Melty Blood/MBTL/Mario Gallo Bestino: Difference between revisions
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* '''Fullscreen Ground Presence:''' Mario can effectively control the ground with 236A, allowing him to constantly badger the opponent with the Primary Nun with the threat of a full combo. Failing that, Mario can fall back on moves like (j.)214A and (j.)214C to make that the opponent never has an easy time approaching. | * '''Fullscreen Ground Presence:''' Mario can effectively control the ground with 236A, allowing him to constantly badger the opponent with the Primary Nun with the threat of a full combo. Failing that, Mario can fall back on moves like (j.)214A and (j.)214C to make that the opponent never has an easy time approaching. | ||
* '''Potent Aerial Control:''' Phantasm, Mario's 623X and 3BC, are massive anti-airs that convert into combos no matter the range. 3BC especially represents a way to punish opponents jumping to try and avoid the swarm of Nuns on the ground, allowing Mario to puppeteer the entire screen. | * '''Potent Aerial Control:''' Phantasm, Mario's 623X and 3BC, are massive anti-airs that convert into combos no matter the range. 3BC especially represents a way to punish opponents jumping to try and avoid the swarm of Nuns on the ground, allowing Mario to puppeteer the entire screen. | ||
* '''236A:''' An extremely useful move that can be used for zoning, anti-zoning, combos and trading with almost no commitment on Mario's part. | * '''Feroce (236A):''' An extremely useful move that can be used for zoning, anti-zoning, combos and trading with almost no commitment on Mario's part. | ||
* '''Tricky Okizeme:''' With a variety of okizeme options, ranging from chakrams (214B/214[B]), left/rights, crossup breaks and variations of those setups, Mario is an okizeme machine and excels at opening up the opponent. | * '''Tricky Okizeme:''' With a variety of okizeme options, ranging from chakrams (214B/214[B]), left/rights, crossup breaks and variations of those setups, Mario is an okizeme machine and excels at opening up the opponent. | ||
* '''Hard to Catch:''' Being small and decently fast, Mario can be tricky to pin down. Adding on to this is the fact that his 214X series and 4BC can be done in the air, meaning that he can stall his fall or even threaten the opponent from above. | * '''Hard to Catch:''' Being small and decently fast, Mario can be tricky to pin down. Adding on to this is the fact that his 214X series and 4BC can be done in the air, meaning that he can stall his fall or even threaten the opponent from above. | ||
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* '''Subpar Defense:''' With mediocre buttons and no easily accessible frame 1 reversal outside of system mechanics, Mario starts to struggle when put on the backfoot and can have a difficult time getting out of disadvantage. | * '''Subpar Defense:''' With mediocre buttons and no easily accessible frame 1 reversal outside of system mechanics, Mario starts to struggle when put on the backfoot and can have a difficult time getting out of disadvantage. | ||
* '''Fragile Nuns:''' The Nuns can be swatted away with the right timing, cancelling out their attack and, in the case of the Primary Nun, putting her out of commission for a few seconds, forcing Mario to take more risks in neutral. | * '''Fragile Nuns:''' The Nuns can be swatted away with the right timing, cancelling out their attack and, in the case of the Primary Nun, putting her out of commission for a few seconds, forcing Mario to take more risks in neutral. | ||
* '''Poor Air-to-Air: ''' Mario's air normals are all mediocre at best with slow speeds and lacking range, meaning that navigating the air can prove difficult. And though Mario can call Nuns in the air, those Nuns are entirely grounded and leave Mario vulnerable until landing, meaning that Mario has to pick his battles in the air a lot more carefully. | |||
}} | }} | ||
}} | }} | ||
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Jump airtime: 38 | Jump airtime: 38 | ||
}} | }} | ||
|content3= | |content3= | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_5a}} | {{AttackDataCargo-MBTL/Query|ma_5a}} | ||
* | A quick high kick. | ||
* Simple but extremely strong mash button with a larger-than-average hitbox for a 5A. | |||
* Mario lowers himself during the kick, making it surprisingly difficult to hit him from above. | |||
* Fastest normal alongside 2A. | |||
* Chains into itself 3 times with 4A. | * Chains into itself 3 times with 4A. | ||
* Whiff-cancelable. | |||
* High hitbox means it catches IADs and can anti-air decently well. | |||
* Key component in Mario's stagger and rebeat pressure, as well as tick throws. | |||
}} | }} | ||
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| input = {{#invoke:InputsMBTL|toIcons|5B}} | | input = {{#invoke:InputsMBTL|toIcons|5B}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|ma_5b|1|caption= | {{MoveDataCargoImage|ma_5b|1|caption=5B(1)}} | ||
