Fighting Style:
"Monster Fighting Style"
Introduction
“
|
Fugafuga fufu grhmmph! ("Did that hurt? It hurt me, too, so now we're even!")
|
”
|
The General and his goons turned him into a freak, so he enters the tournament hoping to become human again somehow. This character is really weird. You can compare him best to Dhalsim on the basis of his floatiness and stretchy limbs though he has a ton of unique gimmicks all his own.
Strengths |
Weaknesses
|
- Has a good mixup game at a range thanks to rocket punch and command grabs
- Extremely long buttons
- High reward for zoning
- Mash move makes him very difficult to pressure
|
- Extremely slow forward movement and jump arc
- Lots of mashing is necessary for rewarding anti-air confirms
- Low stun and large size offsets high health
|
Stats
Forward walk speed
|
Backward walk speed
|
Prejump
|
Jump length
|
Backdash length
|
Backdash distance
|
Defense
|
Stun
|
1.625000
|
1.218750
|
2 frames
|
47 frames
|
1-11 invulnerable, 12-15 vulnerable
|
80px
|
3904
|
480
|
Normals
Standing
5LP close is identical close is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
3
|
4
|
5
|
+4
|
+2
|
HL
|
Y
|
-
|
Reset
|
A slower, longer ranged jab than average. When canceled, it still goes through recovery and buffers the special, so it can't combo into anything.
Crouched by Wulong and Liza
|
|
5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
4
|
2
|
16
|
±0
|
-2
|
HL
|
N
|
-
|
Reset
|
Marco swipes at his head level. It’s a solid far anti-air with a lot of range.
Crouched by everyone but Barts crouch blocking and Gonzales. Gekkou even stands under it.
|
|
n.5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
5
|
2/2
|
10
|
+6
|
+4
|
HL
|
N
|
-
|
Reset
|
The double axe handle. The first hitbox can’t reach anyone on the ground, so it effectively has 7f startup. This makes it plus enough to link into other normals.
Crouched by Wulong, Liza (crouch blocks it)
Max activation range is 90px
|
|
5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
10
|
8
|
14
|
±0
|
-2
|
HL
|
N
|
-
|
Reset
|
A punch with both hands, good range but long startup. This hits at the same range Marco has access to his whole high/low game, so it doesn’t stand out as an option.
|
|
n.5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64+96
|
8
|
3+3/4
|
12
|
+3
|
+1
|
HL
|
N
|
-
|
Reset, KD if both hit
|
A slower version of n.5MP with an extra arm. Despite this, it still hits twice. The first hit is lower, so it hits everyone standing except Gekkou, but is crouched by everyone but Gonzales. The second hit has an early hitbox, which is identical to the first hit.
Some characters' hitstun reel will make them get hit by the late hitbox (Wulong, Lihua, Liza, J. McCoy), making this +6 on hit.
Max activation range is 90px
|
|
5LK close is identical close is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
3
|
3
|
6
|
+4
|
+2
|
HL
|
N
|
-
|
Reset
|
This has only one less pixel of horizontal range than 5LP, but hits lower, so it can be used to check low profiles.
|
|
5MK close is identical close is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
5
|
6
|
9
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
|
Marco does a lazy kick with an incredible hitbox. This is the cornerstone of your combo game when canceled into PPP on grounded hit or Mash P on air hit.
|
|
5HK close is identical close is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96+64
|
6
|
3+8
|
23
|
-12/-9
|
-14/-11
|
HL
|
Y/N
|
-
|
Reset, KD if both hit
|
A weird leaning kick that’s super unsafe despite hitting twice. The first hit is cancelable, but this doesn’t net you anything over 5MK.
|
|
Hidden Poke 6HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
192
|
11
|
6
|
20
|
-4
|
-6
|
HL
|
N
|
-
|
Reset
|
Marco sticks out the bonus arm. This has slightly less range than 2HP, but it's slightly safer too. It overall fills a similar niche, and the extra stun is nice.
Crouched by Liza (crouch blocks it)
|
|
Double Lift 6HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64+64
|
8
|
3+8
|
27
|
-16/-13
|
-18/-15
|
HL
|
N
|
-
|
Reset, KD if both hit
|
As the name implies, Marco lifts himself and kicks twice. This move reliably low crushes for its whole duration, but it’s punishable on hit up close.
|
|
Crouching
2LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
4
|
3
|
4
|
+6
|
+4
|
HL
|
N
|
-
|
Reset
|
A crouching jab that’s a little slow, but one of Marco’s most reliable options for links. Compared to 2LK, it's a bit more disjointed, but doesn't reach as far or hit low.
|
|
2MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
6
|
2
|
12
|
+4
|
+2
|
HL
|
N
|
-
|
Reset
|
Marco takes a big swipe at the opponent. It’s totally disjointed so it makes a good poke, but it's not very active.
|
|
2HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
10
|
4
|
24
|
-6
|
-8
|
HL
|
N
|
-
|
Reset
|
In true Dhalsim fashion, this normal has ridiculous range, hitting anyone from round start/over halfscreen distance. While minus on hit and block, it can only be punished from a distance by Lihua 2146P.
|
|
n.2HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
7
|
7
|
16
|
+1
|
-1
|
HL
|
N
|
-
|
Reset
|
Surprise, the Dhalsim-like crouching normal has a close-range cousin. It’s nothing special and only prevents 2HP from having a blindspot, but it’s at least safe on hit.
