NormalsClose* cl.
/
/
are cancel-able.
* cl.
does two hits.
* cl.
/
are chain-able.
Standing* st.
/
are cancel-able/whiff cancel-able.
* st.
/
are good long range pokes.
* st.
can sometimes act as a good anti-air.
* st.
/
are chain-able.
Crouching*
/
/
/
are cancel-able/whiff cancel-able.
*
/;b are chain-able, but
is his best ground poke (
is slower so its harder to chain).
*
can sometimes be used as an anti-air, but most times its used in air juggles that lead to mixups.
*
does a substantial amount of guard damage. It has been known to take up to 50% guard damage. This move has changed from his SvC Chaos version (
), as he only moves forward about halfway before retreating, instead of moving forward about a full sweep distance.
Jumping*
is a good way to counter a jump attack if you want to get in close for a command grab or mixups.
*
can be used to pressure the opponent from above, or punish a whiff move while in the air. Jumping back and using
can be used to punish and also allows for keep-away depending on the range.
Guard Cancel Tag Attack* Pressing the
button while blocking will allow Mars People to do counter with a headbutt attack, and he will then tag out.
ThrowMillion Leg Lariat -
/
+
*Can be broken. Regular knockdown.
Command MovesMars Snap:
+
*Mars People uses his tentacles to trip the opponent with a long swipe motion. It is a good ender to his frequently used combo (
[x2~3],
).
Special MovesMars Shot:
+
/
* Mars shoots a projectile. The
version is a purple ball that moves straight and increases speed overtime. The
version is a yellow ball that travels in a wave motion. If the
projectile does not hit the opponent, it continues to travel for a bit and then disappears. This is a really good move to use for setups and rushdowns. The most common setup one will see is
and if the opponent jumps, Mars can counter with a far st.
.
Roswell Vanish:
+
/
* Mars does a medium explosion and teleports. The
version keeps him in the same spot, while the
version makes Mars travel behind the opponent. It's not always a good move to use, as he can easily get hit out of it. If the opponent is close enough, they can take damage if not blocked or countered. Its not recommended for use in getting out of the corner.
Plasma Abduction:
/
* Mars People grabs the opponent and shoots a bolt of lightning from the sky. It is not known if the button strength changes anything, but it will be tested. This is what makes Mars People dangerous in close. The throw range is smaller than in SvC Chaos, and you can't combo this from any normal; however, you can buffer this move from a standing
and grab, but it won't count as a combo.
Area 801:
/
* Mars People does a jump attack in an arc motion. Button strength determines the distance jumped and the number of hits.
does 1 hit, while
does 2 hits. If Area 801 is done while a Mars Shot is out, they can all connect to make a 3 hit combo. This setup also keeps Mars People safe if timed right.
Plasma Spin:
/
* Mars People does a jumping spin attack going upward off screen, and falls downward doing a different spinning attack. Anyone who is familiar with Billy Kane's
/
move will know how this works. There is a slight difference in that both versions have a slight delay to them, with
having the most delay. If the upward attack hits, the followup most likely won't connect. However, if the followup is the move that connects, Mars People can followup with a move to continue the juggle. Most times, this move can be used to cross up the opponent, and followup with a combo or setup of choice. This move can be super-canceled into.
Desperation MovesIndependence Day My Bleem!:
/
* Mars People summons a flying saucer that shoots 3 rings down to the ground as it moves forward or backward. The button strength determines which direction the flying saucer travels. This move has a long recovery time.
MP12:
/
* Mars People summons 3 sets of little mini versions of him that travel in a certain pattern. They have been known to appear off-screen at times, and all of the aliens don't always combo if they hit. It provides a good amount of block damage, however, just like the previous super, this too has a long recovery time.
Bronze After:
+
/
* This is Mars People's best super!!! He does a quick hop over the opponent, and shoots an energy ring right above the opponent, thus making it a good cross up tool. If the move hits, the opponent is launched towards Mars People, and he can then combo the opponent. This allows Mars People to do all kinds of mixups against the opponent and make up for his rather lack of strong combos.
Flatwoods March:
(when stock is at level 2)
* Mars People opens his mouth and lets out about 10-12 eggs. If Mars is hit at any point of this super, the eggs stop dropping, and the remaining eggs will continue to hatch. Once the eggs hatch, little Mars People babies run towards the opponent. Upon impact, they do damage to the opponent. These babies are unblockable, and do a considerable amount of damage. Not only that, they can extend any character's combo (there are videos on YouTube showcasing this). Be careful though- if Mars let the eggs drop and he jumps off screen, whatever eggs go off screen don't hatch at all!!!
