View Full Version : MVSC2: Effective Marrow strats
Bonesaw
09-30-2002, 02:46 PM
This game is old as hell..and it gets boring...so I decided to play all these strange characters..like War machine and Hayato..and Marrow(I've always played her though)
Marrow is freaking amazing and can hang with anyone...If it wasn't for her weak vitality she would be top tier..without a doubt...I have more than proven her deadliness when I play her.
War Machine isn't the best by far....but he does have those sweet as hell smart bombs that can be annoying as hell to someone without a high reaching anti-air...
Hayato is also someone who can make marvel fun again..but I am just learning him...just using his reach to suprise people...
__________
Marrow:
main strategies are...
Her crhk has soooooo much range..it's like collosus'..it's tricky to block for opponents who are not used to playing against her...
Combos:
Bread and butter combo: )Lots of damage.
cr hk+assist(collosus or commando), bonerang with lp...then follow from there..either do backwards bonesuper or dash in and launch...and marrows air FP has crazy priority..and also the best secret is her throw...she out throws anyone...I have air-thrown so many times with her its not even conceivable...like 7-8 times per match.. just trust me on this...
Marrow charges up supers incredibly fast with her bonerang...then dash in three hits+assist...bonerang...repeat offense...
Best weapon:
I classify Marrow's super (the backwards fireball one) as one amongst the top three in the game...people who disagree have not played me... she stops straight in her tracks no matter where she is and throws tracking bones...no one is safe when marrow has a super...and the bones can't be nullified by anything...the bones will reach their target...This super beats the crap out of assists fast....
The only time that this super can be punished is if you do it in a air combo and it hits...there are a few other instances where it can be punished...like against a "well timed" frame killing cammy super...
Don't just do the super blindly..Learn when to use it and it can be as intimidating as a HVB..
Marrow don'ts:
Don't do the dive (backwards fireball with kick) without cancelling into her super...
Don't overuse the "let me ride"..learn when to do it...(use it mainly to travel across the air and cross up enemies by cancelling into a super when directly above opponent)
Never use her "towering spine" move...(anti-air) except for flashiness in comboes...this can be used after the bonerang hits in the above bread and butter combo and then cancelled into a super...
Only jump with FP...you will get a grab or a safe attack as long as you know when to attack...
Note: Bonerang's stop everything that is not invincible..including headcrushes...and commando and especially doom... Learn the spacing for bonerang's and you will have great success...
War machine:
War machine with Marrow is deadly against large opponents like Sentinel, blackheart, Juggernaut..
Cool infinite set-up..only warmahine can do it....not iron man..
blablablba in the air then land and do crlk+marrow bone assist, mp, mk, (assist hits) sj, dash df, lk, up+hk....infinite..hehe! looks sweet..also...you can combo a proton cannon after the mk if you would like...
Hayato: Still learning...have a little trap with Sentinel....
Anyone who disagrees with my Marrow comments?
I will reply..and prove you wrong..
DrumlinerJoe
09-30-2002, 05:34 PM
I use Marrow with doom a whole lot, stops rush in pretty well and punishes assists with Bone Burst super. Once they get Sent in though, it's pretty much a no go.
FOBio
09-30-2002, 06:47 PM
i like her dagger super (backwards fireball w/ PP). fast a hell if you're in the air. I think it could stuff storm's hail if done fast enough. that alone can be used for pretty good cross ups. jump on top of opponent, do the super. since daggers go to both sides, they won't know which way to block (works for me).
FINAL SHOWDOWN
09-30-2002, 07:26 PM
dang hayato rules. hmm ahh try to use everyone move. use what ever you can to win with him cuz he sucks.
Ah ways to use the command throw are dash duck lk command throw. lol
Hmm if you ever hit a air combo dail the combo lp,lk, down hk then command throw. with the right timing they should land right into the throw then hit them again or if the character doesnt really have a reversal to get out of something like this again(then again they could jump lol) do it over and over.
