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==Introduction== | ==Introduction== | ||
'''Marco Rodriguez''' | '''Marco Rodriguez'''. Also known as '''Marco Rodrigues''' when using Portuguese spelling. Otherwise known for his English localized name -- '''Khushnood Butt'''. | ||
== Gameplay == | == Gameplay == | ||
Line 14: | Line 14: | ||
* '''Good offensive pressure and damaging conversions, even without meter''' | * '''Good offensive pressure and damaging conversions, even without meter''' | ||
* '''Safe on block break move that can be easily comboed into''' | * '''Safe on block break move that can be easily comboed into''' | ||
* '''Best fireball in the game; travels very fast, does high damage, and | * '''Best fireball in the game; travels very fast, does high damage, and does even more damage while knocking down up close''' | ||
* '''Relatively fast command normal overhead that can lead to a full combo''' | * '''Relatively fast command normal overhead that can lead to a full combo''' | ||
|cons= | |cons= | ||
Line 43: | Line 43: | ||
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar. | * Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar. | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | |||
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Dashing || align="center" | Jumping | |||
|- | |||
| align="center"; valign="bottom" | [[File:Garou Marco Stand.png]] || align="center"; valign="bottom" | [[File:Garou Marco Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Marco Dash.png]] || align="center"; valign="bottom" | [[File:Garou Marco Jump.png]] | |||
|- | |||
| align="center" | || align="center" | || align="center" | || align="center" | 35F | |||
|} | |||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Close 5A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco c5A.png | ||
|name= | |name=c.5A | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 72: | Line 78: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Close 5B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco c5B.png | ||
|name= | |name=c.5B | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 99: | Line 105: | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Close 5C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco c5C.png | ||
|image2= | |image2=Garou_Marco c5C_1.png | ||
|name= | |name=c.5C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 127: | Line 133: | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Close 5D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco c5D.png | ||
|name= | |name=c.5D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 156: | Line 162: | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Far 5A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco f5A.png | ||
|name= | |name=f.5A | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 177: | Line 183: | ||
|Cancel on Block=X / ∞ | |Cancel on Block=X / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs, and | |description= Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs, and for pressure/jab link combos off of close standing A | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Far 5B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco f5B.png | ||
|name= | |name=f.5B | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 202: | Line 208: | ||
|Cancel on Block=X | |Cancel on Block=X | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description=An ok poke with no conversions. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Far 5C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco f5C.png | ||
|name= | |name=f.5C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 227: | Line 233: | ||
|Cancel on Block=X | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= A mostly worse cr.d with a bit better damage, long range but punishable by some supers on hit, and has little reward. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Far 5D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco f5D.png | ||
|name= | |name=f.5D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 255: | Line 261: | ||
Whiffs on crouching opponents. | Whiffs on crouching opponents. | ||
<gallery class="mw-collapsible"> | |||
Garou Marco f5D 1.png|C Kara Cancel | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
Line 262: | Line 271: | ||
===Crouching Normals=== | ===Crouching Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">2A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco 2A.png | ||
|name= | |name=2A | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 283: | Line 292: | ||
|Cancel on Block=X / ∞ | |Cancel on Block=X / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description=A solid jab up close for pressure or to beat out someone else with it's speed | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">2B</span> ===== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco 2B.png | ||
|name= | |name=2B | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 310: | Line 317: | ||
|Cancel on Block=X / ∞ | |Cancel on Block=X / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description= More or less cr.a but a bit better due to the slightly better damage and hitting low. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">2C</span> ===== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco 2C.png | ||
|image2= | |image2=Garou_Marco 2C_1.png | ||
