Melty Blood/MBTL/Mario Gallo Bestino: Difference between revisions

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* Gains more range, hitting from roundstart distance and becomes 3 hits.
* Gains more range, hitting from roundstart distance and becomes 3 hits.
* Can be used as a combo ender to allow for 214[B] okizeme.
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Revision as of 18:06, 29 October 2022

Story

An Acting Prelate of the Holy Church. A pretty boy with blonde hair and fair skin, Mario tends to dress casually. Although he may not appear so, he holds a position of great responsibility while still in his early teens. He detests the inept and indolent, and often lashes out verbally, but he is also a compassionate, dutiful person at his core. His talents in assessing character and abilities, his skillful balancing of hard and soft power, his leadership and ability to use resources to control the game, and his fighting style using a Piano Machine to control nuns like marionettes, have all earned him the nickname "Mario the Puppeteer."

Gameplay

Mario Gallo Bestino is a new character to Melty Blood, released as free DLC alongside Powered Ciel on April 14, 2022. He is a rushdown/puppet character who works in tandem with his subordinate nuns to create difficult mix-ups.

Mario excels at keeping the opponent pinned down with his own fast close-range moveset and utilizing the large disjointed special attacks from the nuns with good coverage of various parts of the screen; Feroce (236X) allows him to use a nun-centered rekka series that controls space horizontally, while Dance - Corrente (214X) uses nuns to restrict the opponent's movement options with delayed strikes on the ground or axes that cover vertical space and Dance - Polonaise (22X) lets nuns work as either a stagger or counter tool, making defensive mashing/abare attempts against Mario himself dangerous once he gets in. Mario himself is no slouch in the space control game, as he has Phantasm (623X) to help wall off air approaches and yanks Mario upward to start air combos on hit.

However, Mario lacks fast projectiles and does not get meaningful rewards out of stray nun attacks at long range. In order to capitalize on nun strikes, Mario has to stay close to the opponent and constantly pressure them using his stubby normal attacks and clever use of his nuns for coverage. Knowing your reach and how to approach neutral in your match-up(s) are required steps to achieve mastery of this technical character.

Strengths Weaknesses
  • Quick normals and high movement speed make Mario difficult to pin down or contest at close-range.
  • Nuns add a fair bit of versatility to his mix and pressure game once he's in close, but can also be used as attackers from ranges where he normally can't fight.
  • Phantasm enables conversions from high-height combos.
  • Stubby normals make it hard to convert at long ranges.
HP Value: 11,700

Backdash: -

Movement Speed: -

Character Summary

Move list

Moon Skills
6B+C - Feroce
3B+C - Phantasm
4B+C - Dance - Corrente (Air OK)
2B+C - Dance - Polonaise
Special Attacks
236A - Feroce
> A/B/C - Feroce Pesante
> A/B/C - Feroce Morendo
623A/B/C - Phantasm
214A/B/C (EX OK) - Dance - Corrente
22A/B/C (EX OK) - Dance - Polonaise
j.214A/B/C (EX OK) - Dance - Corrente (Air OK)
Arc Drives
236B+C - Puppeteer (Doll)
Last Arc
A+B+C+D / Successful Shield in Blood Heat - Puppeteer (Human)
Unique Attacks
3C, j.2B
Blowback Edge Moves
j.2[B], 236[B], 214[A], 214[B], j.214[A], j.214[B]
Stats & vitals

Dash startup:

Dash actionable: 9

Jump startup: 4

Jump airtime: 38

Quick combo reference

Coming soon.

