Melty Blood/MBTL/Mario Gallo Bestino
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 |
---|---|
|
|
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 and effective 5 frame jab.
- Fastest normal alongside 2A, making it a great abare option.
- 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.
- Stubby and committal in neutral and scrambles.
- 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.
- The second kick 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]
- 5C(1)>5A is a very strong blockstring option
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.
- One of Mario's best starters.
- 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 good in neutral and on defence thanks to it lowering Mario's hurtbox for its duration.
- Its 10 frame active time means it can punish opponents who try to jump on wake-up.
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 and becomes 3 hits.
- Can be used as a combo ender to allow for 214[B] okizeme.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 23 | 36 | -10 | - |
- Surprisingly good anti-air.
- Leaves standing on ground hit.
- NOT good at thinks 2Cs are normaly good at
- like extending pressure at long range or Contesting rebeats
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 11 | 20 | - | - |
- Chains into itself 3 times with j.4A.
Mario kicks directly forwards.
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.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | until landing | - | - | - |
- Good crossup normal.
Mario kicks below and behind himself.
Command Normals
j.2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | until landing | - | - | - |
- Mario bounces upwards on hit and block.
- Will always cause Mario to turn around.
- Can steal corner unless opponent holds back.
Goomba stomp, useful as an OTG to set up left/right and high/low mixups in the corner.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | until landing | - | - | 16-19 Clash |
- Mario dives straight downwards.
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 |
- Hits twice.
Very consistent in combos against grounded and airborne opponents.
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.
- Good anti-air.
- As long as they're in range, Mario is guaranteed an airthrow after 3C clash, with no possible counterplay from the opponent.
- The only 3C in the game that makes you airborne, which has its pros and cons.
- Extremely punishable if not canceled on account of having no sort of pushback.
- Cannot be canceled with ground specials.
- However, it can be canceled into Mario's air specials which can punish and dodge enemy attacks.
- 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 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.
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.
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.
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)
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 | - | - | - |
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 | - | - | - |
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 | - | - | - |
Each version is the same as its grounded variant. j.214A and j.214[A] stall Mario's air movement. j.214B and j.214[B] move Mario backwards. j.214C is the most different from its grounded counterpart; if you perform this move close to the ground, the recovery will be canceled by landing, allowing Mario to act at a time where 214C wouldn't allow him to.
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
0% complete | |
|
Page | Completed | To-do | Score |
---|---|---|---|
Unstarted |
0/25 | ||
Strategy |
Descriptiosn of Neutral, Pressure, OKI and Defense are added. Especially Neurtral might need some revisions. |
|
0/25 |
Combos |
|
0/25 | |
Matchups |
Unstarted |
0/25 |