Ok so I tested some things vs Martian and GL can deal pretty well with his teleport, on block GL gets a free b1 check, martian HAS to block or b1 will stuff any jump back, mb back 3 or backdash he does. You have to be on point though cause there's only like a frame that you have to check in case he jumps back.
What this means is that once you condition your opponent to block low, you can go for stuff like b1, b13. or b1 f3, or b1 mb f3 to make it safe, you can even go for f2 into overhead low mixup or the whole string itself and you can jump once in a while at your own risk or if you're failing to punish his jump backs.
Not only this but GL has decent punishes if you block his overhead teleport in the opposite direction you can do
without meter without trait d1, b13 trait LM 223 LM for 23%
without meter with trait 123 LM 223 LM for 28%
with meter without trait 12 OA MB, f3, 223 LM for 36% or you can go into Turbine setup
with meter with trait 12, OA MB, f3, 223, LM, 22 LM for 43%
You can also grab, or do F3 if you want to go for more damage however your opponent can block this if he reads it right.
Or if you have meter to spare don't hesitate to MB b3, it's a decent combo starter that can lead up to 40%+ combos.
Vs wake-up happy martians you can go into a turbine set up and do mb b3 to stuff their wake ups, preferably with trait for optimum damage with one meter. OR you can even do a early ji3 if timed right it will go over his wake up attack and you can combo from it, once you master this ji3 martian will have no choice but to block high leaving you at an advantage.
His regular teleport leaves him airborne also best punish I found for this is with F3 starter.
Happy Martian hunting.