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| ==Strategy== | | ==Strategy== |
| 5H and 2H are very good anti-airs when you have a weapon, but they're also narrow and slow to recover. 5M and 2M are good pokes, but are also slow to recover, make sure you get familiar with the range of these moves. | | 5H and 2H are very good anti-airs when you have a weapon, but they're also narrow and slow to recover. 5M and 2M are good pokes, but are also slow to recover, make sure you get familiar with the range of these moves to stay safe. |
| You can use [2]8M for a variety of purposes, such as escaping the corner, or approaching a distant opponent, or anti-airing. It's great. | | You can use [2]8M for a variety of purposes, such as escaping the corner, or approaching a distant opponent, or anti-airing. It's great. |
| If you lose your weapon, it can be difficult to get it back. Try not to throw while unarmed, unless it'll KO, or is the 4th hit, as Mahamba's throw does not knockdown, but it still resets your hit count back to 0. | | If you lose your weapon, it can be difficult to get it back. Try not to throw while unarmed, unless it'll KO, or is the 4th hit, as Mahamba's throw does not knockdown, but it still resets your hit count back to 0. |
Revision as of 22:34, 16 January 2024
Mahamba
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- Weapon: Spear
- Forward Walk Speed: 1.0 (Standard)
- Backward Walk Speed: 1.0 (Standard)
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Introduction
A spear-wielding tribesman from Kenya. The spear has been passed down from generation to generation.
Gameplay
Boasting long reach with his spear, effective specials that move him around, and some quick close-up attacks, Mahamba is a threat anywhere on the screen.
Strengths |
Weaknesses
|
- Strengths: Spear has good reach, especially effective with 5H & 5M.
- [2]8M lets Mahamba travel across the stage, apply pressure to grounded foes, and anti-air airborne foes all at once.
- 623H is unblockable up close, and travels a bit horizontally, making for a decent anti-air, too.
- 5L is very fast, a great move to toss out when close.
|
- Weaknesses: Becomes much less effective without a weapon, sticking out his vulnerable hand way out to attack.
- The worst throw in the game. It deals worse damage than Zen's, and cannot knock down unless it's the 4th hit, but it still resets the # of hits to 0, making it especially hard for you to get your weapon back.
|
Normal Moves
Far Attacks
5H
5H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
10
|
Mid
|
3
|
2+9
|
19
|
33
|
-13
|
-28
|
Yes
|
|
5M
5M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
5
|
8
|
20
|
33
|
-12
|
-27
|
Yes
|
|
5L
5L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
2
|
8
|
10
|
20
|
-2
|
-16
|
No
|
|
|
2H
2H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
3
|
2+9
|
20
|
34
|
-14
|
-29
|
Yes
|
|
2M
2M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
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-
|
Mid
|
5
|
8
|
21
|
34
|
-13
|
-27
|
Yes
|
|
2L
2L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
14
|
10
|
1
|
25
|
+4
|
-10
|
No
|
|
Near Attacks
n5H
n.5H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
10
|
Mid
|
3
|
8
|
13
|
24
|
-4
|
-19
|
Yes
|
|
n5M
n.5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid, Mid
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3
|
7, 4
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9, 9
|
33
|
-13, +2
|
-28, -13
|
-
|
|
|
n5L
n.5L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
2
|
6
|
8
|
16
|
+2
|
-12
|
No
|
|
n2H
n.2H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
3
|
6
|
9
|
18
|
0
|
-14
|
-
|
|
n2M
n.2M
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Damage
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Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid, Mid
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1
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3, 2
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8, 6
|
20
|
-
|
-
|
-
|
|
|
n2L
n.2L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
1
|
6
|
6
|
13
|
+3
|
-11
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-
|
|
Jumping
j5H
j.H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
10
|
Overhead
|
6
|
21
|
0
|
varies
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0 to +20
|
?
|
Yes
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Only air to air hits are possible.
|
|
j5M
j.M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Overhead
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9
|
10
|
0
|
varies
|
+9 to +14
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-5 to -1
|
Yes
|
|
j5L
j.L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Overhead, Overhead
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6
|
3+10
|
0
|
varies
|
-34 to +14
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-49 to -1
|
Yes
|
|
|
Throw
Throw
Throw 6M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
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-
|
Unblockable
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0
|
-
|
-
|
-
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-30 to -5
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-
|
No
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Throw. Unsafe on hit, but you can do air attacks after to land quickly. Opponent can mash buttons during throw to reduce damage.
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Special Moves
Savannah Tornado
Savannah Tornado 623H
|
Damage
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Guard
|
Startup
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Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
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-
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Unblockable close, Mid otherwise
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0, 7
|
?, ?
|
?, ?
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142, 65
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+55, -42
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N/A, -56
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No
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First numbers are for the unblockable version, second numbers are for blockable version. Becomes fully blockable for 2 seconds after landing unblockable version.
|
|
Panther Claw
Panther Claw [2]8M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Overhead
|
19
|
?
|
?
|
varies
|
+28 (air-to-air) to -12 (air-to-ground)
|
-35
|
No
|
Takes at least 49 frames to charge.
|
|
Strategy
5H and 2H are very good anti-airs when you have a weapon, but they're also narrow and slow to recover. 5M and 2M are good pokes, but are also slow to recover, make sure you get familiar with the range of these moves to stay safe.
You can use [2]8M for a variety of purposes, such as escaping the corner, or approaching a distant opponent, or anti-airing. It's great.
If you lose your weapon, it can be difficult to get it back. Try not to throw while unarmed, unless it'll KO, or is the 4th hit, as Mahamba's throw does not knockdown, but it still resets your hit count back to 0.
While unarmed, your grounded H and M buttons become quite risky, stick mostly with your 5L, 2L, and forward jump attacks instead. And if you can get close enough, an unblockable 623H will get you an easy knockdown.
Matchups