Hmmm ff+hp goes under attacks and buddy assists like sentile ground i think it is try to use it with a buddy as you dont really have the advatage after it. but its not that bad beacuse you can command throw after it if the opponent doesnt expect it.
Other ways after you land his main combo (at least what i use) back +lp,lp,hp,hk, qcf+lp,qcf+kk. If they tired to tech roll command throw and you will throw them when they roll to the other side..
ahh thats all hayato sucks but he rules to!
yk808
09-30-2002, 10:39 PM
Yeah marrow is fun. All she needs is super armor, range, flight mode, a triangle jump, and more life and she'd be pretty good...
her low rh, is good, she can do 2 as a easy combo, but they can roll out. you can otg launch them as well, but once again, they can roll. she has a good air combo in the corner (lessee if I can remember...): cr. short, cr. fierce, /\ 1234, throw, /\ (double jump) 123, throw, fierce. I think that was it... If only this combo wasn't escapeable... It does ok damage though and is pretty easy.
Hayato is nuts. sweep xx qcf fierce xx qcf kk, does great damage (but they can roll out... like the autobots already...). yo FINAL SHOWDOWN, i do that ghetto launch, jab, short, down rh, command throw shit too! TOOO GOOD!
Bonesaw
10-01-2002, 11:50 AM
Marrow can do just fine the way she is...she has probably the quickest jump in the game...she can superjump out of AHVB between them if your'e assist is getting hit!!! and then do the bones super.. you guys just don't know how good she is....
she is far too underated... She will never get dominated if used properly by a good player (me hehe :D )
Marrow's super is what makes her so damn good...learn when to use it!!! and you will know what I am talking about..
And air throw like hell...
AirFalcon
10-01-2002, 02:08 PM
wat hayato's command throw?
WiLD_DaIGo
10-01-2002, 04:29 PM
back -> forward, two punches, thing is.. there is a slight chance you might be off with the motion, and instead throw out a super....which aint the best thing to do with hayato due to immense amout of lag
to make the kick super unrollable, at least i think.... after hitting the opp. with his downforward punch move, let it only hit once, then cancel into his kick super, not 100% it will be unrollabe everytime, but it has a better chance than when you use the both hits of the sword
FINAL SHOWDOWN
10-01-2002, 08:44 PM
Originally posted by yk808
Y
Hayato is nuts. sweep xx qcf fierce xx qcf kk, does great damage (but they can roll out... like the autobots already...). yo FINAL SHOWDOWN, i do that ghetto launch, jab, short, down rh, command throw shit too! TOOO GOOD!
yep hayato is to good!! lol
hmm im gonna play theroy fighter here for a sec but ok hayatos moves all basicly have lag on them right so if they get blocked in most cases you get hit. So that one push block video i saw on the forums doesnt really effect hayato anyway since he sucks and stuff...
but i think he can only benifit from it beacuse wellshiden Qcf+hp is fairly fast so if hayato blocks any move from full screen i can do that push block bs and then hit them.
anyway i havnt even tried that shit yet since i think mvc2 is garbage but i dunno i thought about it for 5 minutes. lol
anyway on another note hayatos level 3 should be if not all completly invicable as ive gone through beam supers and maganitce shock wave with it before.
Bojack
10-01-2002, 10:57 PM
Hayato, well, here's him in a nut shell,
jumping fierces- little lag, great range, good priority
kicks- no lag, good range for kick, ok priority,
standing Hp- no lag, great range, great priority opens up for stuff.
Shiden- fast, great range, good priority opens for combos, lethal if blocked.
Anyways, with those four moves you can win with Hayato, actually they're the only four moves you can win with. I usually don't bother with AC's for Hayato.
