Martial Champion/Mahambah: Difference between revisions
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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 to stay safe. | 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 pretty 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. | ||
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. | 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. |
Revision as of 22:35, 16 January 2024
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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 |
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Normal Moves
Far Attacks
5H
5H
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5M
5M
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5L
5L
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2H
2H
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2M
2M
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2L
2L
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Near Attacks
n5H
n.5H
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n5M
n.5M
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n5L
n.5L
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n2H
n.2H
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n2M
n.2M
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n2L
n.2L
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Jumping
j5H
j.H
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j5M
j.M
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j5L
j.L
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Throw
Throw
Throw
6M |
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Special Moves
Savannah Tornado
Savannah Tornado
623H |
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Panther Claw
Panther Claw
[2]8M |
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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 pretty 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.