+B will do a hard knockdown on your opponent, meaning that he/she cannot recovery roll from it. After it, you'll have time to plan how you will continue your zoning game. "Why not the QCF+D?" First, the hits won't combo(The first hit won't juggle your opponent). Second, the first hit of the D version won't do a hard knockdown(It's just an overhead), meaning that your opponent can(Or will) recovery roll from it. I'm not sure if you can land the QCF+B after a DP+D(Maybe on the corner?). |
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, I can assume. For the Exceed, watch out for the version you'll use, don't waste it. Dunno if you can punish with the Mini Guys Super too(Maybe you can use it as an anti-air? And the DP+D can push your opponent to the corner on hit), but if you can, that's nice. Again, it's better if Mars People is on the corner, because you need to be zoning to hit with the Super. |
((qcf C, follow it,) j.X,) [cr.A/B,] / [cl.B/C,] b.D, Exceed | TBA | TBA | TBA | TBA | Easy damaging punish combo, and very simple to perform. The punch/combination depends of where the combo was landed. Only that. It's just a way to do damage. Punish with it when you have the Exceed at your disposal. |
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 (only descent hits), land (ring hits), dp D, (Exceed - C+X combination) | Corner | TBA | TBA | TBA | While Mars People is in the corner this time, with his opponent near him. dp B connects a little before the first ring of the super hits. Just a way to combo with the rings. The damage is great(More than one and a half bar), which makes it very good, but it's very hard to land it in a real match. If your opponent doesn't know how this Super works, you can land it, now if he/she knows, keep on the pressure, make sure to get away from the corner as soon as possible(Your opponent will run away from the Ship). |
Max Mode Combos
Mars People doesn't have Max Mode options(He can only max cancel his not-normal cancelable normals, and his Command Moves than cannot be normal canceled, and won't even combo if you cancel them).
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. Remember the combo number 5 above? It's just a more damaging version of it. Maybe the best thing you can do on the 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 |