|name= | |name=2C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 338: | Line 343: | ||
|Cancel on Block=◯ | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description=A decent anti-air | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">2D</span> ===== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco 2D.png | ||
|name= | |name=2D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 365: | Line 368: | ||
|Cancel on Block=X | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description=A solid sweep, your farthest reaching grounded normal. | ||
}} | }} | ||
}} | }} | ||
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===Jumping Normals=== | ===Jumping Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">jA</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco jA.png | ||
|name= | |name=j.A | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 396: | Line 399: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">jB</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco jB.png | ||
|name= | |name=j.B | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 425: | Line 428: | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">jC</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco jC.png | ||
|name= | |name=j.C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 446: | Line 449: | ||
|Cancel on Block=X | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= Only use it as an air mixup due to it's slower startup. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">jD</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco jD.png | ||
|name= | |name=j.D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 479: | Line 482: | ||
===Command Normals=== | ===Command Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Kyokugen Hiji (6A)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco 6A.png | ||
|name=Kyokugen Hiji | |name=Kyokugen Hiji | ||
|subtitle= | |subtitle=6A | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 508: | Line 511: | ||
===Universal Moves=== | ===Universal Moves=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco 5AB.png | ||
|name= | |name=5A+B | ||
|subtitle=Lower-body evasion attack | |subtitle=Lower-body evasion attack | ||
|caption= | |caption= | ||
Line 529: | Line 532: | ||
|Cancel on Block=X | |Cancel on Block=X | ||
|Guard Crush Value=6 | |Guard Crush Value=6 | ||
|description= | |description= Much worse overhead option than the command light punch. | ||
Longer range to help open someone up, but it converts into nothing and is much slower. | |||
<gallery class="mw-collapsible"> | |||
Garou_Marco 5AB 1.png|Frame 1 Lower-Body Invincibility | |||
Garou_Marco 5AB.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco_2AB.png | ||
|name=2A+B | |||
|name= | |||
|subtitle=Upper-body evasion attack | |subtitle=Upper-body evasion attack | ||
|caption= | |caption= | ||
Line 558: | Line 564: | ||
|Guard Crush Value=6 | |Guard Crush Value=6 | ||
|description=1~6F upper-body invincibility. | |description=1~6F upper-body invincibility. | ||
<gallery class="mw-collapsible"> | |||
Garou_Marco_2AB 1.png|Upper-Body Invincible Frames | |||
Garou_Marco_2AB 2.png|Vulnerable Startup | |||
Garou_Marco_2AB.png|Active | |||
Garou_Marco_2AB 3.png|Recovery | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
Line 563: | Line 575: | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">T.O.P. Attack (CD)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou Marco CD.png | ||
|name=Zanretsuken (T.O.P. Attack) | |name=Zanretsuken (T.O.P. Attack) | ||
|input= | |input=C+D (T.O.P. Only) | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 585: | Line 597: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=2×8, 9 | |Guard Crush Value=2×8, 9 | ||
|description= One of the better T.O.P moves, has: | |description= | ||
One of the better T.O.P moves, has: | |||
Respectable damage by itself | |||
Used in some counter hit juggle combos | |||
Used in chip kill scenarios | |||
Potentially useful as GC bait | |||
A single hit usually also launches them high, whether it's one hit or all of them, it always results in a hard knockdown, | |||
this sets up no oki or combos but at least returns to neutral. | |||
<gallery class="mw-collapsible"> | |||
Garou Marco CD.png| | |||
Garou_Marco CD 1.png|Alternates between this hitbox and the first | |||
Garou_Marco CD 2.png|Ending hit | |||
Garou_Marco CD 3.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
Line 597: | Line 623: | ||
===Throws=== | ===Throws=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Ground Throw</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco Throw.png | ||
|name=Kyokugen Zu Tsuki | |name=Kyokugen Zu Tsuki | ||
|input='''Close''' | |input='''Close''' 4/6C | ||
|subtitle=Headbutt | |subtitle=Headbutt | ||
|caption= | |caption= | ||
Line 609: | Line 635: | ||
|Damage=14 | |Damage=14 | ||
|Guard= | |Guard= | ||
|Startup= | |Startup=0 | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
Line 619: | Line 645: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value= | |Guard Crush Value= | ||
|description= Has good corner carry | |description= A standard throw to open opponents up. Has good corner carry. | ||
}} | }} | ||
}} | }} | ||
Line 625: | Line 651: | ||
===Feints=== | ===Feints=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Forward Feint (6AC)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco 6AC.png | ||
