SvC Chaos: SNK Vs Capcom/Mars People

From SuperCombo Wiki
マーズピープル, Mars People
"Beep! Bee bee badoop!"
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

MarsPeoplefacesvc.png

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
  • 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.
  • 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.
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.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
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.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
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.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
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.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
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)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
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.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
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

cl.A
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 -
  • A very fast attack. It can only chain into the f.A. Can be normal canceled too.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 7 4 8 19 +0 -2 -
  • Interesting normal that hits low and can be normal canceled. It can be chained into all A normals and cr.B.

cl.C
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 -
  • 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.

cl.D
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 -
  • It's kind of an anti-air, but a very risky one that requires being very close. Can be normal canceled too.

Far Normals

st.A
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 -
  • 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.

st.B
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 -
  • 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.

st.C
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 -
  • Bad startup, nice reach. The hit can't be normal canceled, but you can use it as a poke. Nothing really special.

st.D
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 -
  • 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

cr.A
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 -
  • Cancelable attack with the gun. Unable to chain into other lights.

cr.B
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 -
  • Low-hitting kick. Can be normal canceled, and can chain into most of the light attacks including itself.

cr.C
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 -
  • Anti-air move. Can be normal canceled, but not very useful for combos.
  • Frame advantage is for when the first hitbox collides.

cr.D
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 -
  • 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

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 2 3 - - - - -
  • Neutral Jumping Attack
  • Not very active, avoid using it.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 2 3, 3 - - - - -
  • Diagonal Jumping Attack
  • An attack with his gun, but aiming down. Can be used as a jump-in attack, but deals little damage.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 3 - - - - -
  • Neutral Jumping Attack
  • Pretty much the same as nj.A, avoid using it.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 7 - - - - -
  • Diagonal Jumping Attack
  • Same properties as j.A, but has more active frames.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 13 5 - - - - -
  • Neutral Jumping Attack
  • Defensive air-to-air with bad reach.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 9 4, 6 - - - - -
  • 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.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 17 12 - - - - -
  • Neutral Jumping Attack

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 4, 4 - - - - -
  • Diagonal Jumping Attack
  • The same as j.C but with more reach.

Command Normals

Slide Head
b.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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.

Hopping Knee
b.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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.

Mars Slider
df.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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

Kof.lp.pngKof.lk.png Throw
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 - - - - - - -

Kof.sp.pngKof.sk.png Throw
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 - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
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

Mars Shot
qcf P
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 - - - - - - - - - - -
  • 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.

Area 801
qcf K
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 - - - - - - - - - - -
  • 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.

Roswell Vanish
hcb K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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.

Plasma Abduction
hcb P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Mars People's command grab. Poor reach but decent damage. Can be comboed into from any cancelable normal too.

Plasma Spin
dp K
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 - - - - - - - - - - -
  • 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

Independence Day My Bleem!
hcf x2 P
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 - - - - - - -
  • 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.

MP12
hcb x2 K
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 - - - - - - -
  • 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

Tungus Incident
D.pngD.pngD.pngP.png + Any Other Button
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 - - - - - - -
  • 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

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos

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.

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

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