Introduction
Sarah Rushman, better known as Marrow, is a character from Marvel who first appeared in the Cable comic. A mutant with the ability to control the shape, size, and toughness of her own bone structure, Marrow fights with a manic pleasure for destruction and pain.
In Marvel Vs. Capcom 2, Marrow is a highly mobile hybrid rushdown and zoner who controls the screen with her projectile special and her fantastic movement speed. Marrow has one of the faster dashes in the game, and she possesses both a double jump and a wall jump, allowing her to move around the screen pretty well. She also has Ricochet Slash as a gimmicky but useful way to dive from the corner. Her Bone-merang special move controls a point on the screen for a period of time with minimal recovery, allowing her to set it up as an obstacle for the opponent to get around. Her supers are also pretty good, with Stinger Bones being a combo ender, and Bone Burst being a safe DHC that does good chip damage.
The problem with Marrow stems from her poor damage and terrible hitboxes. Marrow's solo damage is pretty low, with poor air chain damage and her super can be somewhat restrictive to combo into. Marrow also has extremely low priority on many of her key attacks, and those that do generally take some time to come out or recover. Her specials with the exception of Bone-merang are, by and large, pretty underwhelming or gimmicky. She also has pretty bad assists as a result of this, leading her to not be that great of a team player. Still, Marrow is fun to mess around with and figure out the secret sauce. If you like mobile hybrid rushdown-zoner characters, or have a thing for crazy chicks, then break a leg with Marrow.
Gameplay
Marrow is a movement based rushdown character who can use her fast movement speed and multitude of aerial options to mix up the opponent and stick to them. Her main strengths are her fast movement speed and good projectile but her weaknesses are low health and a lack of strong priority.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Bone-merang (Air OK)
+
or
- Towering Spine
+
- Ride and Slash (Air OK)
+
or
- Ricochet Slash
+
or
- Stinger Bones
+
+
- Bone Burst (Air OK)
+
+
- Type α - Projectile Type
- Assist:
Bone-merang
- Counter:
Bone-merang
- Combination: Bone Burst
- Type β - Anti-air Type
- Assist:
Towering Spine
- Counter:
Towering Spine
- Combination: Bone Burst
- Type γ - Expansion Type
- Assist:
Ricochet Slash
- Counter:
Ricochet Slash
- Combination: Stinger Bones
Moves List
Assists
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Bone Burst |
Marrow's projectile assist is generally her most chosen assist thanks to the lockdown and combo opportunities it can provide for the point character. Not a bad assist, but she doesn't really have many good choices. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Bone Burst |
Marrow's Anti-air assist is fine, but don't expect it to work like a real DP. This can find use as a tricky reset tool as the opponent is falling back down for left-right mixups. Can occasionally find use, but not chosen often. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Stinger Bones |
Marrow's Expansion assist is pretty bad. It instantly knocks the opponent down, meaning no combo route, and it leaves her very vulnerable after she dives in. Unless you have a really specific thing in mind, avoid this one. |
Normal Moves
-When grounded, Marrow has the Modified Hunter type Magic Series, meaning they can follow the >
>
>
>
/
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow jabs the opponent with a bone in her arm. Tied with all the other lights as your fastest grounded normal. A few characters can duck under this. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a horizontal slash with a bone dagger. Combo filler medium. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow attacks with a set of bone clubs. One of the few normals in your kit with actually decent priority, and can be cancelled to make it safer on block. Nice range and speed makes this a good poking button if you want to play a bit more patient game and try to set up Bone-merangs. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a little kick. Less range than 5LP, but hits lower so it won't miss on anyone. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a knee attack. Combo filler, but has a bit less range so it's more picky and slightly less hitstun that doesn't allow Stinger Bones to combo. This one can probably be avoided. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a jumping kick. Marrow is able to jump over low attacks with this move starting on frame 12, but you have better options. Can find use as a safe way to end blockstrings if you condition the opponent to not pushblock. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does her arm bone jab, while crouching. Slightly less advantageous compared to 5LP, but doesn't whiff on any crouching characters as a trade off. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a bone knife stab. Does not hit low, and has a bit less hitstun compared to the other mediums. Safer blockstring ender if you choose to stop here. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow thrusts her knives into the air. Your main launcher. Has a nice hitbox for anti-airing, but can lose to more meaty jumping attacks. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a low kick. One of the only lows you have, so this one's pretty important. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does an upward kick. Combo filler. Puts the opponent into a half-launch state. Allows for a conversion into 2HP where others might push out, and it's actually slightly plus on block. Not a bad normal. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a two legged sweep. Knocks down, as sweeps do. Your only other low, so this could be useful for tagging people trying to up-back after a 2LK. |
Air Normals
-When in the Normal Jump state, Marrow has the Marvel type Magic Series, meaning they can follow the /
>
/
>
>
cancel tree.
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a downward punch. Air chain starter, and not much more. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does another downward punch. Really particular hitbox, still just combo filler. Has a bit less recovery, so you could try to go for an air throw reset or something else. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a double bone claw attack. Nice hitbox for a jump-in, and an air combo finisher. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a downward angled kick. Air chain starter, and occasionally an instant overhead on taller characters. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does an upward kick. Combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does a downward strong kick. Another good jump-in, lasts for a few frames. |
Command Normals
Marrow has no command normals.
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (high) | - | - | - | - | |
Marrow's 3HP is actually just a worse version of her 2HP. The frame data is exactly the same, and so is the second hitbox. The first hitbox is the only change, and it lost a few pixels of range and all of it's verticality. Try to always hit 2HP in combos. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow punches the opponent with a fist made of bone. Knocks the opponent pretty far away, so it can set up for Bone-merang zoning. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow does an aerial bone covered punch. Recovers before the opponent does, so she can tack on an easy extra hit near a corner, or a harder double jump air combo if you have the execution. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
It's a raw tag. Good size on the hitbox. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow's Snap Back is thankfully based on her 5HP, which has a pretty good hitbox. Only one frame faster than a regular 5HP, so you're entirely going off the hitbox here. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow throws a boomerang made of bone in front of her, which lingers in place before falling if it doesn't touch anything for a while or after it makes contact with the opponent three times. Grounded and airborne LP version throws it forward. Grounded HP version throws it upward, and airborne HP version throws it downward. Really good special move for controlling the screen's real estate, which can allow her to move in to enforce her game or get some lockdown going with the right assist selection. Really solid move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow grows the bones from her back upward quickly, hitting anyone above her. Decent hitbox for anti-airing, but the startup speed is really slow, so it can't be done on reaction. Also has a massive hurtbox in the middle of the hitboxes. Good move, but don't treat this like a DP. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow leaps onto the opponent with a hitgrab, stabs them a few times, and sends them away. Gimmicky move that can find it's place in combo routes or as a gamble to get in, but not a move to be used all that often. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow jumps back to the wall before diving off of it at a downward angle. Works like Adon's Jaguar Tooth, except you bounce away on hit and block which can make you fairly punishable depending on the matchup. Doesn't do a whole lot of damage either. Gimmicky move overall. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow grows a bunch of scorpion-like spines to attack the opponent, launching them away. Good combo super as it will combo from 5MP, 2MP, 2MK, and 5HK. Deals nice damage, and can be confirmed much more freely with assists. Overall not a bad super, but limited to combos only. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Marrow rises into the air and shoots out a bunch of homing spines that track the opponent. Not a bad super, does nice chip and it's a pretty safe DHC. Can also be done in the air to stall an opponent for a bit. The super summons three different sizes of spines, but they're all the same hitboxes. |
Taunt
"Show me your guts!"
Colors
First row: ,
, A1. Second row:
,
, A2.