MBTL Mario Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Mario 5A.png
MBTL Mario 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
160 LH - - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • 5 frame jab.
  • Chains into itself 3 times with 4A.
Mario does a high kick. Can be used as an anti-air, but 2C is far more reliable and better in the case of a trade.
5B
5B
5B
MBTL Mario 5B 1.png
1st Hit
MBTL Mario 5B 2.png
2nd Hit
MBTL Mario 5B 1 hb.png
MBTL Mario 5B 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
260*2 (504) LH - - - -
First Active Active Recovery Overall Advantage Invul
7 2 (8) 2 16 34 -2 -
  • Advances forwards a short distance.
  • Hits twice.
  • Both hits are stubby.
5C
5C
5C
MBTL Mario 5C 1.png
1st Hit
MBTL Mario 5C 2.png
2nd Hit
MBTL Mario 5C 1 hb.png
MBTL Mario 5C 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420*2 (806) LH - - - -
First Active Active Recovery Overall Advantage Invul
10 3 (7) 4 22 45 -9 -
  • Advances forwards a greater distance forward than 5B.
  • Hits twice.
  • Less stubby than 5B at the cost of being slower.

Crouching Normals

2A
2A
2+A
MBTL Mario 2A.png
MBTL Mario 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 L - - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • 5 frame low.
  • Chains into itself 3 times.
2B
2B
2+B
MBTL Mario 2B.png
ok i pull up
MBTL Mario 2B be.png
MBTL Mario 2B hb.png
MBTL Mario 2B be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 L - - - -
First Active Active Recovery Overall Advantage Invul
10 10 15 34 -8~+1 -
  • Acts as Mario's sweep. Launch and hard knockdown on hit.

Can be plus at max range but Mario's A normals are too stubby to effectively leverage the frame advantage.

Damage Guard Cancel Property Cost Attribute
260*3 (741) L - - - -
First Active Active Recovery Overall Advantage Invul
19 8 20 46 -7 Clash 13-18
  • Gains more range, hitting from roundstart distance and becomes 3 hits.
  • Can be used as a combo ender to allow for 214[B] okizeme.
2C
2C
2+C
MBTL Mario 2C.png
MBTL Mario 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 LH - - - -
First Active Active Recovery Overall Advantage Invul
10 4 23 36 -10 -
  • Surprisingly good anti-air.
  • Leaves standing on ground hit.

Jumping Normals

j.A
j.A
Aerial A
MBTL Mario jA.png
MBTL Mario jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
130 HA - - - -
First Active Active Recovery Overall Advantage Invul
6 4 11 20 - -
  • Chains into itself 3 times with j.4A.
Mario kicks directly forwards.
j.B
j.B
Aerial B
MBTL Mario jB.png
MBTL Mario jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
500 HA - - - -
First Active Active Recovery Overall Advantage Invul
8 4 until landing - - -
Mario kicks slightly downwards.
j.C
j.C
Aerial C
MBTL Mario jC.png
MBTL Mario jC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 HA - - - -
First Active Active Recovery Overall Advantage Invul
9 5 until landing - - -
  • Good crossup normal.
Mario kicks below and behind himself.

Command Normals

3C
3C
3+C
MBTL Mario 3C.png
MBTL Mario 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH - - - -
First Active Active Recovery Overall Advantage Invul
10 3 25 37 -11 5-12 Head
  • Mario's cinematic launcher.
j.2B
j.2B
Aerial 2+B
MBTL Mario j2B.png
MBTL Mario j2B be.png
Affectionately referred to as "goomba stomp"
MBTL Mario j2B hb.png
j.2B
MBTL Mario j2B be hb.png
j.2[B]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400 HA - - - -
First Active Active Recovery Overall Advantage Invul
10 5 until landing - - -
  • Mario bounces upwards on hit and block.
  • Will always cause Mario to turn around.
  • Can steal corner unless opponent holds back.

Goomba stomp, useful as an OTG to set up left/right and high/low mixups in the corner.

