BatFan/Marco

From Dustloop Wiki

Overview

Marco Van de Land, the nine-year-old son of the legendary hero Silver Knight Dyna. His father disappeared when he was still a baby, but Marco has always tried to live up to his father's legacy and aspires to become like him. One morning he wakes up to find out that his older brother Urs has left home to search for their long lost father. Marco decides to follow in his brother's footsteps and embarks on an adventure with his best friend, a dragon hatchling named Char-Siu.
Heat Up!: Char-Siu!
Marco's pet and best friend Char-Siu becomes a bigger dragon with two moves
Marco

BatFan Marco Portrait.png

HP: 2680 (2903)

Damage Scale: 92.32%

Guts Level: 4

Float Factor: 4 (Little Floaty)

Jump Startup:

Backdash Time:

Backdash Startup Invincibility:

Movement Options
Feint cancel jumping attack

 Marco relies on Shoto-style footsies, whiff punish, mixups involving his dragon while in Heat Up

Pros
Cons
  • Basic Ken/Ryu style makes him an all around character
  • Good mixup potential, especially in Heat Up
  • Has multiple ways of crossing up and whiff punishing opponents
  • Can combo with Char-Siu doing massive damage
  • Great anti-air options leading to more mixups
  • Has the most attack sets of all characters
  • Taunt builds MP!
  • Heat Up locks Marco's moves until he commands the dragon
  • Has to constantly keep momentum to win the match
  • Same attacks are short ranged

External References:



Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery On Block On Hit
65 N, S All 5 - - 0 -

Quick, but very stubby jab. Can cancel into it's attack sets and itself. +0 on block means this button can be used as a good tick throw tool up close.

5B

Damage Cancel Guard Startup Active Recovery On Block On Hit
110 N, S, Super All 6 - - +3 -

Long range, fast, very good frame advantage, and can be comboed into 214C for hard knockdown. Very good all around.

c.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
320 N, S, Super All 5 - - +5 -

A very fast headbutt that does good damage and leaves you a whopping +5 on block(!). Only other normal that you can cancel this into is 6B, which doesn't combo, so make sure you use a special when hit confirming.

f.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
290 S, Super All 9 - - 0 -

An upward angled sword swing. Decent poke that has good damage and is safe on block. However, because of how this attack is angled, it may whiff on some crouching opponents unless you're closer to them. On the bright side, this button works as a usable anti-air.

5D

Damage Cancel Guard Startup Active Recovery On Block On Hit
200, 110 S, Super All 10 - - 0 -

A 2-hit lunging kick. It hits twice, dealing good damage. This medium-speed move lunges forward and essentially has no pushback from blocking, but it's +0 on block anyway. The multiple hits make this move easier to hit confirm from, leading to 214C hard knockdown meterless, and a strong 623C > 236236C combo ender with meter.

2A

Damage Cancel Guard Startup Active Recovery On Block On Hit
60 N, S, Super All 6 - - -1 -

A crouching slap. Not a great button, about the same range as 5A but slightly slower, it rapid fires like 5A, but isn't a low and doesn't have the frame advantage that 5A does. This can chain into 5B for special cancels but 5A can do the same thing. Just use 5A instead of this button.

2B

Damage Cancel Guard Startup Active Recovery On Block On Hit
70 N, S, Super Low 7 - - 0 -

A quick low kick. This move can rapid fire into itself, and it's +0 on block, making it good for tick throws. This move can cancel into 2A, and specials/supers for low combo confirms. 2B > 214C doesn't combo, but you can get hard knockdown from point-blank 2B by doing 2B > 2A > 5B > 214C.

2C

Damage Cancel Guard Startup Active Recovery On Block On Hit
270 N, S, Super All 8 - - -11 -

A skyward sword swing. Excellent anti-air with great startup and coverage, only having trouble hitting slightly/directly behind Marco. Can cancel into 2D for some reason.

2D

Damage Cancel Guard Startup Active Recovery On Block On Hit
310 N/A Low 10 - - -11 -

Large slide attack. Very unsafe. Can go under select buttons like Urs f.C when timed correctly. Not a great low profile normal but it's there.

6B

Damage Cancel Guard Startup Active Recovery On Block On Hit
180 N/A High 20 - - -6 -

An overhead stomp. Usually doesn't combo with anything normally so it's much better as a mixup when you have Char-Siu to pressure your opponent in Heat Up. The airborne frames of this move mean you can high profile some low hitting moves with the right timing.

6C

Damage Cancel Guard Startup Active Recovery On Block On Hit
240 S, Super All 9 - - -6 -

Very large poke. Can be canceled into specials and supers. Very fast poke for how much range it covers. At max range, this can't be punished on block unless you Gachi.