|name= | |name=6A+C | ||
|subtitle=Forward Feint | |subtitle=Forward Feint | ||
|caption= | |caption= | ||
Line 652: | Line 678: | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Down Feint (2AC)</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Marco 2AC.png | ||
|name= | |name=2A+C | ||
|subtitle=Down Feint | |subtitle=Down Feint | ||
|caption= | |caption= | ||
Line 680: | Line 706: | ||
===Special Moves=== | ===Special Moves=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Ko-ou Ken (236P)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou Marco 236A.png | ||
|name=Ko-ou Ken | |name=Ko-ou Ken | ||
|input= | |input=236A/C | ||
|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
Line 697: | Line 723: | ||
Honestly both are used somewhat evenly, keeps people on their toes at further ranges. | Honestly both are used somewhat evenly, keeps people on their toes at further ranges. | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=A | ||
|Damage=13(18) | |Damage=13(18) | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 713: | Line 739: | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=C | ||
|Damage=14(22) | |Damage=14(22) | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 730: | Line 756: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Hien Shippu Kyaku (236K)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou Marco 236B.png | ||
|image2=Garou Marco 236D.png | |||
|name=Hien Shippu Kyaku | |name=Hien Shippu Kyaku | ||
|input= | |input= 236B/D | ||
|subtitle= | |subtitle= | ||
|caption= | |caption=B | ||
|caption2=D | |||
|data= Niche special move, way too minus on block and has few, if any combos for general use in most scenarios.<br> | |data= Niche special move, way too minus on block and has few, if any combos for general use in most scenarios.<br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=B | ||
|Damage=8, 9 | |Damage=8, 9 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 756: | Line 784: | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=D | ||
|Damage=8, 10 | |Damage=8, 10 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 769: | Line 797: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=4, 4 | |Guard Crush Value=4, 4 | ||
|description= Smelly special move, mainly used as a callout read and little else. Second hit knocks down, while being surprisingly stubby. Pretty much the whole orange flash ISN'T a hitbox.<br><br> Potentially decent as anti-air GC | |description= Smelly special move, mainly used as a callout read and little else. Second hit knocks down, while being surprisingly stubby. Pretty much the whole orange flash ISN'T a hitbox.<br><br> Potentially decent as anti-air GC, but mind them going for an air JD as a response. The second hit will whiff on ALL crouching opponents on the ground, even Tizoc! | ||
<gallery class="mw-collapsible"> | |||
Garou Marco 236D.png| | |||
Garou Marco 236D 1.png| | |||
Garou_Marco 236D 2.png| | |||
Garou_Marco_236D_3.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Kohou (623P)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
| name=Kohou | | name=Kohou | ||
| input= | | input=623A/C (Break OK) | ||
| subtitle= | | subtitle= | ||
| image= | | image=Garou Marco 623A.png | ||
| caption= | | caption= | ||
| linkname= | | linkname= | ||
| data = | | data = | ||
<gallery class="mw-collapsible"> | |||
Garou Marco 623A.png| | |||
Garou Marco 623A 1.png|Does not come out when braked | |||
</gallery> | |||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version =A | ||
| Damage =10 | | Damage =10 | ||
| Guard = | | Guard = | ||
Line 803: | Line 841: | ||
| header = | | header = | ||
| subtitle = | | subtitle = | ||
| version = | | version =A Break | ||
| Damage =10 | | Damage =10 | ||
| Guard = | | Guard = | ||
Line 818: | Line 856: | ||
| description = Used more in the corner and in close range, when you would want a safer option than his C break, as there will be more pushback on block and will still be safe on JD. | | description = Used more in the corner and in close range, when you would want a safer option than his C break, as there will be more pushback on block and will still be safe on JD. | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = | | version =C | ||
| Damage =10 | | Damage =10 | ||
| Guard = | | Guard = | ||
Line 852: | Line 876: | ||
| header = | | header = | ||
| subtitle = | | subtitle = | ||
| version = | | version =C Break | ||
| Damage =10 | | Damage =10 | ||
| Guard = | | Guard = | ||
Line 869: | Line 893: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Harai (214A/B)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou Marco 214A.png | ||
|image2=Garou Marco 214B.png | |||
|name=Harai | |name=Harai | ||
|input= | |input= 214A/B | ||
|subtitle= | |subtitle= | ||
|caption= | |caption=A | ||
|caption2=B | |||
|data= Both are more useful as dash replacements for gaining meter, as the counter active frames are pretty short. | |data= Both are more useful as dash replacements for gaining meter, as the counter active frames are pretty short. | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|subtitle=Jou-dan (High/Mid) | |subtitle=Jou-dan (High/Mid) | ||
|version= | |version=A | ||
|Damage=15 | |Damage=15 | ||
|Guard=Mid | |Guard=Mid | ||
Line 896: | Line 922: | ||
4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F. | 4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F. | ||