Instead,
c.lk, c.lk, s.Hp, Shiden (one hit) xx Rasetsu Zan
This is a strong, reliable combo, it hurts too, about 50% or so. The real beauty of it is that it DHC's into nearly every other super in the game, so pair him with Sent and you get nearly free advances with Sent ground and dash jumping HP's. If they get too complacent blocking j.Hp's all day, hit them with a c.lk, if it's blocked it's safe. In fact use dash in c.lk, c.lk to try and open up for combos, they're safe moves, and give you plenty of time to see if they hit for a combo. I also back Hayato up with Cyke. So a good Hayato team is
Hayato/Cyke/Sent in that order, or you can swap Sent/Cyke. That allows a lot of good assist options, cuz you can use Cyke and do blocked stuff, then call out Hayato at the end and his balance assist will keep them in place for Cyke get the hell out and either run with SoB's or pressure some more. Sent can also use Hayato expansion or balance to do the same thing, and if it hits opens up for HSF real well. Oh they also have this bad ass DHC combo,
c.lk, c.lk, s.Hp, Shiden (one hit) xx Rasetsu Zan xx MoB xx Plasma Storm which when mashed properly after a full Rasetsu Zan does like 97% damage.
Or of that's not fancy enough for you, c.lk, c.lk, s.Hp, Shiden (one hit) xx Rasetsu Zan xx SoB (BEFORE RSZ FINISHES) xx HSF into what ever, the real beauty of this combo is that it usually pushed some one in the corner where Sent can really take care of them with his various corner resets and shit. Plus they all have very safe DHC's into and out of the match,
Hayato can use Plasma Field as an excellent escape/entry tool, Cyke has SoB and Sent has Hard Drive/HSF to get out of tight spots. In short use Hayato/Cyke/Sent if you want a real good shot at winning with Hayato and if all else fails, Cyke/Sent is not a bad pair at all.
---B.j.
FOBio
10-03-2002, 11:26 PM
i was using marrow/son son/sent today... and it totally kick ass. marrow's so awesome for stuffing assists, it's not even funny. the opponent used doom's AAA, and i take off like half his life with her dagger super! it was crazy. if you keep on attacking, she builds so much meter for herself...and can easily be drained on the opponent's assist :)
anyways, yeah. her with sonson's pretty good...sonson's AAA helps with marrow. so, just wanted to say that.
DeathFromAbove
10-04-2002, 01:09 AM
What about Hayato's j.hk? That thing has stupid priority. Beats out Cyke's priority foot and Strider's launcher. Yeesh.
wipeout2049
10-11-2002, 05:42 PM
Hayato's J.hk comes out faster than his j.hp and has mad ground and air priority not to mention excellent reach. It also has great stun allowing you to dash-in deep for a combo even if you hit the opponent with the very tip of Hayato's sword(which is nearly half a screen away and one character up). What is even more surprising is that it's reach allows you to chain all 6 normals in an air combo! Yep, not mentioned often but it's true. Jump-in with mad priority roundhouse, dash-in cr.short, cr.forward, cr. fierce/\ j.jab, j.short, j.strong, j.forward, j.fierce, j.roundhouse=very good damage.
Hayato's Shiden is an excellent punisher. It has great range and startup. A fierce shiden can punish a Shinku Hadoken from nearly half a screen away with both hits and still is able to connect into his supers!:eek:
His b+fierce plasma chain starter has lighting startup and jaw dropping range and makes an excellent poke. You can easily get a FREE COMBO by pulling this off once in a while. Recovers fast too. You can even use it to punish BLOCKED hadokens and captain fires(if they use it to cancel blocked normals)!
Hayato is one of the funnest characters to use. He is not the best but he can do some pretty wicked stuff.
Bonesaw
10-16-2002, 09:56 AM
_blitz wrote on 10-16-2002 04:51 AM:
i was very intriuged by your post on the marrow strats and would like to know more.i've tried playing her just off of what you said. currently i use : "the scrub team": cable,sent or BH,capcom. my bread and butter is cable,IM or WM,sent; IM,WM,storm and cable,sent,tronne bonne. *bornadecio* . marrow seems to fit in nicely with sent (assist and piont) and i really like the wm set up. if you would, i would like more on the strat you posted, any ideas you left out and some thoughts on her teaming up with sent and fighting against magnus/storm/tbonne teams. in developement is using megaman to stop rushdown but i don't use doom well and now im trying to use marrow instead. the bonerang works well to keep them from jumpin in and tron keeps them off me. if youcould lend me a hand iwould be most greatful and will return the favor if i can.
dan
Well...I didn't mention her jumping FP..That is the only thing that you should be attacking with in the air (especially when attacking air to ground)...It's got a lot of priority and stund the opponent for a long time..