{{MoveDataCargoImage|ma_5b|2|caption= | {{MoveDataCargoImage|ma_5b|2|caption=5B(2)}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|ma_5b|1|caption=|hitbox=yes}} | {{MoveDataCargoImage|ma_5b|1|caption=|hitbox=yes}} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_5b}} | {{AttackDataCargo-MBTL/Query|ma_5b}} | ||
* Advances | Mario strikes with two forward kicks. | ||
* | * One of Mario's best normals for neutral, approaches and scrambles, even if it can be committal and a bit stubby. | ||
* Both | * Advances forward with both kicks, letting Mario close distance and stick to the opponent while they're blocking. | ||
* Its generous hitboxes and advancing properties makes it a good call-out tool on defence. | |||
* Both kicks can be canceled on hit or block. | |||
** 5B(1) is primarily combo and pressure filler. | |||
}} | }} | ||
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| input = {{#invoke:InputsMBTL|toIcons|5C}} | | input = {{#invoke:InputsMBTL|toIcons|5C}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|ma_5c|1|caption= | {{MoveDataCargoImage|ma_5c|1|caption=5C(1)}} | ||
{{MoveDataCargoImage|ma_5c|2|caption= | {{MoveDataCargoImage|ma_5c|2|caption=5C(2)}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|ma_5c|1|caption=|hitbox=yes}} | {{MoveDataCargoImage|ma_5c|1|caption=|hitbox=yes}} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_5c}} | {{AttackDataCargo-MBTL/Query|ma_5c}} | ||
* Advances forwards | Mario steps forward with two high kicks. | ||
* | * Even more committal then 5B in neutral while only being marginally less stubby. | ||
* | * Advances forwards with both kicks, just like 5B. Combining both in pressure means that Mario is very hard to push away. | ||
* Both hits kick the opponent high, which is important for some of Mario's moves. | |||
* The both kicks can be canceled on hit or block. | |||
* 5C(1) is often used in combos to stabalize into 2[B] . | |||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_2a}} | {{AttackDataCargo-MBTL/Query|ma_2a}} | ||
* 5 frame low. | A fast low kick. | ||
* Standard 5 frame low button, usually your first choice for starting combos and pressure. | |||
* Fastest normal alongside 5A. | |||
* Chains into itself 3 times. | * Chains into itself 3 times. | ||
* Whiff-cancelable. | |||
* Hitbox is very low to the ground. | |||
* Key component in Mario's stagger and rebeat pressure, as well as tick throws. | |||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_2b}} | {{AttackDataCargo-MBTL/Query|ma_2b}} | ||
* | Mario slides forward with a sweep. | ||
* Advancing sweep, used for getting the opponent off the ground. Integral to many combos and also one of his best starters. | |||
* The go-to for checking opponents trying to escape your okizeme with high shield or jumping, being both ten frames active and a low. | |||
* Moves Mario forward, making it yet another strong pressure tool— it can even be half charged for frametrapping. | |||
* Mario's only source of plus frames through normals, although this is dependent on the range 2B was used at and isn't that reliable. | |||
* Actually pretty alright in neutral and on defence thanks to it lowering Mario's hurtbox for its duration. | |||
{{AttackDataCargo-MBTL/Query|ma_2b_be}} | {{AttackDataCargo-MBTL/Query|ma_2b_be}} | ||
* Gains more range, hitting from roundstart | * Gains more range, hitting from roundstart distance— as well as two more hits for a total of three. | ||
* | * 2[B] gives a hard knockdown, which allows Mario to run some of his strongest okizeme meterlessly. | ||
* Becomes a surprisingly useful neutral tool, as the impressive range it covers as well as its sudden speed can surprise opponents, all while being a low that shrinks Mario's hurtbox a considerable amount. | |||
* A very strong tool on pressure, naturally frametrapping while rocketing Mario into the opponent to close any distance made during a given blockstring. | |||
* Gains clash frames on top of all of this, making all of the above that much more solid. | |||
* A staple of many combos as it's a stable lead-in to all of Mario's specials. | |||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_2c}} | {{AttackDataCargo-MBTL/Query|ma_2c}} | ||
* | Mario kicks upwards with a handstand. | ||
* | * An untraditional 2C as it's not a sweep-styled move, meaning it doesn't take the opponent off the ground or hit low. | ||
* Somewhat good anti-air but is outclassed by other options like 5A, 3C and 3BC. | |||
* For this reason, 2C is almost exclusively combo filler as it can kick opponents further up to properly confirm your specials. | |||
* Alright in blockstrings. | |||
* 1C will input 2C on one side and 3C on the other, meaning when unsure of what side the opponent is on, 1C can be used to always anti-air regardless of where the opponent is. Mostly inconsequential, though. | |||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_ja}} | {{AttackDataCargo-MBTL/Query|ma_ja}} | ||
<p>Mario kicks directly forwards.</p> | |||
* Chains into itself 3 times with j.4A. | * Chains into itself 3 times with j.4A. | ||
* Slower than a vast majority of j.As at 6f. | |||
* Regardless, Mario's best air-to-air option especially when fishing for fatals. | |||
* Decent horizontal range, with an extremely small crossup hitbox. | |||
