BatFan/Marco

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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[edit]

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[edit]

Normal Moves[edit]

5A[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
65 - - 5 - - 0
[edit]

Description

5B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
110 - - 6 - - +3
[edit]

Description

c.C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
320 - - 5 - - +5
[edit]

Description

f.C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
290 - - 9 - - 0
[edit]

Description

5D[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
200, 110 - - 10 - - 0
[edit]

Description

2A[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
60 - - 6 - - -1
[edit]

Description

2B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
70 - - 7 - - 0
[edit]

Description

2C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
270 - - 8 - - -11
[edit]

Description

2D[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
310 - - 10 - - -11
[edit]

Description

6B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
180 - - 20 - - -6
[edit]

Description

6C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
240 - - 9 - - -6
[edit]

Description

6D[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
350 - - 22 - - -6
[edit]

Description

1D[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
140 - - 7 - - -4
[edit]

Description

j.A[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
110 - - - - - -
[edit]

Description

j.B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
135 - - - - - -
[edit]

Description

j.C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
280 - - - - - -
[edit]

Description

j.D[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
265 - - - - - -
[edit]

Description

j.2C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
320 - - - - - -
[edit]

Description

Ground Throw[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
370 - - - - - -
[edit]

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[edit]

Baribari Beam/Cutter[edit]

236A/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv
A 320 - - - - - -
C 260 - - - - - -
[edit]

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[edit]

623A/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv
A 320 - - - - - -
C 280, 240 - - - - - -
[edit]

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[edit]

214B/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv
B 230 - - - - - -
D 280 - - - - - -
[edit]

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[edit]

214A/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv
A 250 - - - - - -
C 300 - - - - - -
[edit]

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[edit]

during Heat Up 236A/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv
A 120*6 - - - - - -
C 125*6 - - - - - -
[edit]

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[edit]

during Heat Up 236B/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv
B 614 - - - - - -
D 623 - - - - - -
[edit]

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[edit]

Dyna Rush[edit]

236236A/C

Damage Cancel Guard Startup Active Recovery Frame Adv
100*3, 110, 100*2, 200*3 - - 3 - - -
[edit]

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

Final Strike[edit]

236236B/D

Damage Cancel Guard Startup Active Recovery Frame Adv
100, 850 - - 4 - - -
[edit]

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![edit]

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[edit]

Offense[edit]

Defense[edit]

Neutral[edit]

Attack Sets[edit]

Combos[edit]


Battle Fantasia
System Explanations

HUDControlsSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesMisc