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| {{CharacterInfobox-MKD | | {{CharacterInfobox-MKD |
| |name=Marv | | |name=Marv |
| |portrait=MKD_Marv_Portrait.png | | |portrait=MKD_Marv_Portrait2.png |
| |altName=Mahogany Marv | | |altName=Mahogany Marv |
| |data=Marv Data | | |data=Marv Data |
Revision as of 22:33, 23 January 2024
Marv Mahogany Marv
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Playstyle
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Zoning
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HP
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1400
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Unique Traits:
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Haunted Limbs Longer ranged limbs on attacks
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Introduction
Mahogany Marv is a dedicated zoner who uses Jayne's long limbs to keep the opponent at bay.
Gameplan
Marv generally wants to keep his distance and poke with Blazing Ent, or Vapor Strike if he expects an air approach. Backflip or Gravity spike can give you some breathing room at the cost of screen position. A well timed 6A can also create some space in a pinch, either on hit or on trade.
"Does anyone know how to get rid of a vengeful forest spirit? Asking for a friend." |
Lore: | It was just another hike for Marv, until he found himself haunted by Jayne, the spirit of Greenville Forest. Jayne has one inscrutable demand: take her to the final round of the Mega Knockdown tournament. She's also not crazy about the wood paneling in his house. |
Pros and Cons
Strengths |
Weaknesses
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- His long pokes are effective keep-out tools, and can whittle down opponents.
- His drill kick specifically beats most characters' best poke (5B).
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- Poor options for up-close defense.
- Tied for the lowest health in the game.
- Can be blown up by a well timed jump-in.
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Normal Moves
A [4A/6A]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Normal
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100
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1
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1/1
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All
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10
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Combo A
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1
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-
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-
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Marv's fastest move, besides Throw. He can only jab after walking, so it is effectively 20f. A decent option to start some pressure or create some space.
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Combo A
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300
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-
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-
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-
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-
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-
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1
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-
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-
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Three-hit follow up combo. Automatically triggers on a clean A hit.
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B [4B/5B]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Normal
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100
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20
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2/2
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All
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Unsafe (close) -> -20 (far)
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Combo B
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1
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-
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-
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B is a powerful space control option that covers both the air and the ground. B normals are only unsafe at point blank range and cannot be whiff punished, so they have the least risk at range 2.
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Combo B
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200
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-
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-
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-
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-
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-
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-
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-
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-
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Two-hit follow up combo. Automatically triggers on a clean B hit.
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C [4C/5C/6C]
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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200
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30
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2/0
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Low
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Unsafe
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KD
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-
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-
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-
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Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals.
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j.B [8B]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Normal
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200
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40
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2/2
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All
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10
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Combo B
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1
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-
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-
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Reliable jump-in option. Jump forward up to two spaces and do a drop kick. Gains ground quickly and has a long reach, but will be interrupted by most ground attacks. Plus on block. Good for challenging long-range zoning, sweeps, or punishing throw attempts.
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Combo B
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200
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-
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-
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-
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-
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-
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-
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-
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-
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Two-hit follow up combo. Automatically triggers on a clean j.B hit.
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Universal Mechanics
Throw [Any+T]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Neutral Throw (5T)
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300
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-
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1/0
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Unblockable
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-
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KD
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-
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-
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-
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Stand still and throw. Opens up a blocking opponent. This type of throw also beats attacks, as it is effectively "0 frames." Hence it is a universal reversal option, but only at point blank range.
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Forward Throw (6T)
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300
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-
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1/0
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Unblockable
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-
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KD
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-
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-
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-
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Step forward and throw. Opens up a blocking opponent, but loses to attacks. Use this if you're confident they will block.
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Back Throw (4T)
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300
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-
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1/0
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Unblockable
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-
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KD, Side Switch
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-
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-
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-
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Stand still and throw an opponent behind you. Opens up a blocking opponent, but loses to attacks. A risky way to switch sides.
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Air Throw (8T)
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400
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-
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0/1
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-
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-
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KD
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1
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-
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-
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Jump forward up to two spaces and attempt to throw an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, beats any air attack. Flashy hard read option to call out jumping. Can KD jumping opponents
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Block [Any+G]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Neutral Block (5G)
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Stand still and autoguard high or low, if attacked. A passive option that defends against everything but throws.
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Walk and Block (4G/6G)
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Walk and then block high, if attacked. Lows will still hit you. Generally the safest way to gain ground or reposition yourself.
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Backflip (8G)
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Quickly jump back up to 2 squares. Doesn't actually "block" anything, but evades most attacks. An easy way to get into your optimal range.
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Special Moves
Vapor Strike [5A]
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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300
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20
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1/3
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All
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-10
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KD
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1
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100
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-
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Dedicated anti air tool. Shuts down most jump attempts. Knocks down on hit, giving you a chance to reposition or rack up some chip. Jayne's limbs leave behind a vulnerable hurtbox on whiff.
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Blazing Ent [6B]
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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300
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30
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4/0
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All
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-20 (point blank) -> -10 (close) -> 10 (far)
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-
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1
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150
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-
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Fairly fast for how much range it covers. This is your primary tool for controlling space on the ground. On whiff, Jayne's extended limb leaves behind a vulnerable hurtbox.
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Gravity Spike [8A]
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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250
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35
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2/1
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All
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10
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-
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1
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100
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-
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Jump backward one space while attacking. Good for harassing an approaching opponent.
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Tornado Blitz [8C]
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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300
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50
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1/0
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All
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-10 (close) to 10 (far)
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KD, Side Switch (if close)
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0 (close) to 1 (far)
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-
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-
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Jump forward and do a drill kick that can KD on hit, and side switch on hit or block. Shorter range, but forces 5B to whiff!
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Unique Traits
Strategy
Matchups
Colors