* Not good at catching opponents above you as a rising button, but a lack of better options means you'll have to get comfortable with using j.A for that purpose. | |||
* Can be used after j.B or j.C after an IAD for double overheads. | |||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_jb}} | {{AttackDataCargo-MBTL/Query|ma_jb}} | ||
<p>Mario kicks slightly downwards.</p> | |||
* Mario's preferred jump-in for punishing low blockers after an IAD, as well as the most common air button used to confirm his Phantasm (623X/3BC) specials used in basically every combo. | |||
* Sees little use in anything else, as its only a frame faster then the much larger j.C while fufilling the same role as a jump-in. | |||
}} | }} | ||
===== j.C ===== | ===== j.C ===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_jc}} | {{AttackDataCargo-MBTL/Query|ma_jc}} | ||
* | <p>Mario kicks in an arc in front on him.</p> | ||
* Mario's most versatile jump button, able to act as a jump-in, a rising button or air-to-air— although the move is fairly slow for what it is, so it should be used thoughtfully. | |||
* That said, j.C sees most of its use as a more reliable jump-in then j.B. | |||
* Pretty alright range with good coverage. | |||
* Can "technically" hit crossup, but it should never be counted on. | |||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_j2b}} | {{AttackDataCargo-MBTL/Query|ma_j2b}} | ||
* Mario bounces | Mario stomps below himself, bouncing forwards while turning around on hit or block. | ||
* | * Mario always turns around on hit or block, giving him unique options for movement and combo routes, mainly sideswaps. | ||
* | * Mario also always bounces forward on hit or block which will usually bounce him over the opponent entirely, lets him throw off anybody expecting a simple jump button and punishing them with an attack from the other side. | ||
** At certain heights and positioning, repeated j.2Bs will let Mario continue to chain bounces on the opponent on hit or block. Not that reliable or useful but is very funny. | |||
* Cannot confirm into anything on a grounded opponent, except with Nun attacks that were already active like chakrams. | |||
* Stomps aerial opponents to the ground on hit, which can be made into a full combo with Nun attacks. | |||
* Niche usage in neutral as it's slower then all of Mario's other air normals while only hitting downwards— has some applications for landing or beating people trying to jump at you. | |||
* Whether Mario bounces over the opponent or not, what side he ends up facing and where Mario ends up can all be difficult to determine— which in turn makes it a very tricky mixup option for the opponent to deal with. | |||
{{AttackDataCargo-MBTL/Query|ma_j2[b]}} | {{AttackDataCargo-MBTL/Query|ma_j2[b]}} | ||
* Mario | * Becomes a true stomp, with Mario keeping his falling momentum if he connects with the opponent and making them bounce against the ground on hit. | ||
Causes a ground bounce and can be reverse chained, making it a good combo extender with Bounce Bonus. | * even if it clashes in an air2Air Situation the hitbox is most of the time not good enough to hit the enemy afterwards! | ||
<p>Causes a ground bounce and can be reverse chained, making it a good combo extender with Bounce Bonus.</p> | |||
}} | }} | ||
=== Universal Mechanics === | === Universal Mechanics === | ||
===== Rapid Beat | ===== Rapid Beat 1 ===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Rapid Beat | | title = Rapid Beat 1 | ||
| subtitle = | | subtitle = | ||
| input = {{#invoke:InputsMBTL|toIcons|X}}{{#invoke:InputsMBTL|toIcons|X}} | | input = {{#invoke:InputsMBTL|toIcons|X}}{{#invoke:InputsMBTL|toIcons|X}} | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|ma_rapid1|1|caption=1st Hit}} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|ma_rapid1|2|caption=2nd Hit}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|ma_rapid1|1|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|ma_rapid1|2|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query| | {{AttackDataCargo-MBTL/Query|ma_rapid1}} | ||
* | Mario pulls himself up with his strings with a forward knee before diving downwards. | ||
* Mario's autocombo, useful for everything an autocombo is useful for— if you don't have your combos down completely or are in danger of dropping them, go into this as a easy, stable and effective way to get your starters converted into full combos. | |||
* Aside from 2B, Rapid Beat is the only non-special way Mario has to launch the opponent off the ground for combos; if 2B was already used in the blockstring, Rapid Beat is a good other option. This property and its travel distance also makes Rapid Beat a good combo tool on its own. | |||
** Rapid Beat itself is useful in pressure as a surprising frametrap or a way to get close to the opponent before cancelling into specials. | |||
* Hits deceptively long and high, making it a good mash option. | |||
}} | }} | ||
===== 3C / Rapid Beat | ===== 3C / Rapid Beat 2 ===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = 3C | | title = 3C | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_3c}} | {{AttackDataCargo-MBTL/Query|ma_3c}} | ||