6D

Damage Cancel Guard Startup Active Recovery On Block On Hit
350 N/A All 22 - - -6 -

Slow poke, but can high profile some moves and will wall slam on hit for free combos.

1D

Damage Cancel Guard Startup Active Recovery On Block On Hit
140 S, Super Low 7 - - -4 -

Good range low poke. Doesn't knock down, and fairly low damage, but quite fast. The hitstun on this move is better than 2B, so if you're at a longer range and want hard knockdown from a low, 1D > 214C is your best bet. Safe on block, but the opponent takes their turn.

j.A

Damage Cancel Guard Startup Active Recovery On Block On Hit
110 N High 7 - - - -

An aerial slap. Can be canceled into j.B on hit/block, but only if you're high up in the air.

j.B

Damage Cancel Guard Startup Active Recovery On Block On Hit
135 N/A High 6 - - - -

An aerial horizontal kick. Quick startup, and very active once it comes out. Can be used as a rising air-to-air and a cross-up tool with the right spacing.

j.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
280 N/A High 9 - - - -

An aerial horizontal slash. Higher damage air-to-air tool than j.B but starts up slower and is not as active.

j.D

Damage Cancel Guard Startup Active Recovery On Block On Hit
265 N/A High 11 - - - -

A downward kick in the air. Great jump-in normal with good damage, can be used as a cross-up tool with the right timing.

j.2C

Damage Cancel Guard Startup Active Recovery On Block On Hit
320 N/A High 16 - - - -

A circular sword slash in the air. Powerful jump-in button that feels like it's made specifically for cross-ups. It's much easier to hit this cross-up spacing, but it's more obvious.

Ground Throw

Damage Cancel Guard Startup Active Recovery On Block On Hit
370 N/A N/A 3 - - - -

Grabs the opponent and gives them a good bump with his rear, causes soft knockdown, so it can be ground teched. If the opponent is Face, a bell sound will comically go off before the throw.

Special Moves

Baribari Beam/Cutter

236A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 320 N/A All 11 Until Corner - -11 -
C 260 N/A All 13 Until Corner - -14 -

Marco fires a small beam of light energy towards the opponent. The A version's projectile is quite slow, while the C version sends out a cutting beam of light energy that travels faster, deals more damage, and causes soft knockdown at the cost of a slower startup. Not as good as you would think, but it's there. Very unsafe up close.

[Frame advantage taken from point-blank.]

Dyna Blade

623A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 320 Super All 5 - - -25 -
C 280, 240 Super All 6 - - -36 -

Marco does a rising uppercut with his sword. A version hits only once and launches while causing a soft knockdown, and the C version hits twice and also launches while causing a hard knockdown. Both versions have startup invincibility, making them solid reversals or anti-airs. Can be cancelled into supers only on the first hit of the move. VERY unsafe on block.

Fanged Snake Crash

214B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 230 N/A High 22 - - -6 -
D 280 N/A High 28 - - -6 -

Marco does a short hop forward and slams the ground with his sword, causing a small shockwave. Overhead. Can be faked by holding the button. A version jumps around 1/4 screen length and does good damage, while the C version will leap almost fullscreen and ground bounce on hit. Punishable on block with quick buttons.

Hell Slash

214A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 250 N/A All 12 - - -14 -
C 300 N/A All 13 - - -16 -

A rush-and-slash attack. A version is short-ranged, faster and causes soft knockdown, while the C version causes Marco to travel a little further, is slower, but deals more damage and causes hard knockdown. Your go-to special for combo knockdowns, cancel into this.

[Frame advantage is taken from point-blank, but all spacings are unsafe.]

Char-Siu Fire

during Heat Up 236A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 120×6 - - - - - - -
C 125×6 - - - - - - -

Char-Siu breathes out fire onto his opponent, launching them into the air. During Heat-Up, this is a great attack to use at either close-range or long range, because during Char-Siu's attack, Marco can synchronize his own attacks during the fire breath.

Char-Siu Attack

during Heat Up 236B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 614 - - - - - - -
D 623 - - - - - - -

Char-Siu swoops to the opponent's position and charges at them, launching them up into the air. Again, this is another great tool to use, because Marco can synchronize his own attacks with the dragon's charge attack as well.

Super Moves

Dyna Rush

236236A/C

Damage Cancel Guard Startup Active Recovery On Block On Hit
100×3, 110, 100×2, 200×3 N/A All 3 - - - -

Marco does a multi-hit 3 Dyna Blade-style uppercut attacks with his sword, the end result will launch the opponent. Will juggle improperly if done on an airborne opponent. Invincible on startup.

