I picked him up today and I got to say, I LIKE HIM(Or it). =)
I shall use It to describe Mars People.
A makes normal Green Mars people
B makes a yellow-ish mars people(I think)
C makes a really awesome Black(Or dark grey, very dark grey) Mars people with red eyes
D makes a red mars people which looks like hes being cooked XD.
Its moves have VERY little recovery, although most of them have killer start up lags. However, Mars isn't meant for combo. It is killerific in certain ways:
1) Crouch A is "Big Lite". Yes. Canclable, Quick, Ranged, HIGH PRIORITY. You can chain 4~ of them together easily.
2)
+B is really fast, very good anti air as well as spam.
3) Monsterous range and speed for Stand D, very good range poker.
4) He owns the air in terms of range. Priority is pretty top too, though still loses out to nakoruru. The range makes up for it. Its "2k2 Billy" again!
It is an excellent zoner, and have a few mind games too.
Crouch A Crouch A Crouch A Crouch A (Crouch B),
+B.
Crouch B is optional.
Crouch A Crouch A Crouch A Crouch D.
Crouch A can link into Crouch D.
Mix
+B or Crouch D around, it works decently well. Crouch D when blocked, is a really safe move because you/your opponent gets pushed back alot.
Crouch A Crouch A Crouch A Crouch A,
+B, repeat. Very very good zoning tool. Mix in a few
+P,
+B, Crouch D, its really good.
His main tool is spam his Crouch A x 3~4. At least for me.
Now I shall go on to eleborating on each of his normal moves:
Stand A - Decent range, quick poke.
Jump A - A decent jump poke.
Crouch A - As described, ownage.
Stand B - Similar to kyo's stand B with more priority and lower height. Very useful in extending your crouch pokes range.
Jump B - Good downward angle and range.
Crouch B - Hits low as expected, a little slow startup so not that chainable. Cancelable AFAIK.
Stand C - Too slow. Good range though.
Jump C - Very good Air to Air. Compared to Jump D, it has more horizontal range. Similar to Jump D.
Crouch C - Works sort of like an anti air, but I seldom use it.
To be exact, I seldom use C at all unless in air.
Stand D - Very good. Good range and height, decent speed.
Jump D - Very good Air to Ground. Compared to Jump C, it has more vertical range, lesser horizontal range. Similar to Jump C.
Crouch D - Quick Startup. Can be comboed after a crouch A. When blocked, keeps you at a safe distance. When whiffed, prepare for heavy recovery lag.
+D - GUARD BREAKER!!! Unlike its SVC counterpart, this one doesnt travel that far. Instead, it moves forward abit, spins for about 4-5 hits, then backwards. Relatively safe move, can be cancled from crouch A to make your opponent guard break. If it fully gets blocked, about 3/8 of the guard break bar is taken, near to half.
Now I shall talk about his special moves:
+P - Like SVC,
+A shoots a straight fireball that increases speed over time.
+C shoots one with slower speed but ocsillates up and down.
+K - Good overhead move. I like it =).
+B is really fast, range is very good too, can easily catch people off guard.
+D on the other hand is a good tool to approach the enemy from far. Not advisable to use
+D near, because chances are you'll jump over the opponent instead.
+K -
+B has fast startup, fast recovery. It doesn't hit as often as in SVC, for the hits to hit when he comes down, the opponent has got to be in a very specific position. Most of the time, only hits while going up. For
+D, it has some bad startup and recovery, but it travels further, and can ensue more hits. When the hits while coming down hit, you can followup with
+B again, or
+D, or any other thing that would come out fast enough to hit.
Close,
+P - Command Grab. Though it lacked horizontal range unlike its SVC counterpart, it is very fast and has very fast recovery. Nothing too bad, having a command grab is always a good thing =).
+P - Very nerfed. Its too slow, and hardly hits anything. Its been slowed down, invinsibility frames are gone, and the opponent need to get more into the "flames" to get hit, unlike SVC where touching the edge would get you hit. So far, its too unreliable to be used. Recovery is bad too. A version leaves you back at where you are. C version teleports you to behind where your opponent is when you used it.
The List of Humongous DMs!
,HCF+P - UFO DM from SVC. Unlike SVC's counterparts, this one can be blocked, and smaller rings are fired. When 3 rings are fired, the UFO will go back up. Quite some post-startup lag. When you activate it, it'll come, but Mars will have some lag there. Though when you are hit during the lag, the UFO still comes.
,HCB+P - Similar to SVC "Mini Mars" DM, where tons of mini mars appears flying and juggles the opponent. Except this time, it seem to not come out nicely, the way they come out, not all of them would hit unlike in SVC, and it may even come out off screen for the first round of flying minis.
d,d+AC - 3 Stocks super, SVC's Roswell DM. The UFO falling down. Except this time, it falls straight on the opponent. And its equally fast, does quite a tinge of damage too. Probably comboable from stuff too.
,QCB+K - New DM, Mars does a quick hop over the opponent, while firing a ring that is similar to those fired froim the UFO, at its peak. If positioned well, can be hard to block(Fired just after he passes the opponent, making him have to block the other way).
d,d,+BD - New DM. I call it: The EGG DM! Quite abit of startup, but its good(Use when opponent is tagging ect). Mars stands and about 6-7 eggs pop out 2 by 2 of its... Mouth. Yes. Mouth. If he gets hit while the egg pops up, no more eggs will pop out, but those out will continue their action. These eggs will hatch after a second or so, forming... Mini Mars. They will all dash towards the opponent, and explode as it hits. If the egg is off screen when mars uses it, it wont come. So yeah, for best effect, make sure none is off screen. When hit, the opponent will be covered in... Green Flame. Say hi to Ash =). I bet thats where he gets his Green Flames XD. Anyhow, this is a useful DM, summon the eggs, jump behind opponent, see him burn because he can't block.
Downside of Mars people is that it doesn't have any combos that can turn the tables, as far as I know. But its a character that can catch players by surprise, as well as zone them, corner them, and kill them slowly. Not recommended for playing against CPU because it has nothing that can kill the CPU quick <_<.
Yes, Mars is a VERY VERY fun character, and can be good. I managed to own and annoy Beast00 with my Mars People today =). Anyone from SG seeing some red/white shirt guy playing Mars People at AMK FunLand arcade, thats me ^_^.
EDIT: Changed =)