* Mario's cinematic launcher. | Mario flips, kicking the opponent into the air. | ||
* As long as they're in range, Mario is guaranteed an airthrow after 3C clash, with no possible counterplay from the opponent. | * Mario's cinematic launcher. | ||
* Great anti-air, almost entirely outclassing 2C with much larger range while having the same speed. | |||
* As long as they're in range, Mario is guaranteed an airthrow after 3C clash, with no possible counterplay from the opponent. | |||
* One of two 3Cs that makes you airborne, which has its pros and cons. | |||
** Extremely punishable if not canceled on account of having no sort of pushback. | |||
** Can cancel into air specials, which can punish and dodge enemy attack. | |||
** If you use Moon Drive after 3C, Mario will be airborne and will have enough height to use aerial buttons. | |||
}} | }} | ||
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* Steals the corner. | * Steals the corner. | ||
* Air unblockable. | * 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 from fullscreen, which will bring the opponent towards Mario and can lead to a sideswitch. | 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 some characters this is not the case anymore they can outrun the nun in certian situations! | ||
With 1 bar Mario can also convert the rekka into a full combo with 236C from fullscreen, which will bring the opponent towards Mario and can lead to a sideswitch. | |||
{{AttackDataCargo-MBTL/Query|ma_236[b]}} | {{AttackDataCargo-MBTL/Query|ma_236[b]}} | ||
* Does the first 2 Nun rekkas, separate from Mario. | * Does the first 2 Nun rekkas, separate from Mario. | ||
* Nun travels a fixed distance but will strike from her current position. | * Nun travels a fixed distance but will strike from her current position. | ||
* Air unblockable. | * Air unblockable. | ||
* VERY + on block | |||
{{AttackDataCargo-MBTL/Query|ma_236c}} | {{AttackDataCargo-MBTL/Query|ma_236c}} | ||
* The nun following Mario travels 1/4 of the screen while performing 2 slashes. | * 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. | * Hitting one of the two slashes leads to a follow up with 2 more slashes. | ||
* Groundbounces, leading into a nice combo afterwards. | * 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. | * Does not EX Prorate Metergain and Damage! | ||
<p>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.</p> | |||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ma_6bc}} | {{AttackDataCargo-MBTL/Query|ma_6bc}} | ||
Both Mario and the Primary Nun dash forwards, with the Primary Nun attacking with a series of slashes. This move starts from both Mario and the Primary Nun's current locations. | <p>Both Mario and the Primary Nun dash forwards, with the Primary Nun attacking with a series of slashes. This move starts from both Mario and the Primary Nun's current locations.</p> | ||
* very Punishable! | |||
}} | }} | ||
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* Hitbox is much bigger than it looks. | * Hitbox is much bigger than it looks. | ||
* Sideswitches. | * Sideswitches. | ||
An 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. | <p>An 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.</p> | ||
}} | }} | ||
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* Links into air normals with Special Bonus and Airthrow without. | * Links into air normals with Special Bonus and Airthrow without. | ||
* Pulls Mario upwards towards the opponent on whiff, hit and block. Recovers in the air. | * Pulls Mario upwards towards the opponent on whiff, hit and block. Recovers in the air. | ||
Working alongside the Nuns' control of the ground, 3BC is one of the most important aspects concerning Mario's ability to have a prescence at any range. 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 with delay j.b going from there. 3BC will pull you even on whiff which can be helpful by letting you start pressure or escape a dangerous situation. | <p>Working alongside the Nuns' control of the ground, 3BC is one of the most important aspects concerning Mario's ability to have a prescence at any range. 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 with delay j.b going from there. 3BC will pull you even on whiff which can be helpful by letting you start pressure or escape a dangerous situation.</p> | ||
}} | }} | ||
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* The spear nun appears in front of the opponent on the ground, no matter where Mario is on the screen. | * 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. | * The first hit can whiff if the opponent is in the air, however the second covers a lot of air space. | ||
Somewhat the same as 4BC, but the Secondary Nun appears at the opponent's location and Mario is unable to act during the attack. | <p>Somewhat the same as 4BC, but the Secondary Nun appears at the opponent's location and Mario is unable to act during the attack.</p> | ||
}} | }} | ||