I also didn't mention her corner air combo..
blablablablabla...launch then do either lp.lk.lp.grab or depending on the character size all four hits and grab (with FP)..then after the aeeeeww sound (from the throw) double jump diagonally up-forward and do three hits and grab again...then after that do a FP or even better if fighting against blackheart, juggernaut or sentinel (large characters)...do FP,FK.... does a lot of damage and isn't too hard to do....
I mentioned that she has the quickest superjump in the game.. Take advantage of it...
Also..don't throw bonerang's from the air too much...just alternate between lp and fp ground bonerangs...
Very good strategy for when opponents character dies and the next character in line is coming in... throw a FP bonerang and distance it so they land on it while they are tagging in and then dash under them as they block...and launch in desired combo...
DrumlinerJoe
10-16-2002, 11:04 AM
Originally posted by Bonesaw
Also..don't throw bonerang's from the air too much...just alternate between lp and fp ground bonerangs...
...
Actually dude I use air bonerangs a hell of alot. They cover a large area of the screen, more than it looks, and it makes it hard for people to tri jump or jump up safely. Of course I only use it when I'm properly covered by Doom or Storm's assists.
Bonesaw
10-16-2002, 11:34 AM
I didn't say never use them...just don't overuse it..they are much better on the ground...
mana-seed
10-16-2002, 12:20 PM
I just started playing with her not to long ago. about 2 weeks ago and i still suck with her. can you give me some more combos to use and if you know any otg that would be goood.:p
Bonesaw
10-16-2002, 12:32 PM
Originally posted by mana-seed
I just started playing with her not to long ago. about 2 weeks ago and i still suck with her. can you give me some more combos to use and if you know any otg that would be goood.:p
umm...ok...I already said...but...commando or collosus set up the best and easiest otg after the low hk...just hit down and hk+assist at the same time and do what I said above...
more combos....hmmm...you can do either down lk,lk and her big spine super anywhere or you can lp,lp,fp and the same super in the corner (doesn't work on the big boys though)..but..you shouldn't do these combos unless you wanna show off...
mana-seed
10-17-2002, 12:23 PM
Aiight i'm goign to test out those combos right now.
mana-seed
10-17-2002, 01:13 PM
Originally posted by Bonesaw
Combos:
Bread and butter combo: )Lots of damage.
cr hk+assist(collosus or commando), bonerang with lp...then follow from there..either do backwards bonesuper or dash in and launch...and marrows air FP has crazy priority..and also the best secret is her throw...she out throws anyone...I have air-thrown so many times with her its not even conceivable...like 7-8 times per match.. just trust me on this...
Marrow charges up supers incredibly fast with her bonerang...then dash in three hits+assist...bonerang...repeat offense...
I can't get the lp bonerang to connect after commando hits. do i have to wait a little bit before throwing it?
Bonesaw
10-20-2002, 11:22 AM
also..spiderman anti-air works the same way as commando and collosus...
I like spiderman better...because of theme teamness..hehe!!
I like speed....
BarrelO
10-20-2002, 06:17 PM
As I'm sure you guys know, Justin uses Marrow/Guile/Tron as a screwaround team on occasion. After losing to Cap/Guile/Tron in a tourney match a while back (I know I suck, shut up), I realized why this team works. Guile is there to provide the AAA, and Tron is there to punish assists and add damage to combos (things every mid-tier MvC2 character needs). If your opponent ever leaves an assist unprotected, low short + Tron, low forward, standing roundhouse, Stinger Bones does crazy damage. And it uncombos sometimes, making it even more damaging.
mana-seed
10-20-2002, 10:14 PM
Who is justin and does anyone win a tourney with bb hood or someone like that?
Bojack, what about Hayato/Sent/Capcom???