<gallery class="mw-collapsible"> | |||
Garou Marco 214A 1.png|Startup upper-body invincibility | |||
</gallery> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|subtitle=Ge-dan (Low) | |subtitle=Ge-dan (Low) | ||
|version= | |version=B | ||
|Damage=15 | |Damage=15 | ||
|Guard=Mid | |Guard=Mid | ||
Line 915: | Line 944: | ||
1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F. | 1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F. | ||
<gallery class="mw-collapsible"> | |||
Garou Marco 214B 1.png|Startup lower-body invincibility | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Ryuu-sen Ken ([C])</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou Marco -C-_1.png | ||
|name=Ryuu-sen Ken | |name=Ryuu-sen Ken | ||
|input= | |input= [C] | ||
|subtitle= | |subtitle= | ||
|caption= | |caption=Startup lower-body invincibility | ||
|data= | |data= | ||
You need to hold C to charge this, so it's kinda risky and gimmicky.<br><br> | You need to hold C to charge this, so it's kinda risky and gimmicky.<br><br> | ||
Line 938: | Line 970: | ||
Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender. <br> | Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender. <br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=120F | ||
|subtitle=2 Second Charge | |||
|Damage=15 | |Damage=15 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 951: | Line 984: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=7 | |Guard Crush Value=7 | ||
|description= | |description= | ||
<gallery class="mw-collapsible"> | |||
Garou Marco -C-.png| | |||
</gallery> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=240F | ||
|subtitle=4 Second Charge | |||
|Damage=18 | |Damage=18 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 967: | Line 1,004: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=8 | |Guard Crush Value=8 | ||
|description= | |description= | ||
<gallery class="mw-collapsible"> | |||
Garou Marco -C- LV2.png| | |||
</gallery> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=480F | ||
|subtitle=8 Second Charge | |||
|Damage=22 | |Damage=22 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 983: | Line 1,024: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=9 | |Guard Crush Value=9 | ||
|description= | |description= | ||
<gallery class="mw-collapsible"> | |||
Garou Marco -C- LV3.png| | |||
</gallery> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=960F | ||
|subtitle=16 Second Charge | |||
|Damage=10, 10, 10 | |Damage=10, 10, 10 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 999: | Line 1,044: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=4×3 | |Guard Crush Value=4×3 | ||
|description= | |description=Travels really far so sometimes a decent burst option or for a GC against projectiles | ||
<gallery class="mw-collapsible"> | |||
Garou Marco -C- LV4.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Ko-sen Kyaku ([D])</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou Marco -D-_1.png | ||
|name=Ko-sen Kyaku | |name=Ko-sen Kyaku | ||
|input= | |input= [D] | ||
|subtitle= | |subtitle= | ||
|caption= | |caption=Startup upper-body invincibility | ||
|data= | |data= | ||
Requires holding down the D button to charge. Like | Requires holding down the D button to charge. Like Ryuu-sen Ken, but less risk and less reward, you don't lose much outside of:<br> | ||
-Sweep<br> | -Sweep<br> | ||
-A Great jump-in<br> | -A Great jump-in<br> | ||
Line 1,022: | Line 1,070: | ||
Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos. <br><br> | Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos. <br><br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=120F | ||
|subtitle=2 Second Charge | |||
|Damage=15 | |Damage=15 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 1,035: | Line 1,084: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=8 | |Guard Crush Value=8 | ||
|description= | |description= | ||
<gallery class="mw-collapsible"> | |||
Garou Marco -D-.png| | |||
</gallery> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=240F | ||
|subtitle=4 Second Charge | |||
|Damage=18 | |Damage=18 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 1,051: | Line 1,104: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=8 | |Guard Crush Value=8 | ||
|description= | |description= | ||
<gallery class="mw-collapsible"> | |||
Garou Marco -D- LV2.png| | |||
</gallery> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=480F | ||
|subtitle=8 Second Charge | |||
|Damage=22 | |Damage=22 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 1,067: | Line 1,124: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=9 | |Guard Crush Value=9 | ||
|description= | |description= | ||
<gallery class="mw-collapsible"> | |||
Garou Marco -D- LV3.png| | |||
</gallery> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version= | |version=960F | ||
|subtitle=16 Second Charge | |||
|Damage=10, 10, 10 | |Damage=10, 10, 10 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 1,083: | Line 1,144: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=4×3 | |Guard Crush Value=4×3 | ||
|description= | |description= | ||
<gallery class="mw-collapsible"> | |||
Garou Marco -D- LV4.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
===Super Moves=== | ===Super Moves=== | ||
===== <span class="invisible-header">Haou Shoukou Ken (236236P)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image = | |image =Garou Marco 236236A.png | ||
