Mega Knockdown/Mahogany Marv: Difference between revisions
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==Strategy== | ==Strategy== | ||
Marv likes to be in the middle of the stage at round start distance. Some space is good but resist the urge to back all the way to the corner where Marv can't retreat. Against melee ranged opponents, he will outrange all of their attacks with Blazing Ent (6B). Against zoning opponents, 6B will typically be faster. Generally this will leave your opponent with 3 options: Walk and block, jump, or retreat out of 6B range. | |||
Blazing Ent (6B) is a pretty default option. If your opponent is trying to walk and block or trade blows they are going to have a bad time. This pretty quickly pushes opponent towards the jumping option. Marv has a few different approaches to dealing with jumps, each with their own set of trade-offs. If you believe in your reads, you can alternate between Vapor Strike (5A) and 6B. This is a high-risk/high reward approach to Marv but it is very strong when applied; allowing Marv huge comeback from most positions. Alternatively, you can lean on his 4B and 5B to control the air. These have worse rewards but because they cover both options it is a must to represent. The main drawback here is Marv will be at a major disadvantage and he will need to make a hard read or attempt a retreat, which carries it's own risks. | |||
Now, if you have convinced opponents not to jump, you can't Blazing Ent (6B) forever. 6B is never unsafe, but it gets progressively less advantage as the opponent gets closer. Using 6T or 5C, with throw being higher risk but granting much better stage position as a result. Alternatively, you can employ a hit and run strategy with 6A. 6A will get you stage position, is your fastest non-throw move, protects against jumps and leaves you at an advantage. When Marv is plus it makes Gravity Spike (8A) a very strong harassment tool. Mixing in 5T/8A after a blocked 6A. Marv's post throw game is pretty basic but can't be ignored. Adding in a dash of offensive strategy will make Marv's stage position harder to contest and he also win while playing quite aggressively! | |||
If you find your opponent retreating or staying at long range, they probably want to hit the exposed hurtbox on your limbs. Ideally you want to keep them from moving to max range on 6B, so try to move in and let them walk themselves into the corner where 6B functionally becomes a full-screen attack. | |||
==Matchups== | ==Matchups== |
Revision as of 14:04, 14 February 2024
Mahogany Marv | ||||||
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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 |
---|---|
|
|
Normal Moves
A
[4A/6A] |
---|
B
[4B/5B] |
---|
C
[4C/5C/6C] |
---|
j.B
[8B] |
---|
Universal Mechanics
Throw
[Any+T] |
---|
Block
[Any+G] |
---|
Special Moves
Vapor Strike
[5A] |
---|
Blazing Ent
[6B] |
---|
Gravity Spike
[8A] |
---|
Tornado Blitz
[8C] |
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Unique Traits
Haunted Limbs
Marv's pacifist nature requires Jayne to step in and fight. As a forest spirit, she has longer than average limbs that apply to Marv's special moves. The downside to the range is that the limbs are exposed after attacking and can be hit, allowing attacks to hit at a range but not allowing combos to trigger.
Strategy
Marv likes to be in the middle of the stage at round start distance. Some space is good but resist the urge to back all the way to the corner where Marv can't retreat. Against melee ranged opponents, he will outrange all of their attacks with Blazing Ent (6B). Against zoning opponents, 6B will typically be faster. Generally this will leave your opponent with 3 options: Walk and block, jump, or retreat out of 6B range.
Blazing Ent (6B) is a pretty default option. If your opponent is trying to walk and block or trade blows they are going to have a bad time. This pretty quickly pushes opponent towards the jumping option. Marv has a few different approaches to dealing with jumps, each with their own set of trade-offs. If you believe in your reads, you can alternate between Vapor Strike (5A) and 6B. This is a high-risk/high reward approach to Marv but it is very strong when applied; allowing Marv huge comeback from most positions. Alternatively, you can lean on his 4B and 5B to control the air. These have worse rewards but because they cover both options it is a must to represent. The main drawback here is Marv will be at a major disadvantage and he will need to make a hard read or attempt a retreat, which carries it's own risks.
Now, if you have convinced opponents not to jump, you can't Blazing Ent (6B) forever. 6B is never unsafe, but it gets progressively less advantage as the opponent gets closer. Using 6T or 5C, with throw being higher risk but granting much better stage position as a result. Alternatively, you can employ a hit and run strategy with 6A. 6A will get you stage position, is your fastest non-throw move, protects against jumps and leaves you at an advantage. When Marv is plus it makes Gravity Spike (8A) a very strong harassment tool. Mixing in 5T/8A after a blocked 6A. Marv's post throw game is pretty basic but can't be ignored. Adding in a dash of offensive strategy will make Marv's stage position harder to contest and he also win while playing quite aggressively!
If you find your opponent retreating or staying at long range, they probably want to hit the exposed hurtbox on your limbs. Ideally you want to keep them from moving to max range on 6B, so try to move in and let them walk themselves into the corner where 6B functionally becomes a full-screen attack.
Matchups
Paul[No Data] |
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Billy[No Data] |
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Lewis[No Data] |
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Marv[No Data] |
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Noel[No Data] |
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Nick[No Data] |
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Colors