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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.

Pros Cons
  • 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

How to select Mars People (Outside of Super Plus)

  • You wish to play Mars People? 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

Move List

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 Moves

Slide Head

  • b+HP - 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+HK - 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+HK - A normal... Slide... The animation of the move is his n.HK, 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.

Special Moves

Mars Shot

  • QCF+P - Mars People's standard projectile, that will be different depending of the button pressed. If you use LP, 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 HP 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 LP 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 - Overhead special move. Mars People will jump, and attack after a certain time. The LK version will do one hit, and will do a hard knockdown on hit. The HK 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 - Mars People's teleport. He explodes(The Explosion does damage), and then teleports. On the LK version, after the explosion, he will appear on his initial position. On the HK version, he'll teleport backwars, which is good to use on Hit & Run strategies. Can be comboed only from the first hit of the cl.HP(You probably know why if you payed attention).

Plasma Abduction

  • HCB+P (While near from the opponent) - His Command Grab. Not that good reach, but decent damage. Can be comboed from any cancelable normal too.

Plasma Spin

  • DP+K - 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 LK version, if the "going up" part whiffs, and the falling part hits, you can add a normal after it(Like f.LP), 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! (aka Ship)

  • HCF(2x)+P - 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(LP = On Mars People's back; HP = 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(2x)+K - 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, d, d+P + Any other button - 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 LP version(Or the LP+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 HP version(Or the LK+HK/HP, HK+HP 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).

(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.)

The Basics

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.

Some Combos (Without Max Mode)
If you can find some more interesting ones, just add it here.

1- [QCF+HP(Just follow it), Jump Attack(Or vice versa, you can go in front of the projectile if you want)] cl.HP(1 hit), b+HK, HCB+P - 3 hits; 5 with the optional things

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.

2- [QCF+HP, Jump Attack(Or vice versa)] cl.HP(1 hit), HCB+K - 2 hits; 4 with the optional things

Just a hit-confirm for his teleport. You can use it to hit, and run away(With the HK version), or to continue with the zoning, but with more space(With the LK version).

3- DP+K, j.HK/QCF+LK(DP+LK only)/HCB+K(Corner only) - (Up to) 5(LK version)/8(HK version) hits

A combo for the DP anti-air. Here, we have two options: Reset, or Hard Knockdown. The j.HK is the most damaging option for a jump attack after the DP+K(The j.HP will whiff), and maybe the best one for resets(We'll talk about it later). The QCF+LK 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+HK?" First, the hits won't combo(The first hit won't juggle your opponent). Second, the first hit of the HK 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+LK after a DP+HK(Maybe on the corner?). The HCB+K is that option for hitting, and then doing what you want(It should be better if you use the HK version, if you want to continue your zoning, assuming you're corner, I mean).

4- [QCF+HP, Jump Attack(Or vice versa)] cl.HP, b+HK, d,d,d+P/Two button combination(Not sure which one is the correct) - 5 hits; 7 with the optional things

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.

5- (Corner only; Works better if Mars People is full screen away) HCB(2x)+K(If you want, you can add another Mini Guys Super here to do more damage), Dash/Jump Forward(Just go to the corner after he recovers from the move, and you'll have time, no worries about that), DP+HK, HCB+K/Exceed(Time well on those two) - 18/20 hits

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+HK 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.

6- (While Mars People is on the corner this time, with his opponent near him) HCF(2x)+HP, wait, (A little before the first ring hits) DP+LK(Ring hits after the first hit of it), (After you land, another ring hits, and you'll need to do) DP+LK(You'll just hit with the descending part), (The last ring hits, and you'll need to do) DP+HK, Exceed(Optional, but use the HP version/Corner combination) - 20 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).

Advanced Strategy

Resets

I added this section nearly everywhere(Just search on the other characters' section, and you'll probably find it), but 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.HK, you can do a ground move), so what to do after the opponent is being reseted? Well, you have options with Mars People, you can:

  • Do a cl./cr.LK 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.

Some Combos (With Max Mode)
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). He has only one, probably. If you know some more combos, add them here, please.

1- (Corner only; Works better if Mars People is full screen away) HCB(2x)+K(3/5x, see below for more details), Dash/Jump Forward(Just go to the corner after he recovers from the move, and you'll have time, no worries about that), DP+HK, HCB+K/Exceed(Time well on those two) - I think it can do more than 25/27 hits

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. I think it can do 100% damage, and only because of the Max Mode. "Why is it a Max Mode combo, you won't even MAX cancel anything!! Yeah, you're right on this statement. But if you're on the normal mode, can you do more than 2 Supers without charging the meter? If your answer is "No", congratulations, you're right, but just if you disconsider the followups(In Iori's case). If in this game, we had infinite Max Mode meter, you could do easy infinites with the Mini Guys only(You can easily combo them, so this one above, is a fair combo in this game, but that's just my opinion).

Match-Ups

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