Damage Guard Cancel Property Cost Attribute
900 HA - - - -
First Active Active Recovery Overall Advantage Invul
20 5 until landing - - 16-19 Clash
  • Mario dives straight downwards.
Causes a ground bounce and can be reverse chained, making it a good combo extender with Bounce Bonus.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
XX
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
1st Hit
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
2nd Hit
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
  • Hits twice.
Very consistent in combos against grounded and airborne opponents.
Rapid Beat 3
Rapid Beat 3
XXX
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
  • Same normal as his 3C.
Ground Throw
Throw
4/6AD
MBTL Mario throw.png
MBTL Mario throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400, 500, 600 (1500) U - - - -
First Active Active Recovery Overall Advantage Invul
4 3 18 25 HKD (+53) -
  • Provides enough advantage to set up any Nun.
  • Despite using the Nun from 214A, you can grab even if that Nun is out.
Air Throw
Air Throw
Aerial4/6AD
MBTL Mario airthrow.png
MBTL Mario airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
200*2, 800 (1200) U - - - -
First Active Active Recovery Overall Advantage Invul
1 3 until landing + 12 - - -
  • Gives an easy safejump if Mario still has his double jump.
  • Despite using the Nun from 214B, you can grab even if that Nun is out.

Special Moves

Feroce

The 236[X] series of moves, as well as 6BC, controls the Primary Nun, which is the Nun that's always on screen. The Primary Nun will try to follow Mario— she can somewhat keep up with his walking speed but will lag behind with faster movement options like dash or superjump. No matter her position when a command involving the Primary Nun is used, she'll face the opponent to attack from where she's currently standing, whether in front of or behind the opponent. The Primary Nun is intangible, but can be hit while she is attacking and be knocked down temporarily. After any given move using the Primary Nun, an animation of blue flash of strings will play around her. It's only after it finishes that the Nun start following Mario again and accept new commands.

Feroce
236+X
MBTL Mario 236A.png
236A
MBTL Mario 236B.png
236B
MBTL Mario 236B be.png
236[B], Will perform 236B and 236BB automatically
MBTL Mario 236C.png
236C
MBTL Mario 236A 1 hb.png
236A
MBTL Mario 236B hb.png
236B
MBTL Mario 236BX 1 hb.png
236BX Hit 1
MBTL Mario 236BX 2 hb.png
236BX Hit 2
MBTL Mario 236BXX hb.png
236BXX
MBTL Mario 236C 1 hb.png
236C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
510*2 (963) LH - - - -
First Active Active Recovery Overall Advantage Invul
13 (min) 2 (10) 4 - 47 -2 (min) -
  • Nun is fully invincible until active.
  • The Nun will run until she is close enough to strike the opponent.
  • Air unblockable.

Arguably Mario's most important move, 236A allows Mario to be a constant nuisance almost anywhere on the screen. The Nun is fully intangible as she moves towards the opponent until she’s in striking distance, meaning she always has to be addressed. At fullscreen, 236A works as both a zoning and anti-zoning tool. Closer up, it works as a reversal and a get-off-me tool, among other things. Since the Nun will continue its command even if Mario is being attacked, 236A turns a lot of bad situations into trades with the opponent.

236A becomes much more of a threat when Mario gets 1 bar of meter, allowing him to combo 236A into 236C and convert into a full combo. This conversion can be done meterlessly if the opponent is in the corner, or if the opponent is hit towards Mario.

Despite all of 236A’s upsides, it has a ton of whiff recovery and an opponent simply jumping over the Primary Nun can put Mario in danger. Plus, an opponent can hit the Nun once she becomes tangible and disable her for a while.

Damage Guard Cancel Property Cost Attribute
1000 LH - - - -
First Active Active Recovery Overall Advantage Invul
20 3 28 50 -4 -
  • Starts the Nun rekka.
  • Nun travels a fixed distance but will strike from her current position.
  • Air unblockable.
Damage Guard Cancel Property Cost Attribute
480*2 (916) LH - - - -
First Active Active Recovery Overall Advantage Invul
11 3 (12) 2 33 60 -6 -
  • Referred to as Feroce Pesante
  • Hits twice.
  • Extends the Nun rekka.
  • Air unblockable.
Damage Guard Cancel Property Cost Attribute
800 LH - - - -
First Active Active Recovery Overall Advantage Invul
20 (min) 2 - 55 -13 (min) -
  • Referred to as Feroce Morendo
  • Ends the Nun rekka.
  • Puts the Primary Nun behind the opponent.
  • Steals the corner.
  • Air unblockable.