|image2=Garou Marco 236236C.png | |||
|name =Haou Shoukou Ken | |name =Haou Shoukou Ken | ||
|input = | |input =236236A/C (S/P Power) | ||
|caption= | |caption=A | ||
|data= | |caption2=C | ||
|data= Beware that this looks bigger than it really is. Easier to hit all it's damage than with Kyokugen Kohou, as this is harder to miss all the hits with. | |||
<br> <br> | |||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = | |version =A | ||
|Damage=33 | |Damage=33 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 1,111: | Line 1,179: | ||
|description= Commonly used as an OTG conversion after a counter hit from farther away. If Marco performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG. | |description= Commonly used as an OTG conversion after a counter hit from farther away. If Marco performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG. | ||
1~7F full-body invincibility. | 1~7F full-body invincibility. <br> | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|header = | |header = | ||
|version = | |version =C | ||
|Damage=14, 14, 14, 14 | |Damage=14, 14, 14, 14 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 1,134: | Line 1,202: | ||
}} | }} | ||
===== <span class="invisible-header">Kyokugen Kohou (236236K)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image = | |image =Garou Marco 236236B.png | ||
|image2=Garou Marco 236236D.png | |||
|name =Kyokugen Kohou | |name =Kyokugen Kohou | ||
|input = | |input =236236B/D (S/P Power) | ||
|caption= | |caption=B | ||
|caption2=D | |||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = | |version =B | ||
|Damage=7×7 | |Damage=7×7 | ||
|Guard=Mid | |Guard=Mid | ||
Line 1,160: | Line 1,229: | ||
1~4F full-body invincibility. | 1~4F full-body invincibility. | ||
<gallery class="mw-collapsible"> | |||
Garou Marco 236236B.png| | |||
Garou Marco 236236B 1.png| | |||
Garou Marco 236236B 2.png| | |||
</gallery> | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
| header = | | header = | ||
|version = | |version =D | ||
|Damage=9×2, 7×8 | |Damage=9×2, 7×8 | ||
|Guard=Mid | |Guard=Mid | ||
Line 1,176: | Line 1,250: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=10×2, 3×8 | |Guard Crush Value=10×2, 3×8 | ||
|description= Similar in function to the B version, but does more damage. Typically used when you need the extra damage for the kill. | |description= Similar in function to the B version, but does more damage and more hits. Typically used when you need the extra damage for the kill. | ||
1~5F full-body invincibility. | 1~5F full-body invincibility. | ||
<gallery class="mw-collapsible"> | |||
Garou Marco 236236D.png| | |||
Garou Marco 236236D 1.png| | |||
Garou Marco 236236D 2.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">Ryuuko Ranbu (236236236C)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image = | |image =Garou Marco 236236236C LV1.png | ||
|image2=Garou Marco 236236236C LV3.png | |||
|image3=Garou Marco 236236236C LV4.png | |||
|name =Ryuuko Ranbu | |name =Ryuuko Ranbu | ||
|input = | |input =236236236C <br>(Press C rapidly) | ||
|caption= | |caption=Level 1/2 | ||
|caption2=Level 3 | |||
|caption3=Level 4 | |||
|data= A niche super, but looks cool as hell. Mostly the level 3 and 4 versions are used to any effect. | |data= A niche super, but looks cool as hell. Mostly the level 3 and 4 versions are used to any effect. | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = | |version = Lvl.1 | ||
|Damage=4×13 | |Damage=4×13 | ||
|Guard=Mid | |Guard=Mid | ||
Line 1,205: | Line 1,287: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=3×13 | |Guard Crush Value=3×13 | ||
|description=1~3F full-body invincibility. | |description= TRASH super. Mash more next time. | ||
1~3F full-body invincibility. | |||
No extra presses ( | No extra presses (C x1). | ||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = | |version =Lvl.2 | ||
|Damage=4×19 | |Damage=4×19 | ||
|Guard=Mid (Low on 7th hit) | |Guard=Mid (Low on 7th hit) | ||
Line 1,223: | Line 1,307: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=3×19 | |Guard Crush Value=3×19 | ||
|description=1~3F full-body invincibility. | |description= You still didn't mash enough, so this came out. | ||
1~3F full-body invincibility. | |||
C x3-6 (2-5 extra button presses during blackout). | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = | |version =Lvl.3 | ||
|Damage=4x16, 5x6 | |Damage=4x16, 5x6 | ||
|Guard=Mid (Low on the 7th hit) | |Guard=Mid (Low on the 7th hit) | ||
Line 1,245: | Line 1,331: | ||
1~3F full-body invincibility. | 1~3F full-body invincibility. | ||
C x7-9 (6-8 extra button presses during blackout). | |||
}} | }} | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|header = | |header = | ||
|version = | |version =Lvl.4 | ||
|Damage=8×6, 6×5, 7 | |Damage=8×6, 6×5, 7 | ||
|Guard=<span style="color:#ff0000;">Mid</span> | |Guard=<span style="color:#ff0000;">Mid</span> | ||
Line 1,262: | Line 1,348: | ||
|Cancel on Block= | |Cancel on Block= | ||
|Guard Crush Value=8×6, 5×6 | |Guard Crush Value=8×6, 5×6 | ||
|description=The strongest super | |description=The strongest super Marco has, the fireballs disappear quickly and at a short range. | ||
1~9F full-body invincibility. | |||
C x10+ (9+ extra button presses during blackout). | |||
}} | }} | ||
}} | }} |
Latest revision as of 03:11, 11 March 2025
