BatFan/Marco: Difference between revisions

From Dustloop Wiki
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  |startup=
  |startup=
  |frameAdv=
  |frameAdv=
  |description=Description
  |description=Grabs the opponent and gives them a good bump with his rear. If the opponent is Face, a bell sound will comically go off before the throw.
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  |startup=
  |startup=
  |frameAdv=
  |frameAdv=
  |description=Description
  |description=Marco fires a small beam of light energy towards the opponent. The A version is short ranged, while the C version sends out a cutting beam of light energy that travels faster, has more range, and deals more damage.
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  |startup=
  |startup=
  |frameAdv=
  |frameAdv=
  |description=Description
  |description=Marco does a rising uppercut with his sword. A version hits only once and launches, while the C version hits twice and also launches, as well.
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  |startup=
  |startup=
  |frameAdv=
  |frameAdv=
  |description=Description
  |description=Marco does a short hop forward and slams the ground with his sword, causing a small shockwave. As always, use the C version, which deals more damage.
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  |startup=
  |startup=
  |frameAdv=
  |frameAdv=
  |description=Description
  |description=A rush-and-slash attack. A version is short-ranged, while the C version causes Marco to travel a little further and deals more damage.
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  |startup=
  |startup=
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  |frameAdv=
|Description=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.
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  |startup=
  |startup=
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  |frameAdv=
|Description=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.
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  |startup=3
  |startup=3
  |frameAdv=
  |frameAdv=
  |description=Description
  |description=Marco does a multi-hit 3 Dyna Blade-style uppercut attacks with his sword, the end result will launch the opponent.
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  |startup=4
  |startup=4
  |frameAdv=
  |frameAdv=
  |description=Description
  |description=A short-range attack. If the initial hit connects, finishes with an explosion that hits at the opponent's position, even if they are in the air.
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Revision as of 17:03, 9 November 2019

Marco
BatFan Marco Portrait.png

HP: 2680 (2903)

Damage Scale: 92.32%

Guts Level: 4

Float Factor: 2

Jump Startup:

Backdash Time:

Backdash Startup Invincibility:

Movement Options
Feint cancel jumping attack
Play-style
Shoto-style footsies, whiff punish, mixups involving his dragon while in Heat Up

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:



Move List

Normal Moves

5A
BatFan Marco 5A.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
65 - - 5 - - 0 -

Description

5B
BatFan Marco 5B.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
110 - - 6 - - +3 -

Description

c.C
BatFan Marco cC.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
320 - - 5 - - +5 -

Description

f.C
BatFan Marco fC.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
290 - - 9 - - 0 -

Description

5D
BatFan Marco 5D.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
200, 110 - - 10 - - 0 -

Description

2A
BatFan Marco 2A.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
60 - - 6 - - -1 -

Description

2B
BatFan Marco 2B.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
70 - - 7 - - 0 -

Description

2C
BatFan Marco 2C.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
270 - - 8 - - -11 -

Description

2D
BatFan Marco 2D.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
310 - - 10 - - -11 -

Description

6B
BatFan Marco 6B.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
180 - - 20 - - -6 -

Description

6C
BatFan Marco 6C.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
240 - - 9 - - -6 -

Description

6D
BatFan Marco 6D.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
350 - - 22 - - -6 -

Description

1D
BatFan Marco 1D.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
140 - - 7 - - -4 -

Description

j.A
BatFan Marco jA.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
110 - - - - - - -

Description

j.B
BatFan Marco jB.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
135 - - - - - - -

Description

j.C
BatFan Marco jC.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
280 - - - - - - -

Description

j.D
BatFan Marco jD.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
265 - - - - - - -

Description

j.2C
BatFan Marco j2C.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
320 - - - - - - -

Description

Ground Throw
BatFan Marco throw.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
370 - - - - - - -

Grabs the opponent and gives them a good bump with his rear. If the opponent is Face, a bell sound will comically go off before the throw.

Special Moves

Baribari Beam/Cutter
236A/C
BatFan Marco bariBeam.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 320 - - - - - - -
C 260 - - - - - - -

Marco fires a small beam of light energy towards the opponent. The A version is short ranged, while the C version sends out a cutting beam of light energy that travels faster, has more range, and deals more damage.

Dyna Blade
623A/C
BatFan Marco dynaBlade.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 320 - - - - - - -
C 280, 240 - - - - - - -

Marco does a rising uppercut with his sword. A version hits only once and launches, while the C version hits twice and also launches, as well.

Fanged Snake Crash
214B/D
BatFan Marco snakeCrash.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 230 - - - - - - -
D 280 - - - - - - -

Marco does a short hop forward and slams the ground with his sword, causing a small shockwave. As always, use the C version, which deals more damage.

Hell Slash
214A/C
BatFan Marco hellSlash.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 250 - - - - - - -
C 300 - - - - - - -

A rush-and-slash attack. A version is short-ranged, while the C version causes Marco to travel a little further and deals more damage.

Char-Siu Fire
during Heat Up 236A/C
BatFan Marco charSiuFire1.png
BatFan Marco charSiuFire2.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 120*6 - - - - - - -
C 125*6 - - - - - - -

Char-Siu Attack
during Heat Up 236B/D
BatFan Marco charSiuAttack1.png
BatFan Marco charSiuAttack2.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 614 - - - - - - -
D 623 - - - - - - -

Super Moves

Dyna Rush
236236A/C
Damage Cancel Guard Startup Active Recovery On Block On Hit
100*3, 110, 100*2, 200*3 - - 3 - - - -

Marco does a multi-hit 3 Dyna Blade-style uppercut attacks with his sword, the end result will launch the opponent.

Final Strike
236236B/D
Damage Cancel Guard Startup Active Recovery On Block On Hit
100, 850 - - 4 - - - -

A short-range attack. If the initial hit connects, finishes with an explosion that hits at the opponent's position, even if they are in the air.

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