Final Strike

236236B/D

Damage Cancel Guard Startup Active Recovery On Block On Hit
100, 850 N/A All 4 - - - -

A short-range attack surrounding Marco. The initial hit can connect on a grounded or airborne opponent, locking them in place for a bolt of lighting to strike them. Consistent on both grounded and airborne opponents.

Heat Up!

Char-Siu!
While in Heat Up, Marco changes significantly. His dragon pet Char-Siu follows him and can be instructed to do attacks, during which Marco can be doing something else. However, there are some complications with this that make it somewhat difficult.

There are two Dragon states which are listed below

  • Dragon Ready State: While the dragon is ready to do an attack, Marco loses the ability to do any of his regular special moves, including his supers. The only specials he can use are the Dragon Specials!
  • Dragon Active State: While the dragon is doing an attack (or recovering from one), Marco can do all of his specials and supers as normal.

Dragon Commanding
While in the Dragon Ready State, Marco can command the dragon to attack at any time, even while doing something else! Meaning, he can issue the commands on the ground, in the air, while doing an attack, and so on. This is actually important for reasons listed

  • If the dragon command is issued from standing neutral or canceled into as a special, Marco will have a 'commanding' animation which consists of him pointing forward for a bit.
  • If the dragon command is issued while Marco is busy [i.e. while he is jumping, dashing, throwing, doing one of his special attacks, doing a normal that can't be canceled into a special, etc], there will be no 'commanding' animation but the dragon will still do the attack.

Obviously the commanding animation is never wanted because it keeps Marco busy. Learning how to make the dragon attack without tying up Marco is important to using it. Used properly, Marco can do some elaborate combos into and out of dragon attacks.

Super Cancelling
Dyna Rush can cancel to Final Strike during Heat Up.

Strategy

Offense

Okizeme

  • On normal knockdowns, you can use 2B 2B to pressure and confirm. You can also mix in 5D or go for a crossup j2C to catch an impatient opponent.

Defense

Anti-air

  • While 2C may appear to be the strongest anti-air at first, 5C is an even stronger anti-air. You’ll mostly use that. You can react to an opponent’s Gachi with a cancel to 623C, 236P, 214K, 214[K], etc to vary the timing they have to Gachi. If you’ve got meter to spare, cancelling to 236236P is very difficult to parry and is very likely to hit.
  • Marco doesn’t often choose to air-to-air, but if you have to, jC and jA work well.
  • Obviously his Dyna Blade have invincibility on startup, but is very punishable on block, whiff, or gachi.

Neutral

  • Use 6C and 5D to check the opponent and hitconfirm into 214C. You’re mainly looking to get the Hell Slash hard knockdown and transition from there into Heat Up oki. 5D is especially good for this as a two-hit normal that’s easy to hitconfirm and hard to Gachi Drive reliably.
  • One valuable technique to use on your approach is a simultaneous Heat Up and Charsiu Attack. You can input this either with 236A+B+C or via negative edge by inputting 236[B+D]~]B[. You can do this while dashing in with 2B and then mix high or low with 6B and 2B. If this simple mixup lands, the Charsiu Attack will combo and launch, and you’ll be able to follow up with a 623C for a hard knockdown into Fire oki.
  • With the opponent in the corner, you can do a simultaneous Heat Up and Charsiu Fire to similar effect. The best ways to input this are similarly 236B+C+D or negative edge with 236[A+C]~]C[. You can also use Heat Up then buffer the Charsiu Fire behind a backdash. From this setup, Marco can attack incredibly well. Try following up with some of the following patterns:
    • c.C 1D
    • 1D 214B
  • If your sequence lands during Fire, you can easily follow up with 2C 2D or a button cancelled into 623C for a hard knockdown to reset the situation with a 236A meaty.

Attack Sets

5A > 5A/2A/5B/2B

5A > 6B [Does not combo]

2A > 2A/5A/5B/2B

2B > 2A

5B > c.C

5B > 6D [Does not combo]

c.C > 6B

2C > 2D

j.A > j.B

Combos

Basic:

  • 2B 2A 5B 214C
  • 2B 2A 5B 236236P
  • 2B 2B 623C
  • 2B 2B 623C(1) 236236P

2B sets are harder to hit confirm but do more damage than chaining to 5B.


  • 5B c.C 214C
  • 5B c.C 623C(1) 236236P

Strongest set. On block, c.C will give you big frame advantage instead.


  • c.C, 5B 214C

Hit confirmable link off c.C. Slightly stronger than 5B c.C. Not really that useful?


