Chaos Breaker/Mara: Difference between revisions

From SuperCombo Wiki
Line 73: Line 73:
'''White Touch: 41236D'''
'''White Touch: 41236D'''
*Dashing attack throw that does 7 hits.
*Dashing attack throw that does 7 hits.
*Plummets on air hit but only does the one hit and not the full animation.
*Plummets on air hit and only does one hit.
*Good for building meter.
*Good for building meter.
*Miss animation on whiff.
*Miss animation on whiff.

Revision as of 12:44, 29 July 2011

Introduction

The Basics

Combos

Mid-screen

2A>623A, 623A

  • 2A is only cancellable on hit.

j.D, land, 2B > 41236D

  • Quick anti-clash combo. 2B has pretty fast startup and is easier to cancel and does more damage than 2A.

5D>623A, 623A or 214214A/B

  • A nasty surprise on wakeup. The timing for getting the fireball to connect properly isn't too difficult, but it does vary on certain characters. Use the B version on Curse Head and Gerhardsen and do it slightly later than usual on the dwarf. If you do this combo in the corner, you shouldn't have to worry about button strength or timing as much and you'll be able to start Mara's loop.

Corner

2C > 236A xx 2C > 236A xx 6B > 41236D

  • Only works on characters with a wider hitbox such as Troll, Gerhardsen, Manticore, and Orc. Bernhard can be hit by the 6B, but the 41236D will not combo. Use the Naught Weapon IB if you really want to get that last hit.

2C > 236A xx 6B > [623A, 214214X, 236C]x3

  • Mara's Bone Loop and 100% combo when done correctly. The most crucial part of maintaining the juggle is timing the super to get all 4 hits to connect.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

6B

  • Combos to 41236D, except near max range.

6C

  • More range then 6B, but slower.
  • Combos to 41236D.

Normal Throws

Mana-Counter

Specials

Skeleton Animate: 236A/B/C

  • Summons a skeleton warrior directly in front of Mara.
  • A version is 2 hits and goes active immediately. Can be comboed from.
  • B version is 2 hits, floats on the second hit, but is slower to come out. There is also a delay between when the skeleton appears and when it attacks.
  • C version is 3 hits, is slightly slower than A but faster than B. The attack hitbox appears right away but is vertical at the start.
  • Will still come out after a certain frame even if Mara is counter-hit.

Zombie Animate: 214A/B/C/D

  • A number of ghoulish hands reach out from the ground to trap the opponent.
  • Appears at 4 different locations on the screen (A being closest, D being farthest) that change depending on the distance from your opponent and the corner. It will never appear off-screen.
  • Hits low and does 4 hits.
  • Will still come out after a certain frame even if Mara is counter-hit.
  • Incredibly unsafe on block.

Death Bone: 623A/B/C

  • Bone pillar Shoryuken. Launches on hit.
  • A is fast, one hit, and appears slightly in front of and on top of Mara's sprite. Combo follow-ups are possible.
  • B is slightly slower, one hit, and appears further in front of Mara than the A version.
  • C is even slower, 2 hits, and appears on either side of Mara as a protective wall. Has really bad recovery.
  • Burst cancellable.

White Touch: 41236D

  • Dashing attack throw that does 7 hits.
  • Plummets on air hit and only does one hit.
  • Good for building meter.
  • Miss animation on whiff.

Mana Bursts

Skeleton Army: 236236A/B/C

Bad Blood: 214214A/B/C

Frame Data