Introduction
Marco Rodriguez. Also known as Marco Rodrigues when using Portuguese spelling. Otherwise known for his English localized name -- Khushnood Butt.
Gameplay
Khushnood has many tools at his disposal to answer anything an opponent might do. With a 0 frame anti-air super, the fastest projectiles in the game, special moves that all knock down and quickly pressure into a corner, and a special move that does super level punishment damage, he has a lot going for him.
Khushnood's main drawback is his randomness. Breaking his dragon punch can be unreliable outside of certain combos because the window to brake changes based on when the move connects, and may connect and not juggle the opponent up. Played with precision, this can be avoided.
Bait a mistake, knock 'em down, then get in close and keep the pressure on.
Strengths | Weaknesses |
---|---|
|
|
Character Colors
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.html
Data Help | |
---|---|
Disclaimer: This is meant to teach basic terminology used when describing moves. | |
Hitbox: | A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
Hurtbox: | A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
Throw Box/Range: | Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun. |
Projectile Box: | Hitbox on a projectile attack. |
Guard/Counter Box: | The Guard Box or Counter Box. This appears when blocking or using a counter move. |
Push Box: | Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".) |
Startup | The number of frames before an attack can hit the opponent. Does not include the first active frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "Basic" damage -- Unmodified damage values
"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decreases the defender's guard durability gauge by this value. |
+X | Attacker has X number of advantage frames. |
-X | Attacker has X number of disadvantage frames. |
KD | Short for "knockdown", knocks down opponent on hit. |
◯ | Cancelable on both hit and block. |
∞ | Chain cancelable with the same button (renda cancel). |
※ | Cancelable on the first hit/part only. |
《X》OR «X» OR <<X>> OR (X) | X number of inactive frames between hits of multihit moves. |
△ | Only cancelable on block. |
▽ | Only cancelable on hit. |
× OR X | Not cancelable. |
Notes:
- Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
Standing/Taunting | Crouching | Dashing | Jumping |
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35F |
Close Standing Normals
Close 5A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | X / ∞ | X / ∞ | 4 | |
Standing jab, good to mash on someone up close for basic pressure or a basic jab link combo. |
Close 5B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 4 | 4 | 7 | 15 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | X | X | 4 | |
The last 3F of recovery has full-body invincibility. |
Close 5C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5, 5 | Mid | 7 | 1, 《2》, 4 | 21 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-4 | -4 | ※ | ※ | 3, 3 | |
Not very good, cancel first hit into something else if you don't end up grabbing. |
Close 5D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 4 | 26 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | ◯ | ◯ | 5 | |
Leads to big damage combos |
Far Standing Normals
Far 5A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 4 | 7 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | X / ∞ | X / ∞ | 4 | |
Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs, and for pressure/jab link combos off of close standing A |
Far 5B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 3 | 16 | 24 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-4 | -4 | X | X | 4 | |
An ok poke with no conversions. |
Far 5C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Mid | 11 | 5 | 21 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | X | X | 5 | |
A mostly worse cr.d with a bit better damage, long range but punishable by some supers on hit, and has little reward. |
Far 5D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 11 | 4 | 24 | 39 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-7 | -7 | X | ◯ | 5 | |
Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum. Whiffs on crouching opponents. |
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | X / ∞ | X / ∞ | 4 | |
A solid jab up close for pressure or to beat out someone else with it's speed |
2B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 4 | 4 | 6 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | X / ∞ | X / ∞ | 4 | |
More or less cr.a but a bit better due to the slightly better damage and hitting low. |
2C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Mid | 5 | 1, 《1》, 2 | 22 | 31 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | ◯ | ◯ | 5 | |
A decent anti-air |
2D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 8 | 4 | 22 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -5 | X | X | 5 | |
A solid sweep, your farthest reaching grounded normal. |
Jumping Normals
jA
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 5 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 4 | |
Your go to air to air given it's quick startup and decent range. |
jB
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 9 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 4 | |
A ton of active frames, can cross up and beat some anti airs Neutral or back hop B can beat out an upper-body evasion attack. |
