マーズピープル, Mars People | |
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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 |
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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: "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 | |
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7 | 8 | Mid | 7 | 7 | - | - | 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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7 | 8 | Low | 7 | 7 | - | - | 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 | |
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10x2 | 14 | Mid | 10x2 | 10x2 | - | - | 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 | |
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18 | 30 | Mid | 16 | 18 | - | - | 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 | |
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8 | 9 | Mid | 8 | 8 | - | - | 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 | |
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8 | 9 | Mid | 8 | 8 | - | - | 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 | |
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18 | 30 | Mid | 16 | 18 | - | - | 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 | |
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18 | 30 | Mid | 16 | 18 | - | - | 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 | |
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7 | 8 | Mid | 7 | 7 | - | - | 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 | |
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7 | 8 | Mid | 7 | 7 | - | - | 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 | |
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18x2 | 30 | Mid | 16x2 | 18x2 | - | - | 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 | |
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18 | 30 | Mid | 16 | 18 | - | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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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 | |
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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 | |
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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 |
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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 |
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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 | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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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 | |
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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 | |
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(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 | |
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(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 (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 | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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((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 |
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(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 |