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* The spear nun is summoned where Mario currently is, before rushing forward and performing the combo. | * The spear nun is summoned where Mario currently is, before rushing forward and performing the combo. | ||
The Secondary Nun dashes forwards, spins a spear over her head and then slashes downwards. If the opponent is blocking this while crouching, the spinning part of the attack will whiff. This allows you to throw the opponent before the slash comes out, though the Secondary Nun stays on screen for so long after the attack that you aren't able to use 214A for okizeme after the throw. | <p>The Secondary Nun dashes forwards, spins a spear over her head and then slashes downwards. If the opponent is blocking this while crouching, the spinning part of the attack will whiff. This allows you to throw the opponent before the slash comes out, though the Secondary Nun stays on screen for so long after the attack that you aren't able to use 214A for okizeme after the throw.</p> | ||
}} | }} | ||
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* Very limited range. | * Very limited range. | ||
* Counter is active on F4, which is 0F postflash. | * 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. At the very least, this is your fastest counter outside of MD. | <p>Seems pretty bad at first glance. On second glance, it's still pretty bad. No invuln for the 3 frames pre-flash. At the very least, this is your fastest counter outside of MD.</p> | ||
}} | }} | ||
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{{MoveDataCargoImage|ma_j214c|caption=j214C|3|hitbox=yes}} | {{MoveDataCargoImage|ma_j214c|caption=j214C|3|hitbox=yes}} | ||
| info = | | info = | ||
<p>Each version is mostly thesame as its grounded variant. but it can alter Marios air momentum. j.214A and j.214[A] stall Mario's air movement. j.214B and j.214[B] move Mario backwards. <BR> | |||
The nuns will come in from the side where Marios back is faceing<BR></p> | |||
{{AttackDataCargo-MBTL/Query|ma_j214a}} | {{AttackDataCargo-MBTL/Query|ma_j214a}} | ||
{{AttackDataCargo-MBTL/Query|ma_j214[a]}} | {{AttackDataCargo-MBTL/Query|ma_j214[a]}} | ||
<p>* will alway appear from Aarios Back so if you cross the oponent up the nun will come from thier back as well back | |||
* can be blocked by holding forwards or backwards! | |||
* can be + if used late during the fall | |||
The nun Comes in from the edge of the screen where marios back is faceing.<br> | |||
Another very important tool for Marios neutral it can catch people who try to pin your landing with a button | |||
</p> | |||
{{AttackDataCargo-MBTL/Query|ma_j214b}} | {{AttackDataCargo-MBTL/Query|ma_j214b}} | ||
{{AttackDataCargo-MBTL/Query|ma_j214[b]}} | {{AttackDataCargo-MBTL/Query|ma_j214[b]}} | ||
<p> | |||
* like grounded version but halts airmomentum and moves mario backwards. | |||
* mostly for setups | |||
The nun appears a bit away from the enemy from the side where Marios back is faceing | |||
</p> | |||
{{AttackDataCargo-MBTL/Query|ma_j214c}} | {{AttackDataCargo-MBTL/Query|ma_j214c}} | ||
<p> | |||
* if performed close to the ground, the recovery will be canceled by landing | |||
* can lead to OTG > techtrap setups | |||
* mostly used in combos! | |||
* usefull for punishing projectiles | |||
The nun comes in a close to the enemy from the side where marios back is faceing | |||
</p> | |||
}} | |||
{{MoveDataCargo | |||
| title = Dance - Corrente | |||
| subtitle = | |||
| input = {{#invoke:InputsMBTL|toIcons|j4B+C}} | |||
| images = | |||
{{MoveDataCargoImage|ma_j4bc|caption=Doesn't track the opponent's location this time}} | |||
| hitboxes = | |||
{{MoveDataCargoImage|ma_j4bc|caption=|hitbox=yes}} | |||
| info = | |||
{{AttackDataCargo-MBTL/Query|ma_j4bc}} | |||
* Summons the spear Nun to perform a short combo. | |||
* The spear nun is summoned where Mario currently is, and faces the direction he is faceing. | |||
<p>The Secondary Nun dashes forwards, spins a spear over her head and then slashes downwards. | |||
the nun moves quite a bit forward and can catch oponents trying to run back under you after you crossed them up | |||
it also can often trade in your favour when you get hit while falling down after the move went out. | |||
</p> | |||
}} | }} | ||
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* Really fast Arc Drive that covers 3/4 of the screen, but has a long whiff recovery. | * 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. | * 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. | <p>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.</p> | ||
}} | }} | ||
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* Uses the animation of his 5A if done manually with 4 magic circuits. | * Uses the animation of his 5A if done manually with 4 magic circuits. | ||
* Can be combo'd into with 4BC. | * Can be combo'd into with 4BC. | ||
Mario summons a bunch of nuns to attack the opponent rapidly, all while he poses dramatically. | <p>Mario summons a bunch of nuns to attack the opponent rapidly, all while he poses dramatically. </p> | ||
}} | }} | ||
Latest revision as of 20:54, 19 March 2024
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.
