Bloody Roar Extreme/Marvel the Leopard: Difference between revisions
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:''This character is known as '''Shina''' in American and European regions.'' | :''This character is known as '''Shina''' in American and European regions.'' | ||
Marvel is a | Marvel is a capable mid-range fighter with an emphasis on feints and counters, baiting out attacks and using the opponent's hesitation to score hits. Some of the tools she uses to achieve this goal are: Leg Trap, a Counter which works against all kicks (including ones with Guard Break properties) and transitions into a leg hold that deals good damage; her Leopard Walking stance, which carries a strong low profile and has access to a launcher; and her signature Mad Trap, a Counter Beast Drive that can also be used as a Guard Cancel off of Light Guard to devastating effect. On the flipside, Marvel suffers a glaring flaw: she lacks the universal Command Throw motion, and her exclusive one does not affect standing opponents. This means her opponent never has to guess which direction to tech, greatly limiting her ability to open her opponent up. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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* '''Unstable Mixup:''' Many moves in Marvel's arsenal are based around feints for many of her moves, with the intent to make the opponent hesitate so she can continue her pressure. Unfortunately, these feints often take quite a while to animate, which makes them very difficult to practically apply in a match without some very strong conditioning on Marvel's part. | * '''Unstable Mixup:''' Many moves in Marvel's arsenal are based around feints for many of her moves, with the intent to make the opponent hesitate so she can continue her pressure. Unfortunately, these feints often take quite a while to animate, which makes them very difficult to practically apply in a match without some very strong conditioning on Marvel's part. | ||
* '''Poor Throw Game:''' Marvel's ability to open up the opponent with throws is incredibly limited for one key reason | * '''Poor Throw Game:''' Marvel's ability to open up the opponent with throws is incredibly limited for one key reason — her only Command Throw is a low throw. While this throw does lead to extremely high damage, it also means that the opponent never has to guess which throw Marvel will use when attempting a throw break. | ||
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Revision as of 10:04, 26 February 2024
Introduction
- This character is known as Shina in American and European regions.
Marvel is a capable mid-range fighter with an emphasis on feints and counters, baiting out attacks and using the opponent's hesitation to score hits. Some of the tools she uses to achieve this goal are: Leg Trap, a Counter which works against all kicks (including ones with Guard Break properties) and transitions into a leg hold that deals good damage; her Leopard Walking stance, which carries a strong low profile and has access to a launcher; and her signature Mad Trap, a Counter Beast Drive that can also be used as a Guard Cancel off of Light Guard to devastating effect. On the flipside, Marvel suffers a glaring flaw: she lacks the universal Command Throw motion, and her exclusive one does not affect standing opponents. This means her opponent never has to guess which direction to tech, greatly limiting her ability to open her opponent up.
File:BREX icon marvel.png Marvel is a defensively-focused character who excels at controlling and reversing the opponent's momentum in order to deal high damage. | |
Pros | Cons |
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Stats
Human
Weight | Attack | Defense | Walk (Forward) | Walk (Backward) | Dash/Run | Backdash (Distance) | Backdash (Duration) | Jump Height |
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650 | 100% | 0.74 | 21.75 | 15.95 | - | 17.88 | 36 | - |
Beast
Weight | Attack | Defense | HP Recovery | Walk (Forward) | Walk (Backward) | Dash/Run | Backdash (Distance) | Backdash (Duration) | Jump Height |
---|---|---|---|---|---|---|---|---|---|
650 | 100% | 0.95 | 16 | 17.19 | 15.60 | - | 17.88 | 36 | - |
Hyperbeast
Weight | Attack | Defense | HP Recovery | Walk (Forward) | Walk (Backward) | Dash/Run | Backdash (Distance) | Backdash (Duration) | Jump Height |
---|---|---|---|---|---|---|---|---|---|
650 | 100% | 0.95 | 16 | 17.19 | 15.60 | - | 17.88 | 36 | - |
Ability Plus
- Any Cancel B: All normals and specials become special-cancelable; a special cannot cancel into itself, but can be canceled into other specials.
- Counter Hit Effect: All attacks gain the on-hit effects as if they were Counter Hits.
Key Moves
5P
5P {{{name}}} [[File:BREX_{{{char}}}_5P.png | 175x250px | center|class=lazyimg]]
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