jC
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 12 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 5 | |
Only use it as an air mixup due to it's slower startup. |
jD
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 9 | 7 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 5 | |
Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well. |
Command Normals
Kyokugen Hiji (6A)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Overhead | 15 | 1 | 14 | 30 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | X | X | 9 | |
Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit. |
Universal Moves
Lower-body Evasion Attack (5AB)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 24 | 5 | 14 | 43 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | +6 | X | X | 6 | |
Much worse overhead option than the command light punch. Longer range to help open someone up, but it converts into nothing and is much slower. |
Upper-body Evasion Attack (2AB)
T.O.P. Attack (CD)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
2x8, 15 (base damage) | Mid | 10 | - | 20~ | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -24 | - | - | 2×8, 9 | |
One of the better T.O.P moves, has:
Used in some counter hit juggle combos Used in chip kill scenarios Potentially useful as GC bait A single hit usually also launches them high, whether it's one hit or all of them, it always results in a hard knockdown, this sets up no oki or combos but at least returns to neutral. |
Throws
Ground Throw
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 0 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+64 | - | - | - | - | |
A standard throw to open opponents up. Has good corner carry. |
Feints
Forward Feint (6AC)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Haou Shoukou Ken C, and to a lesser extent the start of Haou Shoukou Ken A. |
Down Feint (2AC)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Kohou (and its break version) or Kyokugen Kohou. |
Special Moves
Ko-ou Ken (236P)
Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender.
It is possible to renda cancel into his fireball from a st.A by inputting 5A > 236C~A or 5A > 236A~C (the timing is like chain cancelling his st.A).
Honestly both are used somewhat evenly, keeps people on their toes at further ranges.
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
13(18) | Mid | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -5 | - | - | 7(8) | ||
C | Damage | Guard | Startup | Active | Recovery | Total |
14(22) | Mid | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -5 | - | - | 8(9) |
Hien Shippu Kyaku (236K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
8, 9 | Mid | 10 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 4, 3 | ||
Used as combo filler, most notably after a Kohou A break in the corner. The chip ain't half bad as a last resort kill sealer. | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
8, 10 | Mid | 7 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -7 | - | - | 4, 4 | ||
Smelly special move, mainly used as a callout read and little else. Second hit knocks down, while being surprisingly stubby. Pretty much the whole orange flash ISN'T a hitbox. |
Kohou (623P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10 | - | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -19 | - | - | 7 | ||
Used as combo filler in some counter hit corner juggle combos. Can potentially be used as an early anti-air to catch the opponent off guard and can potentially score a counter hit, although somewhat risky. | ||||||
A Break | Damage | Guard | Startup | Active | Recovery | Total |
10 | - | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | +2 | - | - | 7 | ||
Used more in the corner and in close range, when you would want a safer option than his C break, as there will be more pushback on block and will still be safe on JD. | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
10 | - | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -29 | - | - | 7 | ||
C Break | Damage | Guard | Startup | Active | Recovery | Total |
10 | - | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | 0 | - | - | 7 | ||
A staple in Marco's BnB combos. It can be linked or cancelled into from many of his normals as a combo starter. There's no I frames so as a DP it might trade, however you can guard cancel into it. You move more forward during the startup, giving more reach and being more risky than the A version. |
Harai (214A/B)
A Jou-dan (High/Mid) |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Mid | 3 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | 7 | ||
The A version counters mid/high attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter. 4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F. | ||||||
B Ge-dan (Low) |
Damage | Guard | Startup | Active | Recovery | Total |
15 | Mid | 3 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | 7 | ||
The B version counters low attacks. Marco can convert into his Ko-ou Ken or Haou Shoukou Ken on a successful counter. 1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F. |
Ryuu-sen Ken ([C])
You can't use all of the following:
-Your C fireball
-Your C DP
-C Haou Shoukou Ken
-Your ability to grab (you can still tech with D though)
-Feint
-Ryuuko Ranbu
-TOP attack
Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender.