Pick if you like | Avoid if you dislike |
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A young Acting Prelate of the Holy Church, also known as "the Puppeteer"
An acting Prelate of the 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 controll the game, and his fighting style using a Piano Machine to control nuns like marionettes, have all earned him the nickname "Mario the Puppeteer."
He aims to pass judgement on the Dead Apostle that appeared in Souya... At least on the surface. He has another goal in secret from the church, getting more information on certain "research."
Main Weapon/Skill
Piano Machine
Basic Info
Height: 150cm
Weight: 45kg
Blood Type: AB
Birthday: August 3rd
Voiced by: Ayane Sakura
Puppeteer
Mario is able to call upon all sorts of puppet nuns to do his bidding. These nuns can be separated into two categories, the Primary Nun and the Secondary Nun. While most projectiles in the game disappear on hit, the Nuns will relentlessly continue their attack even if Mario is being hit so long as they were fully deployed. Though he isn't quite a puppet character, he can create unique situations from all ranges utilizing the two in tandem.
Primary Nun
Refers to the nun that is always following Mario around. Though she will always try to stick close to Mario, he can separate her from himself using 236A, 236B, 236C, and 6BC. Her attacks will go in the direction of the opponent, whether in front or behind them. The Primary Nun cannot accept a new command until she's finished the current one (signaled by a blue flash around her) with the exception of 236C which can be canceled into after any Primary Nun attack besides itself. During the active and recovery frames of these moves, she possesses a hurtbox and will be knocked down on hit (and thus rendered unusable for a short while.)
Secondary Nun
Refers to nuns summoned with (j)214A, (j)214B, (j)214C, 4BC, 22A, 22B, 22C, and 2BC. This nun can be thought of as a "slot" - that is to say he can only have 1 of these nuns active at a time, and can't summon another until the first has completely left the screen, whether through their recovery or being knocked away by the opponent. These nuns possess hurtboxes during the startup, active frames, and recovery of their respective moves.
Character Summary
- 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
- > A/B/C - Feroce Pesante
- 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]
HP Value: 11,700 (Average)
Backdash:
- 1-10 Full Invul - 1-13 Strike Invul - 14-18 Projectile/Air Invul - N/A Airborne - 31 Total
Dash startup: 6
Dash actionable: 5
Jump startup: 5
Jump airtime: 38
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
A quick high kick.
- Simple but extremely strong mash button with a larger-than-average hitbox for a 5A.
- Mario lowers himself during the kick, making it surprisingly difficult to hit him from above.
- Fastest normal alongside 2A.
- Chains into itself 3 times with 4A.
- Whiff-cancelable.
- High hitbox means it catches IADs and can anti-air decently well.
- Key component in Mario's stagger and rebeat pressure, as well as tick throws.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
260*2 (504) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 2 (8) 2 | 16 | 34 | -2 | - |
Mario strikes with two forward kicks.
- One of Mario's best normals for neutral, approaches and scrambles, even if it can be committal and a bit stubby.
- Advances forward with both kicks, letting Mario close distance and stick to the opponent while they're blocking.
- Its generous hitboxes and advancing properties makes it a good call-out tool on defence.
- Both kicks can be canceled on hit or block.
- 5B(1) is primarily combo and pressure filler.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*2 (806) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 (7) 4 | 22 | 45 | -9 | - |
Mario steps forward with two high kicks.
- Even more committal then 5B in neutral while only being marginally less stubby.
- Advances forwards with both kicks, just like 5B. Combining both in pressure means that Mario is very hard to push away.
- Both hits kick the opponent high, which is important for some of Mario's moves.
- The both kicks can be canceled on hit or block.
- 5C(1) is often used in combos to stabalize into 2[B] .
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
A fast low kick.
- Standard 5 frame low button, usually your first choice for starting combos and pressure.
- Fastest normal alongside 5A.
- Chains into itself 3 times.
- Whiff-cancelable.
- Hitbox is very low to the ground.
- Key component in Mario's stagger and rebeat pressure, as well as tick throws.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 10 | 15 | 34 | -8~+1 | - |
Mario slides forward with a sweep.
- Advancing sweep, used for getting the opponent off the ground. Integral to many combos and also one of his best starters.
- The go-to for checking opponents trying to escape your okizeme with high shield or jumping, being both ten frames active and a low.
- Moves Mario forward, making it yet another strong pressure tool— it can even be half charged for frametrapping.
- Mario's only source of plus frames through normals, although this is dependent on the range 2B was used at and isn't that reliable.
- Actually pretty alright in neutral and on defence thanks to it lowering Mario's hurtbox for its duration.
