Chaos Breaker/Mara

From SuperCombo Wiki

Introduction

The Basics

Combos

Mid-screen

2A>623A, 623A

  • 2A is only cancellable on hit.

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.

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.

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

Zombie Animate: 214A/B/C/D

Death Bone: 623A/B/C

White Touch: 41236D

Mana Bursts

Skeleton Army: 236236A/B/C

Bad Blood: 214214A/B/C

Frame Data