Bonesaw
10-21-2002, 12:33 PM
I don't play characters that look stupid..:D
And tron bonne is the dumbest looking thing on the planet..
Bonesaw
10-22-2002, 03:12 PM
Originally posted by mana-seed
I can't get the lp bonerang to connect after commando hits. do i have to wait a little bit before throwing it?
Actually, you can only connect the lp bonerang...not the FP...you confused the hell out of me..!!:)
Anyway..what you do is trip with low fk+commando (or other assists) and commando otg's after the fk hits and then you lp bonerang...timing should not be a issue...it's pretty straight forward...
mana-seed
10-22-2002, 08:31 PM
Originally posted by Bonesaw
Actually, you can only connect the lp bonerang...not the FP...you confused the hell out of me..!!:)
Anyway..what you do is trip with low fk+commando (or other assists) and commando otg's after the fk hits and then you lp bonerang...timing should not be a issue...it's pretty straight forward...
:lol: didn't mean to confuse you.:lol: but um.... wouldn't be easier to just trip with c.Hk then c.lk, c.Fp? or is your way unrollable? cause when i was trying your way i saw that you could just do it like jill. Another thing, I got a big rookie question. How do you roll? I haven't really needed it playing against Gamefaqs but it would be useful if i know.
WiLD_DaIGo
10-22-2002, 08:35 PM
qcb punch, i believe is how u roll, at least thats how i do it
Bonesaw
10-23-2002, 09:34 AM
Originally posted by mana-seed
:lol: didn't mean to confuse you.:lol: but um.... wouldn't be easier to just trip with c.Hk then c.lk, c.Fp? or is your way unrollable? cause when i was trying your way i saw that you could just do it like jill. Another thing, I got a big rookie question. How do you roll? I haven't really needed it playing against Gamefaqs but it would be useful if i know.
Actually, tripping and crlk..and crFp..is kind of a bad way to start a marrow combo...Marrow is not a damaging character..a good portion of the damage from her combos needs to come from strong assists..and the style points are much higher that way too..
And since most of the time people block...
you can chip/lockdown (keep opponents grounded) with cr fk+assist and lp Bonerang...
and if they don't block...combo away...
So don't attack too much with dash in trips without an assist...
Besides, the fk+assist is much quicker than trip..otg w/crlk...and therefore harder to roll out of...
Plus..you won't be able to do the trip with cr Hk..otg with cr. lk, launcher..because the launcher won't hit unless you have tripped the opponent really close to you...
If I don't have an assist handy...I usually after the trip...do a cr.lk..standing fp...this knocks the opponent across the screen...which is a good strategy with marrow..
Also...another good strategy is to use her standing FP XX bonerangs for dash in characters..like cammy......to keep them from getting too close...
mana-seed
10-27-2002, 07:30 PM
ARGH:(
I can't do it... I've been play with her for a couple of weeks now and I still can't really beat anyone with her.:( Its sad..... don't want to give up on her but she gets the beat down when she comes in to fight. :confused:
Tanion
10-27-2002, 08:00 PM
Hayato has some insane priority when he uses his sword normals [I think his crouching weak kick is the only time that he doesn't use the sword.] which is good since his moves take a bit to develop. Also you can do a aerial rave and end it with a HP Uppercut [the one where he dashes forwards and goes upwards with his sword] and you will deal a sweet 50 points of damage. But the timing on that is tricky... so do the LP uppercut in your aerial raves to make sure you nail the bastard. Also cancel the Uppercut into his Plasma Sphere. He willbe able to do infinite amount of supers in a limited time period... plus he is able to build meter! [unless your doing a super... duh!]
I'm sorry but I don't think Marrow can be played well at any level. She is just horrible. Her normals do so little damage. I mean there are some pixies that have the same pathetic normals [Adamantium Wolvie, Morrigan, Cammy] but there is always a special move that they can do that can increase their aerial combos damage to least be able to deal average aerial combo damage [Drill Claw, Soul Fist, Cannon Drill]. Her priority is garbage too and her supers take a bit to develop or come out. Plus she takes a lot of damage. I think Morrigan is a better alternative to Marrow since she does a lot more damage, can play some keepaway, a unblockable and damaging command throw, better supers and a air dash.