The Nun rekka is also the most consistent way to put the Primary Nun behind the opponent, which makes it much harder for them to deal with her and means the Nun doesn't have to travel any distance to attack them. Even if the opponent tries rush Mario while the Nun is behind them, 236A will chase them back to Mario and attack the opponent from behind. With 1 bar Mario can also convert the rekka into a full combo with 236C, which will bring the opponent towards Mario and can lead to a sideswitch.

Damage Guard Cancel Property Cost Attribute
560*3 (1483) LH - - - -
First Active Active Recovery Overall Advantage Invul
40 3 (10) 3 (12) 2 - 58 +36 -
  • Does the first 2 Nun rekkas, separate from Mario.
  • Nun travels a fixed distance but will strike from her current position.
  • Air unblockable.
Damage Guard Cancel Property Cost Attribute
570*4 (1890) LH - - - -
First Active Active Recovery Overall Advantage Invul
4+8 2 (10) 3 - 41 +13 -
  • The nun following Mario travels 1/4 of the screen while performing 2 slashes.
  • Hitting one of the two slashes leads to a follow up with 2 more slashes.
  • Groundbounces, leading into a nice combo afterwards.
Primarily used after 236A or 236B, whether to confirm a hit from full screen, to extend a combo, or to continue pressure. Extremely important and useful in that role.
Phantasm

Phantasm is Mario's only set of specials that don't rely on Nuns in some way, and by far the set of moves that are the most unorthodox. That said, they're some of Mario's most important tools. It's worth nothing that these moves are all air blockable and can all be canceled into 236C and Arc Drive after being blocked, letting Mario access unblockables.

Phantasm
623+X
MBTL Mario 623A.png
623A, Does not hit opponents on the ground
MBTL Mario 623B.png
623B, but hitting causes Mario to fly at the opponent
MBTL Mario 623C.png
623C, Mario will fly even if the move does not hit
MBTL Mario 623A hb.png
623A
MBTL Mario 623B hb.png
623B
MBTL Mario 623C hb.png
623C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640, 556 (1196) A - - - -
First Active Active Recovery Overall Advantage Invul
11 4 26 40 - -
  • Air blockable, whiffs against grounded opponents.
  • Hits upwards at a 60 degree angle.
  • Links into air normals with Special Bonus and Airthrow without.
  • Pulls Mario upwards towards the opponent on hit.
Damage Guard Cancel Property Cost Attribute
640, 556 (1196) A - - - -
First Active Active Recovery Overall Advantage Invul
13 4 29 45 - -
  • Air blockable, whiffs against grounded opponents.
  • Hits upwards at a shallow 40 degree angle.
  • Links into air normals with Special Bonus and Airthrow without.
  • Pulls Mario upwards towards the opponent on hit.
Damage Guard Cancel Property Cost Attribute
740, 382, 347, 312, 281 (2062) A - - - -
First Active Active Recovery Overall Advantage Invul
4+4 4 19 30 - -
  • Air blockable, whiffs on grounded opponents.
  • Pulls Mario upwards towards the opponent on hit and block.
  • Hitting cause a followup animation that grants a HKD and leaves you close to the opponent.
  • Hitbox is much bigger than it looks.
  • Sideswitches.
Seemingly unimpressive at first, 623C is actually the ideal ender for many of Mario's combos as it gives him advantage and positioning very similar to post-ground throw, allowing him to set up an okizeme situation. The fact that this moves sideswitches might seem like a problem since it could take them out of the corner, but Mario has ways to sideswitch before 623C so that the opponent ultimately ends up back in the corner.
Dance - Corrente

Both the 214[X] and 22[X] series of moves, as well as 2BC and 4BC, control the Secondary Nun, who is the Nun who is not always on screen and is instead summoned whenever the command comes out. Despite each command filling a different role and different weapons, only one Secondary Nun can be on screen at a given time. For example, if the Secondary Nun from 214A is on screen, you wouldn't be able to use 22B or any other move that uses the Secondary Nun. However, the Secondary Nun is reliable in that their positioning is fixed to Mario. While the Secondary Nun is never intangible and can be hit out of an attack at any time, all this does is force the Nun off screen with no incapacitation time, allowing Mario to use the Secondary Nun again immediately.