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— as well as two more hits for a total of three.
- 2[B] gives a hard knockdown, which allows Mario to run some of his strongest okizeme meterlessly.
- Becomes a surprisingly useful neutral tool, as the impressive range it covers as well as its sudden speed can surprise opponents, all while being a low that shrinks Mario's hurtbox a considerable amount.
- A very strong tool on pressure, naturally frametrapping while rocketing Mario into the opponent to close any distance made during a given blockstring.
- Gains clash frames on top of all of this, making all of the above that much more solid.
- A staple of many combos as it's a stable lead-in to all of Mario's specials.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 23 | 36 | -10 | - |
Mario kicks upwards with a handstand.
- An untraditional 2C as it's not a sweep-styled move, meaning it doesn't take the opponent off the ground or hit low.
- Somewhat good anti-air but is outclassed by other options like 5A, 3C and 3BC.
- For this reason, 2C is almost exclusively combo filler as it can kick opponents further up to properly confirm your specials.
- Alright in blockstrings.
- 1C will input 2C on one side and 3C on the other, meaning when unsure of what side the opponent is on, 1C can be used to always anti-air regardless of where the opponent is. Mostly inconsequential, though.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 11 | 20 | - | - |
Mario kicks directly forwards.
- Chains into itself 3 times with j.4A.
- Slower than a vast majority of j.As at 6f.
- Regardless, Mario's best air-to-air option especially when fishing for fatals.
- Decent horizontal range, with an extremely small crossup hitbox.
- Not good at catching opponents above you as a rising button, but a lack of better options means you'll have to get comfortable with using j.A for that purpose.
- Can be used after j.B or j.C after an IAD for double overheads.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | until landing | - | - | - |
Mario kicks slightly downwards.
- Mario's preferred jump-in for punishing low blockers after an IAD, as well as the most common air button used to confirm his Phantasm (623X/3BC) specials used in basically every combo.
- Sees little use in anything else, as its only a frame faster then the much larger j.C while fufilling the same role as a jump-in.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | until landing | - | - | - |
Mario kicks in an arc in front on him.
- Mario's most versatile jump button, able to act as a jump-in, a rising button or air-to-air— although the move is fairly slow for what it is, so it should be used thoughtfully.
- That said, j.C sees most of its use as a more reliable jump-in then j.B.
- Pretty alright range with good coverage.
- Can "technically" hit crossup, but it should never be counted on.
Command Normals
j.2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | until landing | - | - | - |
Mario stomps below himself, bouncing forwards while turning around on hit or block.
- Mario always turns around on hit or block, giving him unique options for movement and combo routes, mainly sideswaps.
- Mario also always bounces forward on hit or block which will usually bounce him over the opponent entirely, lets him throw off anybody expecting a simple jump button and punishing them with an attack from the other side.
- At certain heights and positioning, repeated j.2Bs will let Mario continue to chain bounces on the opponent on hit or block. Not that reliable or useful but is very funny.
- Cannot confirm into anything on a grounded opponent, except with Nun attacks that were already active like chakrams.
- Stomps aerial opponents to the ground on hit, which can be made into a full combo with Nun attacks.
- Niche usage in neutral as it's slower then all of Mario's other air normals while only hitting downwards— has some applications for landing or beating people trying to jump at you.
- Whether Mario bounces over the opponent or not, what side he ends up facing and where Mario ends up can all be difficult to determine— which in turn makes it a very tricky mixup option for the opponent to deal with.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | until landing | - | - | 16-19 Clash |
- Becomes a true stomp, with Mario keeping his falling momentum if he connects with the opponent and making them bounce against the ground on hit.
- even if it clashes in an air2Air Situation the hitbox is most of the time not good enough to hit the enemy afterwards!
Causes a ground bounce and can be reverse chained, making it a good combo extender with Bounce Bonus.
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230*2 (414) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 (9) 1 | 26 | 48 | -10 | 6-21 Airborne |
Mario pulls himself up with his strings with a forward knee before diving downwards.
- Mario's autocombo, useful for everything an autocombo is useful for— if you don't have your combos down completely or are in danger of dropping them, go into this as a easy, stable and effective way to get your starters converted into full combos.
- Aside from 2B, Rapid Beat is the only non-special way Mario has to launch the opponent off the ground for combos; if 2B was already used in the blockstring, Rapid Beat is a good other option. This property and its travel distance also makes Rapid Beat a good combo tool on its own.
- Rapid Beat itself is useful in pressure as a surprising frametrap or a way to get close to the opponent before cancelling into specials.
- Hits deceptively long and high, making it a good mash option.
3C / Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | 5-12 Head |
Mario flips, kicking the opponent into the air.
- Mario's cinematic launcher.