FOBio
10-27-2002, 11:18 PM
Marrow's pretty good once you get her unusual "methods" down. Like her bonemerang...I treat it like a fireball, which is bad since it's not. Give her a good AAA (I use Son Son, just to add to the weirdness) and she's crazy. Rushdown, wait for their assist, bust out AAA xx Dagger Super (qcb PP). It takes out a lot of assists. Take use of her Ride and Slash as a sort of "extra" leap. You can end AC's with the Dagger Super, but I really don't like to, because it doesn't connect alot with me. Sometimes it hits, sometimes they can block, and it also leaves her somewhat vulernable. I end AC's with a sj. fp, land, jump foward fp bonerang with assist (like Sent's ground). Then continue rushdown. Like somebody else said, her air throw has a lot of priority. And her j. fp is good too, if the air throw doesn't work.
Bonesaw
10-28-2002, 10:02 AM
People who think Marrow sucks just suck at playing with her..
Marrow is a team player and gets a good chunk of the damage from the assits she has.. Learn how to use them..b4 assuming she sucks..
That is all.
DrumlinerJoe
10-28-2002, 02:24 PM
Originally posted by Tanion
I'm sorry but I don't think Marrow can be played well at any level. She is just horrible. Her normals do so little damage. I mean there are some pixies that have the same pathetic normals [Adamantium Wolvie, Morrigan, Cammy] but there is always a special move that they can do that can increase their aerial combos damage to least be able to deal average aerial combo damage [Drill Claw, Soul Fist, Cannon Drill]. Her priority is garbage too and her supers take a bit to develop or come out. Plus she takes a lot of damage. I think Morrigan is a better alternative to Marrow since she does a lot more damage, can play some keepaway, a unblockable and damaging command throw, better supers and a air dash.
It's true that she doesn't deal a huge amount of damage in any given combo, but her game is zoning and chipping. Pair her up with doom and you can have your opponent going crazy trying to block rocks, bonerangs, and bone bursts. Hell even if they do block all that does a huge amount of block damage.
Her jfp has a hell of a lot of priority, as does her air throw. If you got Storm right behind her she can DHC from aerial bone burst super into Hailstorm. This is espeically effective if your opponent has an assist on the screen.
Bonesaw
10-28-2002, 04:24 PM
Dammmnn Right!!
Beginners who tend to lose with her are losing because they are probably trying to play her like some old school marvel vs capcom 1 character..trying to dash in and launch for an air combo that doens't do much damage..
Learn to only launch when it is guaranteed or while the bonerang is hitting..(read above for more details) Her "meaty attack" in the air should be a Fp and on the ground low FK+assistXX lp bonerang..
GameFAQs
10-28-2002, 08:58 PM
Originally posted by mana-seed
ARGH:(
I can't do it... I've been play with her for a couple of weeks now and I still can't really beat anyone with her.:( Its sad..... don't want to give up on her but she gets the beat down when she comes in to fight. :confused:
How about trying
Marrow [A] / Tron [projectile] / cammy or ken or doom [ anti air]
mana-seed
10-28-2002, 09:34 PM
Gamefaqs What i tell you about that team?
GameFAQs
10-30-2002, 09:53 PM
its not my fault you pick uneffective teams and wonder why thier not doing thier jobs fully
mana-seed
11-12-2002, 02:49 AM
Woo Hoo!!!!!! :D
I finially beat some matches with her. Punishing big charaters and assits with the j.bonerang. She also helped me get Blackheart out of the air. Still need tons of practice though since i need some better timing on that bone needle special. Plus i get whipped on by mags or anyone that stays in my face, unless i have some AAA to back me up.
raimeiken
01-17-2003, 07:46 PM
Yeah I just started playing Marrow. Her super ownz while calling out doom even if blocked it does pretty good chip.
