SvC Chaos: SNK Vs Capcom/Mars People

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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

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. 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
  • Poking game is better than other poking focused characters
  • Great command grab
  • Safe teleport that lets him steal his turn back
  • DP can extend combos
  • Specials and supers are great for setplay
  • Great Exceed
  • Perfect for long, complicated setups
  • Funny alien
  • Low health
  • Steep learning curve
  • Bad command grab reach
  • Projectiles are rather slow
  • Blind spots in several moves and setplay
  • Fat crouching hitbox
  • Is not at all suited to play offensive...
  • ...But some matchups force him to play offensively anyways
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.

  • 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.
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.
  • 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, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
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

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, 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 add an 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 combos(Or in some cases, 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(Not sure if it's his best one), it can be normal canceled, without the fact that it will connect after a normal, which is great for him. Use this everytime you need.

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

Area 801
qcf K
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 will do a hard knockdown on hit. The D version will do two hits(Each one is an overhead), and the second one will hard knockdown on hit. "Can be used on combos?" Not sure, but you can use this to approach your opponent while he/she's knocked down(If you don't like dashing).

Roswell Vanish
hcb K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Mars People's teleport. He explodes(The Explosion does damage), and then teleports. On the B version, after the explosion, he will appear on his initial position. On the D version, he'll teleport backwards, which is good to use on Hit & Run strategies. Can be comboed only from the first hit of the cl.C(You probably know why if you payed attention).

Plasma Abduction
hcb P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • His Command Grab. Not that good reach, but decent damage. Can be comboed 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. Dunno if it can be good if used as an anti-air, due to the startup, but it hits when Mars People is going up, and when he's falling(It's said that this falling part will act as an overhead, but I could block it while crouching). After each version, you can juggle your opponent with what you have(You can even reset your opponent if you want). On the 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. On the corner, after this move, you can hit-confirm the 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(Probably from his friends), and it will launch some rings on the opponent. Those rings are unblockable(And won't hit Mars People, even if it touches him), and you can juggle after them(Depending of the timing, you can even combo the rings, by using the DP+K, which can juggle, remember?). Very nice for pressuring, you'll need this one. The button pressed determines where the ship will appear(A = On Mars People's back; C = On the opponent's back). Note that you can't use any Super/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(I prefer to call them "Mini Guys") to attack the opponent. They will combo, it's safe(If the opponent hasn't GCFed), because you'll recover before the Mini guys leave the screen, and you can even followup with super with itself, meaning that you can juggle after they hit the opponent! Note that you can't use any Super/Exceed while at least one Mini Guy is still on the screen.

Exceed

Tungus Incident
D.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 on the opponent. With the A version(Or the A+any other button, according to the movelist mentioned before), the ship will fall in the middle of the screen, kind of a shield(Can be used as an anti-air when your back is to the corner). Can be comboed from the Heavy Attacks too, but depends of where you are. Now for the C version(Or the B+D/C, D+C combinations, again, according to the movelist), the ship will fall on the corner of the screen, which is mainly used on some 100% corner combos(More info about this on his combos section).

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
  • 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, 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).

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. 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

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