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…