Anyways i was looking for an assist were i can do her super twice. i tried doom:
dash in lp, lp, c.hk + doom xx super , then super again. but the second one doesn't combo.
I tried it with IM AAA assist and i think it works.
BTW hey bonesaw are you that dude in that tourney vid at forgo.net?
Dark Strider
02-06-2003, 09:28 AM
[QUOTE]Originally posted by FINAL SHOWDOWN
[
Hmm if you ever hit a air combo dail the combo lp,lk, down hk then command throw.
Um, more than one hits in an air combo causes flying screen. So doing lp, lk, hk causes FS. Doing launch, and any one normal (lp, lk, mp, mk, fp, or rk) won't. This explains why you can-with Cable- launch, sj.rk XX HVB but CANNOT do, launch, sj.lp, sj.rk XX HVB.
Dark Strider
02-06-2003, 09:41 AM
I got a sweet show off Marrow combo to share with you guys- in the corner, launch, sj.lp, sj.lk, sj.mp, sj.mk, fierce grab, before opponent can fall do sj.lp, sj.lk, DJ, sj.lp, sj.lk, sj.mp, fierce grab, sj.lp, sj.mp xx air bone super
It's been a long since I've played her, so I'm not sure if the combo is correct. The point of it is that it has two grabs in it, adding extra damage (or reseting it I believe). Mess around with this combo and see what you can get, cuz after the air grab their are several options
laterz
yes4me
01-23-2004, 04:13 AM
All right guys... I am starting to play this babe... eh... girl... eh... monster now.
However, Marrow is anything but a monster. She does shit damage in my hands.
So after reading all three threads, here are the basic questions:
- I heard from gamefaq that her best assist is gamma (the one she jumped to a wall and dash at you). True/false?
- What is a BB combo in the middle of the green with and without super?
- Any guard break trick?
- What are the best assists for her? If you are saying doom, please give me another one too. I suck really bad with Doom, and Doom is not very good in my hand against Sentinel.
- How do you do her best traps? I am more interested for traps against sentinel and cable.
Dasrik
01-23-2004, 01:46 PM
I'm not Joe Zaza, but I'll try. Maybe I'll get him to post here later and correct all the dumb shit I say.
Originally posted by yes4me
- I heard from gamefaq that her best assist is gamma (the one she jumped to a wall and dash at you). True/false?1. Don't trust anything you read at GameFAQs.
2. It's okay. It's like an extremely ghetto Sentinel drones assist. Actually, I would use Bonerang assist in almost all cases. Bonerang is too good.
- What is a BB combo in the middle of the green with and without super?Depends. Marrow doesn't really combo, she rushes like Wolverine, and baits out assists so she can fuck them up. If you have Marrow/Samurai, you can do an air combo that ends in bone burst, DHC into raimeiken for lots of damage. Same with Marrow/Storm. Otherwise, just do a short chain that ends in bonerang. It won't combo, but it'll pin which is more important.
- What are the best assists for her? If you are saying doom, please give me another one too. I suck really bad with Doom, and Doom is not very good in my hand against Sentinel.Any projectile assist, but Sentinel's probably the best.
- How do you do her best traps? I am more interested for traps against sentinel and cable. From low short, do a short chain that ends in s.fierce xx bonerang. Marrow is not an easy mode character, you will have to vary the rhythms and the buttons you press if they pushblock. Also call an assist that is timed to connect after Bonerang, so you have space to run in again.
yes4me
01-24-2004, 01:02 AM
When I do that s.fierce xx bonerang LP, any normal size character like Cable doesn't get hit at all. Is that normal or do I miss something?
Dasrik
01-24-2004, 11:47 AM
Originally posted by yes4me
When I do that s.fierce xx bonerang LP, any normal size character like Cable doesn't get hit at all. Is that normal or do I miss something? It's not supposed to combo. It's a block string. If they get hit, do fierce bonerang so they recover into it and have to block.
yes4me
01-25-2004, 04:21 AM
I got it after trying today: If they get hit by the HP you do the bone thingy HP. eh... but if they block the HP and crunch after, the bonerang misses completely Cable... and maybe it hits Sentinel... So what do you do if it misses? Do you just keep on dashing, and try to put again the same pressure over and over?
If my opponent character is standing in front of me, doing nothing, what damaging yet easy combos can I do?
PS: I like this team Marrow/Doom/Blackheart.
FOBio
01-25-2004, 03:10 PM
if you got meter, s. lk, s. mk, s. fk, either super. if you have an AAA like sonson, you can launch, call assist, sj. fp, bone super. i forgot the damage it does, but i think it does a little better. i tried with doom's rocks and photon shot, i don't think it works.
FOBio
04-26-2004, 12:08 PM
hey, who's bonesaw in the mxc6 vids? he used marrow/colossus/storm and did pretty well against people.
Higher-Jin
02-14-2005, 10:08 PM
i'm pretty sure HP bonerang is meant to hit characters in the air and only hits standing opponents.
bonerang doens't have any weird properties from what i can tell.
It does a very specific thing
Lp version comes out (the coming out part doesn't hit the opponent) and comes out at a very specific area with a significant hit box.
it only hits within that hit box it doesn't hit anything on the way to it's set spot.
Hp version seems to be angled more towards the air and would probably have a large diagnal hit box that most characters can crouch, again you can only hit standing normal sized characters with hp bonerang ont he ground.
in the air it's reverse,
lp is meant for air opponents and will hardly ever hit a ground opponent (even standing)
hp is meant to hit ground opponents.
You dont' need a assist, once bonerange hits or is blocked go in for a combo.
However there in lies the problem, the period between the block stun on rh/hp and when the special comes out.
They can call a assist or fuck u up.
However you can just end the block string or even just do (qcb + k) into missle super if you think they'll try to call out a assist.
Juggernaut dash assist is great for for tacking on damage to a assist nearly anywhere in the screen (especially glitched of course).
If you do the block string and instead go for the qcb + k special xxx missles he will most certainly hit since the screen scrolls HOWEVER you leave yourself open and your assist open so make sure you know what you're doing.
Juggernaut hits most times anyways.
Of course you can do stupid shit like go in sweep call juggs and missle super.
something real stupid is not calling juggs but instead sweep xxx missle super, and dhc into juggernaut i think it will uncombo and do even more damage but might be suceptible to pushblock.
something less risky is sweep xxx missle dhc sent then do a beam and a slow rocket punch to uncombo.
I have to say her missles are a great asset, it doesn't have alot of start up like storm's and it may not cover the whole screen but it can punish assists alot faster and reliably and doesn't depend on positioning like silver samurai's raimeken, it's one of her best assets i'll say.
Is there any way she can build alot of meter?
FOBio
02-15-2005, 02:52 PM
her missile super doesn't hit their assist "reliably." the missiles themselves home in on the point character. so if their assist is relatively close to your opponent, then the majority of the missiles will hit. also, marrow's position matters too. sometimes, it seems like the super does a ton of damage whereas others it seems like it does very little. i believe the most consistant way to do damage is be about half a screen away from their assist/point character.
but i do agree with you that the missile super is most effective against assists. unless they have instant supers (ahvb and such), you can BASICALLY do your missile super to punish their assist whenever. they will most likely block, since the missiles are aiming for their main character. if you manage to get your super out and they try to hit you out of it, then they will get smacked (you will get hit a little too. just see the risk/reward factor if it's worth it).
as for what higher jin said about the bonerang, that's basically true. usually do the lp version when you're on the ground since some characters, like spiderman, can crouch under the fp version. they can't really do much except call an assist, since if they try to move they will get hit. but still. might as well have them take some chip damage, right?
FOBio
05-26-2005, 07:54 PM
by the way, i just realized PREPPY has a handful of marrow matches from justin wong. he did some really impressive stuff and i have no idea why the magneto player didn't rush him more. maybe he was scared of the t. bonne assist? anyways, it's impressive none the less.
sorry, preppy. i know you played against him and lost, but still. i haven't seen a whole lot of marrow matches, so i'm posting them if i see them.
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