Dance - Corrente
214+X
MBTL Mario 214A.png
214A, A nun dash punch
MBTL Mario 214A be.png
214[A], A added uppercut
MBTL Mario 214B.png
214B, Throws a slow upward-angled projectile
MBTL Mario 214B be.png
214[B], Throws 2 projectiles
MBTL Mario 214C.png
214C, A nun is summoned in front of the opponent and attacks them with a spear
MBTL Mario 214A hb.png
214A
MBTL Mario 214A be hb.png
214[A]
MBTL Mario 214B hb.png
214B
MBTL Mario 214B be hb.png
214[B]
MBTL Mario 214C 1 hb.png
214C hit 1
MBTL Mario 214C 2 hb.png
214C hit 2
MBTL Mario 214C 3 hb.png
214C hit 3
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 LHA - - - -
First Active Active Recovery Overall Advantage Invul
11 ~ 27 2 - 40 -3 ~ +13 -
  • A Nun appears and does a rush punch.
  • Teleports in at a fixed distance in the corner, making it at least +6.

Combos after a fullscreen 236A for a knockdown.

Damage Guard Cancel Property Cost Attribute
780, 582 (1362) LHA - - - -
First Active Active Recovery Overall Advantage Invul
20~34 3 - 40 +8 ~ +22 -
  • A Nun appears and does a rush punch.
    • On hit, she'll add an uppercut.

Also combos after a fullscreen 236A, but won't knockdown as Special Bonus has already been used.

Damage Guard Cancel Property Cost Attribute
900 LHA - - - -
First Active Active Recovery Overall Advantage Invul
44 - - 40 - -
  • A Nun appears and throws a curved sword.
Damage Guard Cancel Property Cost Attribute
900*2 (1485) LHA - - - -
First Active Active Recovery Overall Advantage Invul
46 - - 45 - -
  • A Nun appears and throws two curved swords.
Damage Guard Cancel Property Cost Attribute
450, 418, 387, 355, 328, 301 (2239) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+6 6 (16) 16 (6) 5 - 71 +12 -
  • A Nun appears and performs a short combo with her spear.
  • The spear nun appears in front of the opponent on the ground, no matter where Mario is on the screen.
  • The first hit can whiff if the opponent is in the air, however the second covers a lot of air space.
Dance - Polonaise
Dance - Polonaise
22+X
MBTL Mario 22A.png
22A, A slow uppercut
MBTL Mario 22B.png
22B, A long slow sweep
MBTL Mario 22C.png
22C, A parry
MBTL Mario 22A hb.png
22A
MBTL Mario 22B hb.png
22B
MBTL Mario 22C hb.png
22C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
710 LHA - - - -
First Active Active Recovery Overall Advantage Invul
58 3 - 45 +39 Parry 9-45
  • All versions of 22X have their counter boxes on the nun, not Mario. Should the opponent jump over it and hit Mario, the counter won't go off.
  • A Nun appears and does an uppercut after a delay.
  • Retaliates with a counterattack if hit.
  • Counter box isn't low to the ground meaning it can lose to 2Cs and other low-hitbox moves.
  • Counter is active on F9.

Inferior in most ways to 22B, but it will always appear close to Mario which makes it harder to jump over.

Damage Guard Cancel Property Cost Attribute
810 LHA - - - -
First Active Active Recovery Overall Advantage Invul
56 5 - 45 +37 Parry 9-43
  • A Nun appears and does a low sword slash after a delay.
  • Retaliates with a counterattack if hit.
  • Counter's box is low to the ground, making it less suited to Anti-Airs.
  • Vacuums opponents on block, which can pull out of the corner.
  • Counter is active on F9.

