(Removed redundant category) |
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==Move List== | ==Move List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_5A.png | |image=BatFan_Marco_5A.png | ||
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}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BatFan_Marco_5B.png | |image=BatFan_Marco_5B.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_cC.png | |image=BatFan_Marco_cC.png | ||
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}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BatFan_Marco_fC.png | |image=BatFan_Marco_fC.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_5D.png | |image=BatFan_Marco_5D.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_2A.png | |image=BatFan_Marco_2A.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_2B.png | |image=BatFan_Marco_2B.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_2C.png | |image=BatFan_Marco_2C.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_2D.png | |image=BatFan_Marco_2D.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_6B.png | |image=BatFan_Marco_6B.png | ||
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}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BatFan_Marco_6C.png | |image=BatFan_Marco_6C.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_6D.png | |image=BatFan_Marco_6D.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_1D.png | |image=BatFan_Marco_1D.png | ||
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}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BatFan_Marco_jA.png | |image=BatFan_Marco_jA.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_jB.png | |image=BatFan_Marco_jB.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_jC.png | |image=BatFan_Marco_jC.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_jD.png | |image=BatFan_Marco_jD.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_j2C.png | |image=BatFan_Marco_j2C.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_throw.png | |image=BatFan_Marco_throw.png | ||
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===Special Moves=== | ===Special Moves=== | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_bariBeam.png | |image=BatFan_Marco_bariBeam.png | ||
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}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BatFan_Marco_dynaBlade.png | |image=BatFan_Marco_dynaBlade.png | ||
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}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BatFan_Marco_snakeCrash.png | |image=BatFan_Marco_snakeCrash.png | ||
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}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BatFan_Marco_hellSlash.png | |image=BatFan_Marco_hellSlash.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_charSiuFire1.png | |image=BatFan_Marco_charSiuFire1.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_charSiuAttack1.png | |image=BatFan_Marco_charSiuAttack1.png | ||
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===Super Moves=== | ===Super Moves=== | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_dynaRush.png | |image=BatFan_Marco_dynaRush.png | ||
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}} | }} | ||
}} | }} | ||
==== ==== | |||
{{MoveData | {{MoveData | ||
|image=BatFan_Marco_finalStrike.png | |image=BatFan_Marco_finalStrike.png |
Revision as of 20:11, 8 November 2019
Marco |
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HP: 2680 (2903) Damage Scale: 92.32% Guts Level: 4 Float Factor: 2 Jump Startup: Backdash Time: Backdash Startup Invincibility:
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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.
Pros/Strengths:
- 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!
Cons/Weaknesses:
- 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
Heat Up!: Char-Siu!
Marco's pet and best friend Char-Siu becomes a bigger dragon with two moves
External References:
- Japanese Name: マルコ
- Japanese Wiki
Move List
Normal Moves
5A |
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5B |
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c.C |
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f.C |
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5D |
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2A |
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2B |
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2C |
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2D |
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6B |
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6C |
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6D |
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1D |
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j.A |
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j.B |
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j.C |
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j.D |
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j.2C |
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Ground Throw |
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Special Moves
Baribari Beam/Cutter 236A/C |
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Dyna Blade 623A/C |
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Fanged Snake Crash 214B/D |
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Hell Slash 214A/C |
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Char-Siu Fire during Heat Up 236A/C |
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Char-Siu Attack during Heat Up 236B/D |
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Super Moves
Dyna Rush 236236A/C |
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Final Strike 236236B/D |
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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.
Strategy
Offense
Defense
Neutral
Attack Sets
Combos
• HUD •
Controls •
System Data •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Misc •
- Attack Sets
- Air Recovery
- Blue Hit
- Dash Jump
- Delay
- Double Jump
- Gatchi Match
- Gatchi Drive
- Ground Recovery
- Guts
- G-Counter
- Hard Knockdown
- Heat Up
- High Gatchi Drive (HGD or 6G)
- High Jump
- HP
- Instant Air Dash
- Instant Heat Up
- Juggle
- Jump Cancel
- Low Gatchi Drive (LGD or 3G)
- MP
- Red Hit
- Same Move Penalty
- Super Armor
- Super Cancel