120F 2 Second Charge |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Mid | 12 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 7 | ||
| ||||||
240F 4 Second Charge |
Damage | Guard | Startup | Active | Recovery | Total |
18 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 8 | ||
| ||||||
480F 8 Second Charge |
Damage | Guard | Startup | Active | Recovery | Total |
22 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 9 | ||
| ||||||
960F 16 Second Charge |
Damage | Guard | Startup | Active | Recovery | Total |
10, 10, 10 | Mid | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -11 | - | - | 4×3 | ||
Travels really far so sometimes a decent burst option or for a GC against projectiles |
Ko-sen Kyaku ([D])
-Sweep
-A Great jump-in
-TOP attack
-Kyokugen Ko Hou
-And a situational special move
Can potentially be hard to punish on block for some characters if spaced well (works best with his level 1 charge).
Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos.
120F 2 Second Charge |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 8 | ||
| ||||||
240F 4 Second Charge |
Damage | Guard | Startup | Active | Recovery | Total |
18 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 8 | ||
| ||||||
480F 8 Second Charge |
Damage | Guard | Startup | Active | Recovery | Total |
22 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 9 | ||
| ||||||
960F 16 Second Charge |
Damage | Guard | Startup | Active | Recovery | Total |
10, 10, 10 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -6 | - | - | 4×3 | ||
|
Super Moves
Haou Shoukou Ken (236236P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
33 | Mid | 17 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -16 | - | - | 15 | ||
Commonly used as an OTG conversion after a counter hit from farther away. If Marco performs the super just as the opponent touches the ground from a knockdown, the super freeze will prevent the opponent from being able to input a tech roll to escape the OTG. 1~7F full-body invincibility. | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
14, 14, 14, 14 | Mid | 7 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -24 | - | - | 6×4 | ||
Can be used in place of Kyokugen Kohou if you juggle the opponent from farther away, outside of its range. It is also possible to renda cancel into the super from a st.A or cr.B, most easily done as a T.O.P. confirm. 1~9F full-body invincibility. |
Kyokugen Kohou (236236K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
7×7 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -44 | - | - | 5×2, 3×5 | ||
Marco's standard combo ender with meter after a juggle. The move also has 0f startup so it can be used to punish certain moves in close range, that may otherwise be difficult to punish. Has decent invincibility but is still fairly risky as a reversal or anti-air. 1~4F full-body invincibility. | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
9×2, 7×8 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -56 | - | - | 10×2, 3×8 | ||
Similar in function to the B version, but does more damage and more hits. Typically used when you need the extra damage for the kill. 1~5F full-body invincibility. |
Ryuuko Ranbu (236236236C)
Lvl.1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
4×13 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -42 | - | - | 3×13 | ||
TRASH super. Mash more next time. 1~3F full-body invincibility. No extra presses (C x1). | ||||||
Lvl.2 | Damage | Guard | Startup | Active | Recovery | Total |
4×19 | Mid (Low on 7th hit) | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -48 | - | - | 3×19 | ||
You still didn't mash enough, so this came out. 1~3F full-body invincibility. C x3-6 (2-5 extra button presses during blackout). | ||||||
Lvl.3 | Damage | Guard | Startup | Active | Recovery | Total |
4x16, 5x6 | Mid (Low on the 7th hit) | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -48 | - | - | 3×22 | ||
Does a good amount of chip damage and a ton of guard crush damage. Used in guard crush setups, typically to end a round and guarantee a kill. Can be confirmed into from a blockstring by linking into it with st.A/cr.A (easier to perform by using the simultaneous button press technique to store at least one of the 236 motions). 1~3F full-body invincibility. C x7-9 (6-8 extra button presses during blackout). | ||||||
Lvl.4 | Damage | Guard | Startup | Active | Recovery | Total |
8×6, 6×5, 7 | Mid | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -40 | - | - | 8×6, 5×6 | ||
The strongest super Marco has, the fireballs disappear quickly and at a short range. 1~9F full-body invincibility. C x10+ (9+ extra button presses during blackout). |