Can appear further away from Mario than 22A if the opponent is distant. Mostly seen as combo filler in certain metered routes. Due to the Vacuum effect it sometimes sees use as a pressure reset. Doesn't hit low however, so no unblockables for Mario.

Damage Guard Cancel Property Cost Attribute
950, 731 (1681) U - - - -
First Active Active Recovery Overall Advantage Invul
4+0 - - 48 - Parry 4-28
  • Counter super, but not a reversal.
  • Very limited range.
  • Counter is active on F4, which is 0F postflash.
Seems pretty bad at first glance. On second glance, it's still pretty bad. No invuln for the 3 frames pre-flash.
Dance - Corrente (Air)
Dance - Corrente (Air)
Aerial 214+X
MBTL Mario j214A.png
j214A, Air version is similar too grounded 214X
MBTL Mario j214A be.png
j214[A]
MBTL Mario j214B.png
j214B
MBTL Mario j214B be.png
j214[B]
MBTL Mario j214C.png
j214C
MBTL Mario j214A hb.png
j214A
MBTL Mario j214A be hb.png
j214[A]
MBTL Mario j214B hb.png
j214B
MBTL Mario j214B be hb.png
j214[B]
MBTL Mario j214C 1 hb.png
j214C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 LHA - - - -
First Active Active Recovery Overall Advantage Invul
11~27 2 until landing + 12 - - -
Damage Guard Cancel Property Cost Attribute
780, 582 (1362) LHA - - - -
First Active Active Recovery Overall Advantage Invul
20~34 3 until landing + 12 - - -
Damage Guard Cancel Property Cost Attribute
900 LHA - - - -
First Active Active Recovery Overall Advantage Invul
45 (min) - until landing + 12 - - -
Damage Guard Cancel Property Cost Attribute
900*2 (1485) LHA - - - -
First Active Active Recovery Overall Advantage Invul
47 (min) - until landing + 12 - - -
Damage Guard Cancel Property Cost Attribute
450, 418, 387, 355, 328, 301 (2239) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+7 6 (16) 16 (6) 5 until landing + 12 - - -
Each version is the same as its grounded variant. 214A and 214[A] stall Mario's air movement. 214B and 214[B] move Mario backwards.

Moon Skills

Feroce
Feroce
6+B+C
MBTL Mario 6BC.png
236B but Mario moves forward with the nun
MBTL Mario 6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
500*3 (1340) LH - - - -
First Active Active Recovery Overall Advantage Invul
14 3 (10) 3 (12) 2 31 79 -2 Clash 1-10 (MD)
  • Move happens at the Nun's current location.
  • Mario's animation is the same no matter where the Nun is.
Phantasm
Phantasm
3+B+C
MBTL Mario 3BC.png
Mario fly's forward even if the strings don't hit the opponent
MBTL Mario 3BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640, 556 (1196) A - - - -
First Active Active Recovery Overall Advantage Invul
11 4 21 35 - Clash 1-10 (MD)
  • Air blockable, whiffs against grounded opponents.
  • Hits upwards at a shallow 40 degree angle.
  • Links into air normals with Special Bonus and Airthrow without.
  • Pulls Mario upwards towards the opponent on whiff, hit and block.

Working alongside the Nuns' control of the ground, 3BC is one of the most important aspects concerning Mario's ability to puppeteer the entire screen. While unable to hit grounded opponents, its aerial hitbox is massive and can easily catch the opponent if they go into the air which can dissuade them from jumping at all. No matter the position of the opponent, being yanked by 3BC will consistently lead into a combo by hitting j.B or j.C right before landing and going from there.

