Chaos Breaker/Mara

From SuperCombo Wiki

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.

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