Tungus Incident:
(when stock is at level 3)
* Mars People summons a flying saucer to drop directly above the opponent. SvC Chaos players will remember this as his Exceed. The block damage and regular damage is pretty decent. If desired, this super can be used in a combo. There's slight recovery time with this move, but if done far enough, Mars should be safe (with some exceptions).
A/D AssaultMars People does not have an A/D Assault.
Strats and combos can be found here:
http://dreamcancel.com/wiki/index.php?title=Mars_People_(NGBC)UPDATE: MP anti st.D info will be posted here for easier viewing, and will be updated more with new info. Any extra input is welcomed, and will be added here, with props given also.I'm going to make a list of character's moves that can avoid or stop MP's st.
. This move causes a problem for some characters, and I felt it should be listed... Note that there might be some moves that trade, I'll make a note of that and who its in favor for the trade-off... This list will be updated accordingly... If it doesn't beat, trade, or avoid, assume that it loses to MP's st.
. Also take note that standing half a character's distance in front of MP right before st.
its considered a cl.
will completely whiff.
ANTI MARS PEOPLE STANDING LISTKyo:
BEATS*
+
* air
+
/
*
+
/
*
,
- This can trade depending on the timing. Has to be done somewhat late to truly benefit from it ***
AVOIDS*
- Good in the corner, because with 1 stock you can GCFS and quickly do
+
about 2~3 times for some good quick damage.
*
*
/
TRADES*
- Evens out both characters. Same dmg trade-off.
* st
- MP's st.
seems faster somehow, but at max range, this move can trade, but the timing is too strict to rely on this.
*
,
- If not timed right, it trades in favor of MP because of the gap created allowing him to zone again.
===================================
Kim:
BEATS*
/
*
+
/
AVOIDS*
~
+
/
(only the first part)
TRADES*
+
- in favor of Kim; higher priority and more damage
===================================
MudmanBEATS*
,
+
at max distance - At anything past that it will trade in favor of MP.
* lvl 2 Super (any button but
)
AVOIDS*
*
TRADES*
,
+
at any distance other than max
*
(sometimes trades)
===================================
GeeseBEATS* cl.
at about 1 1/2 character distance - The hitbox is kinda out there, and is fast, so
* charge
~
+
/
- If this move is done before MP executes st.
, it can beat it out
*
+
- counter... Cancel it into Raging Storm whenever there's 2 stocks of meter available.
* Raging Storm - duh
* st.
at max range - It does have the possibility to trade, but either way, having the option to do this might not always occur, and with the constant movement of a good MP player, max distance will always change, making a short attack like st.
harder to hit with.
AVOIDS*
/
*
TRADES*
- Both characters are about even in favor.
*
- About even
*
- In MP's favor
* Deadly Rave - This move is weird, only because technically it can beat st.
out, but the end result could be Geese completely whiffing the initial hits of Deadly Rave because of the distance of MP's st.
. So at that point, MP could do another st.
or something else, but that's probably the best thing, unless of course he's close to Geese, which in that case he would be eating the rest of the Deadly Rave that would've whiffed in any other situation.
===================================
RockBEATS* (none at the moment)
AVOIDS*
*
- (you can use this to dodge, then whiff cancel into either
/
[at the right range], or
/
)
*
/
- (this can give Rock the option to close in while MP is in block stun, if he hasn't used his Bronze After to escape)
TRADES*
- (at the right range, it can cancel, but Rock won't hit with his kick) it will just whiff, and basically put both characters at a 0f state)
* DeadlyRave Neo - This trades and puts both characters at 0f, but if you continue to do the inputs, well MP can basically capitalize.
*
*
===================================
Tung Fu RueBEATS*
~
+
- It's just a range battle
AVOIDS*
* run
TRADES*
+
- Sometimes this can beat out MP's st.D, but more often it will trade. From my personal experience, EX version trades, too.
===================================
ShishiohBEATS*
*
AVOIDS*
(needs testing)
TRADES*
- the counter can work, but depending on the range, it might not connect, like Rock's counter. I've only seen it work once, but I'll do some testing on it to be sure.
*
*