Unlike 623A and 623B, using 3BC will pull you even on whiff which can be both helpful by letting you start pressure or escape a dangerous situation, or unhelpful by pulling you directly into danger.
Dance - Corrente
Dance - Corrente
4+B+C
MBTL Mario 4BC.png
Doesn't track the opponent's location this time
MBTL Mario 4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
250, 300*5 (1474) LHA - - - -
First Active Active Recovery Overall Advantage Invul
16 6 (16) 16 (6) 5 - 40 +49(standing), +3(crouching) Clash 1-11 (MD)
  • Summons the spear Nun to perform a short combo.
  • The spear nun is summoned where Mario currently is, before rushing forward and performing the combo.
Dance - Polonaise
Dance - Polonaise
2+B+C
MBTL Mario 2BC.png
MBTL Mario 2BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
710, 582 (1292) U - - - -
First Active Active Recovery Overall Advantage Invul
12 - - 45 - Parry 12-41, Clash 1-13 (MD)
  • Counter.
  • Counter is first active F12.
  • However, it'll activate off Mario's MD Clash Frames, effectively lowering it to 1F startup.
  • MD Clash frames can't be jump cancelled with grounded moves, but all other anti-MD Clash Frame counterplay works to beat this.

Super Moves

Arc Drives

Puppeteer (Doll)
Puppeteer (Doll)
236+B+C
MBTL Mario 236BC.png
Seagull Abuse
MBTL Mario 236BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000, 300*5, 1000 (3500 LH - - - -
First Active Active Recovery Overall Advantage Invul
1+11 (min) 2 - 59 -21 (min) All 1 - 10
  • Mario summons Noel out of nowhere to perform the startup attack of her Arc Drive (Can be found here:https://wiki.gbl.gg/w/Melty_Blood/MBTL/Noel#Time_to_Repent).
  • Upon hitting, Mario starts puppeteering her and throws her into the opponent at the end.
  • Really fast Arc Drive that covers 3/4 of the screen, but has a long whiff recovery.
  • Noel is summoned from Mario's current position.

A fast, fullscreen Arc Drive is very nice to have. It can confirm off of any Nun move from any distance. That said, its actual practicality as a way to punish from far away is filled by less committal options like 236A and 214C. In Heat though, it means that even one poke from a Nun can lead into Arc Drive no matter how little time there is left before the Heat finishes.

After the Arc Drive, Mario will remain in the same location as he was while the opponent will be launched until either fullscreen distance or until they hit the wall, with Mario having about a second and a half to move before the opponent can get up.

Last Arc

Puppeteer (Human)
Puppeteer (Human)
A+B+C+D
MBTL Mario ABCD.png
MBTL Mario ABCD hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
160*3 80*4, 160*12, 1120 (4800) LH - - - -
First Active Active Recovery Overall Advantage Invul
1+21 4 27 52 -14 All 1-25
  • Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
  • Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
  • Uses the animation of his 5A if done manually with 4 magic circuits.
  • Can technically be combo'd into from fullscreen with 214[A] but is not worth it at all outside of the cool points.
Mario summons a bunch of nuns to attack the opponent rapidly, all while he poses dramatically.

Reverse Beats

Customization

Palette options

Color 1
Color 2
Color 3 (Leonardo B. Harwey)
Color 4 (Merem Solomon)
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21



Mario Gallo Bestino Wiki Roadmap

0% complete
Page Completed To-do Score

Overview

Unstarted

0/25
Strategy

Descriptiosn of Neutral, Pressure, OKI and Defense are added. Especially Neurtral might need some revisions.

  • Maybe add a TLDR Section to Neutral it all got pretty long.
  • Add OKI options from 236C and 214C Midscreen HKD.
  • Add explanation and examples of options after j2B on block.
  • Add options against shield in pressure
  • Add options against oponents jumping out of your pressure.
  • >3C>jAB>j2B Techchase options. Is it useful?
  • Add 2[B]>214[B] OKI Options
0/25
Combos
  • Add 214[A] Midscreen BNB Meterless and Metered
  • Add Corner BNB Meterless and Metered
0/25
Matchups

Unstarted

0/25

MBTL Navigation

The Game
Getting Started
FAQ
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News & updates
The Battle System
Controls
Offense
Defense
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Resources
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo