MVSC2: Effective Marrow strats

marrow

#1

MVSC2: Effective Marrow strats…and WM and Hayato

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…


#2

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.


#3

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).


#4

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!


#5

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!


#6

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 :smiley: )

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…


#7

wat hayato’s command throw?


#8

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


#9

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.


#10

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.


#11

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 :slight_smile:

anyways, yeah. her with sonson’s pretty good…sonson’s AAA helps with marrow. so, just wanted to say that.


#12

What about Hayato’s j.hk? That thing has stupid priority. Beats out Cyke’s priority foot and Strider’s launcher. Yeesh.


#13

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.


#14

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…


#15

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.


#16

I didn’t say never use them…just don’t overuse it…they are much better on the ground…


#17

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.:stuck_out_tongue:


#18

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…


#19

Aiight i’m goign to test out those combos right now.


#20

MVSC2: Effective Marrow strats…and WM and Hayato

I can’t get the lp bonerang to connect after commando hits. do i have to wait a little bit before throwing it?