  • (Crossup) j.2C |> f.C 214C
  • 6D, 214C (Knockdown)
  • 6D, 623A (Damage)
  • 6D, 236236K
  • (Mid) 214D, 214C (Knockdown)
  • (Mid) 214D, f.C 214[D] (Reset)
  • (Corner) 214D, c.C (Reset)
  • (Corner) 214D, 623C (Knockdown)
  • (Corner) 214D, 623C(1) 236236K


Note: Counter-hit 214B gives access to the same combos as above, but also gives access to these:

  • (Mid) CH 214B, 66 c.C 214[D] (Reset)
  • (Mid) CH 214B, 66 623C (Damage + Knockdown)
  • (Mid) CH 214B, 66 623C(1) 236236K


Gachi Counter:

  • AA c.C 623A
  • AA c.C 236236K
  • (Close)c.C 623C
  • (Close)c.C 623C(1) 236236P/K
  • (Far)6C 214C or 236236P

High Gachi Drive:

  • j.C, c.C, 66 623C
  • j.C, c.C, 66 623C(1) 236236K
  • j.D, j.C, 623C
    • Basic meterless combo ending in a hard knockdown.
  • (midscreen) j.D, 6D, 623C (236236K)
    • Basic meterless midscreen combo. A little harder, a little more damage.
  • Heat Up 236D, 6D, c.C, j.2C (d.236A)
    • Heat Up combo into Fire oki. Input Fire on the way down from j.2C.
  • Heat Up j.D, 236D, 6D, 623C (d.236A or d.236B)
    • Another example of Heat Up into Fire oki. Input your oki option while falling from 623C.
  • Heat Up j.D, d.236D, 6D, 236236K
    • Simple 2 bar combo. Use this if it’ll kill.

Low Gachi Drive:

  • 66, c.C f.C 6C 2D 623C
  • 66, c.C f.C 6C 2D 623C(1) 236236K
  • 66, j.D 5D 1D 2D 623C (236236K)
    • A relatively simple Low Gachi combo for big damage.
  • Heat Up 66, j.B j.D d.236C c.C f.C 5D 1D 2D 623C 236236K
    • Simple 2 bar combo for more damage than the above.

Loop Combos

Optimal loop combos work on Cedric, Ashley, Freed, Face, Donvalve, Deathbringer. Use the universal combo listed below for the rest of the cast.

  • Heat Up 66, j.B j.D d.236C c.C f.C 6C (fire hits) 66, j.A j.B j.D d.236C c.C f.C 6C (fire hits) 66, j.A j.B j.D d.236C c.C f.C 6C (fire hits) 66, j.A j.B j.D d.236C c.C f.C (fire hits) c.C 5D 236236B
    • Old version loop combo. 236236B hits as final strike(1) > Charsiu Attack > final strike(2)
  • Heat Up 66, j.B j.D d.236C c.C f.C (fire hits) 66, j.A j.B j.D d.236C c.C f.C (fire hits) 66, j.A j.B j.C d.236C 5B f.C (fire hits) 5D 236236B
    • Nesica and Revised Edition loop combo, shortened due to increased pushback.
  • Heat Up 66, j.B j.D d.236C c.C f.C (fire hits) 66, j.A j.B j.D d.236C c.C f.C (fire hits) 66, j.A j.B j.D d.236B 5B (attack hits) 623C 236236B
    • Alternate loop combo.
  • Heat Up 66, j.D d.236C c.C f.C (fire hits) j.D c.C 5D d.236A 1D (fire hits) 5D 236236B
    • Universal loop combo. Use this on smaller characters.


Heat Up:

  • Throw, d.236B
  • (Mid)d.236A/C, Throw
  • (Corner)d.236A/C, Throw, 623C


  • d.236 6B, 2D, 623A
  • d.236 6B, 1D, 66 623C
  • d.236 6B, 6B, 66 623C

Dash setup. Press the button for the Dragon attack while you are dashing to prevent Marco from doing the command animation, thus allowing a very fast mixup.


  • j.2C d.236B |> 2C 623C (Easy)
  • j.2C d.236B |> 1D, 66 623C (Harder)
  • j.2C d.236B |> 1D, 66 623C(1) 236236K

Crossup setup, good for Okizemi. Input for dragon command must be done forward, it does not change because you crossed up.


  • (Mid)d.236A/C (mixup), c.C 623C
  • (Mid)d.236A/C (mixup), c.C 623C(1) 236236P, d.236B/D
  • (Corner)d.236A/C (mixup), c.C 623C, d.236B

For mixup, you can use 6B or 214B or 2B or 1D or whatever else you feel like. Great for usage as Okizemi.



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