MVSC2: Effective Marrow strats

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*Originally posted by FINAL SHOWDOWN *
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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.

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

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.

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.

  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.

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.

Any projectile assist, but Sentinel’s probably the best.

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.

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.

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.

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.

hey, who’s bonesaw in the mxc6 vids? he used marrow/colossus/storm and did pretty well against people.

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?

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?

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.

http://www.zachd.com/mvc2/#tott