- Great anti-air, almost entirely outclassing 2C with much larger range while having the same speed.
- As long as they're in range, Mario is guaranteed an airthrow after 3C clash, with no possible counterplay from the opponent.
- One of two 3Cs that makes you airborne, which has its pros and cons.
- Extremely punishable if not canceled on account of having no sort of pushback.
- Can cancel into air specials, which can punish and dodge enemy attack.
- If you use Moon Drive after 3C, Mario will be airborne and will have enough height to use aerial buttons.
Ground Throw
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 214[X], you can grab even if that Nun is out.
Air Throw
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 214[X], you can grab even if that Nun is out.
Special Moves
Feroce
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.
- when you are hit during the first 8 frames the nun will stop (verification needed)
- 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 (after around 8 frames), 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. With the new update, this move is now jump-cancelable which makes it to meterlessly convert from any range. 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 some characters this is not the case anymore they can outrun the nun in certian situations! With 1 bar Mario can also convert the rekka into a full combo with 236C from fullscreen, 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.
- VERY + on block
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.
- Does not EX Prorate Metergain and Damage!
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.
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) |
Both Mario and the Primary Nun dash forwards, with the Primary Nun attacking with a series of slashes. This move starts from both Mario and the Primary Nun's current locations.
- very Punishable!
Phantasm
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, block, and whiff. Recovers in the air.
- Hitting cause a followup animation that grants a HKD and leaves you close to the opponent.
- Hitbox is much bigger than it looks.
- Sideswitches.
An 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.
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. Recovers in the air.
Working alongside the Nuns' control of the ground, 3BC is one of the most important aspects concerning Mario's ability to have a prescence at any range. 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 with delay j.b going from there. 3BC will pull you even on whiff which can be helpful by letting you start pressure or escape a dangerous situation.
Dance - Corrente
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 ~ 27 | 2 | - | 40 | -3 ~ +13 | - |
- A Nun appears from the edge of the screen and does a 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 at a set distance in front of the opponent on the ground and throws a curved sword in an arc aimed towards them.
Amazing tool for okizeme with the right knockdown, because you'll still be left plus after your recovery. Mixing up your oki with this covering you (throw, throw bait, shield bait, etc.) is a staple in locking down the opponent forever.
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. Pretty much the same as the uncharged version, but in an oki scenario, the second sword won't hit the opponent if their back is to the corner. Instead, this sees use after certain midscreen knockdowns since you can push the opponent into the second one.
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.
Somewhat the same as 4BC, but the Secondary Nun appears at the opponent's location and Mario is unable to act during the attack.
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.
The Secondary Nun dashes forwards, spins a spear over her head and then slashes downwards. If the opponent is blocking this while crouching, the spinning part of the attack will whiff. This allows you to throw the opponent before the slash comes out, though the Secondary Nun stays on screen for so long after the attack that you aren't able to use 214A for okizeme after the throw.
Dance - Polonaise
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 from this alone.
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. At the very least, this is your fastest counter outside of MD.
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.
Dance - Corrente (Air)
Each version is mostly thesame as its grounded variant. but it can alter Marios air momentum. j.214A and j.214[A] stall Mario's air movement. j.214B and j.214[B] move Mario backwards.
The nuns will come in from the side where Marios back is faceing
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 | - | - | - |
* will alway appear from Aarios Back so if you cross the oponent up the nun will come from thier back as well back
- can be blocked by holding forwards or backwards!
- can be + if used late during the fall
Another very important tool for Marios neutral it can catch people who try to pin your landing with a button
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 | - | - | - |
- like grounded version but halts airmomentum and moves mario backwards.
- mostly for setups
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 | - | - | - |
- if performed close to the ground, the recovery will be canceled by landing
- can lead to OTG > techtrap setups
- mostly used in combos!
- usefull for punishing projectiles
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
250, 300*5 (1474) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 6 (16) 16 (6) 5 | until landing + 12 | - | - | - |
- Summons the spear Nun to perform a short combo.
- The spear nun is summoned where Mario currently is, and faces the direction he is faceing.
The Secondary Nun dashes forwards, spins a spear over her head and then slashes downwards. the nun moves quite a bit forward and can catch oponents trying to run back under you after you crossed them up it also can often trade in your favour when you get hit while falling down after the move went out.
Super Moves
Arc Drives
Puppeteer (Doll)
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.
- 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.
Last Arc
Puppeteer (Human)
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 be combo'd into with 4BC.
Mario summons a bunch of nuns to attack the opponent rapidly, all while he poses dramatically.
Reverse Beats
Customization
Palette options
Mario Gallo Bestino Wiki Roadmap
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Descriptiosn of Neutral, Pressure, OKI and Defense are added. Especially Neurtral might need some revisions. |
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