Max activation range is 104px
|
|
2LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
4
|
2
|
5
|
+6
|
+4
|
L
|
Y
|
-
|
Reset
|
Marco’s premier low poke. He leans in during this so it’s not as disjointed but has similar range to 2MP. The cancel is weird like 5LP, but you can link this into 2LP/2LK/2MK.
|
|
2MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
4
|
8
|
8
|
+2
|
±0
|
L
|
Y
|
-
|
Reset
|
A solid poke that doesn’t have the raw range others do, but combos into PPP, and can link into itself as a meaty. It can beat some low pokes like Kazuya 2MK due to the disjoint.
|
|
2HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
4
|
30
|
KD
|
-14
|
L
|
N
|
-
|
KD
|
A sweep that reaches really far and is really unsafe, but the startup isn't too slow. Decent punisher for moves like Genroudan as it guarantees knockdown, unlike PPP.
|
|
Diagonal Poke 3HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
11
|
9
|
20
|
-7
|
-9
|
HL
|
N
|
-
|
Reset
|
A move that looks like an anti-air, but the hitbox doesn't quite line up. Like 2HP and 6HP, it doesn’t project any hurtboxes on startup/recovery. This means you could use it as a niche poke, like a slower Dhalsim 5MK.
|
|
Slide 3HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
8
|
15/5
|
20
|
KD
|
-20
|
L
|
N
|
-
|
KD
|
An incredibly long-reaching slide that’s also incredibly unsafe. It’s good for catching people at ranges where you threaten with j.2PPP instant overheads. This doesn’t entirely low profile but the hitbox sneaks under many mid-level pokes, even Gekkou and Boggy 2HP.
|
|
Jumping
j.LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
2
|
34
|
4
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Standard jumping jab. It’s just as fast as other j.LPs so it’s your best option after an air reset.
Instant overhead on Kazuya, Barts, J. McCoy, Boggy, Gonzales, Azteca.
|
|
j.MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
18
|
12
|
-
|
-
|
H
|
N
|
-
|
Reset
|
An aerial hidden arm poke. Just look at the range of this thing! At the right spacing, it can beat any anti-air without invincibility. It's very long-lasting, so it's good to throw out after a jump cancel too.
Instant overhead on Barts, Boggy, Gonzales, Azteca.
|
|
j.HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64+128
|
11
|
3+3/3
|
8
|
-
|
-
|
H
|
N
|
-
|
Reset, KD if both hit
|
Functions like n.5HP but in the air. A solid all-around button, despite its slow startup. You can make it ambiguous how many hits they have to block high if you choose to jump cancel. As an air-to-air, it’ll reliably connect two hits and knock down.
|
|
j.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
-
|
2
|
34
|
8
|
-
|
-
|
H
|
N
|
-
|
Reset
|
A generic light button that hits higher up than j.LP. It's overall worse, but might be a better air-to-air.
|
|
j.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
4
|
18
|
8
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Identical hitbox to j.HK. You’ll probably want to stick to j.HK for more damage.
|
|
j.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
10
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Marco does a dropkick with great horizontal reach. This is Marco’s most damaging option for ending juggles.
|
|
Body Splash j.2HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
10
|
Until landing
|
-
|
-
|
-
|
H
|
N
|
-
|
Reset
|
No big body would be complete without a body splash. It has a lot of startup, but is also active until landing. Unfortunately, it’s pretty much outclassed by j.2HK, which has a better hurtbox and no downsides. This is not jump cancelable.
|
|
Butt Drop j.2HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
10
|
Until landing
|
-
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Hilarious-looking butt drop that’s good as a crossup and general button. It’s slow but hard to contest, and active for the whole jump. Like j.2HP, it's not jump cancelable.
|
|
Swing Around j.2LK+MK+HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
192
|
14
|
6/6/6
|
58+1 landing*
|
KD
|
-55
|
H
|
N
|
-
|
KD
|
Marco swings in a loop from the ceiling. This is a weird move that has a lot of range but is incredibly unsafe, and can be used as a last-ditch option to punish fireballs if ourside of j.2PPP range.
The first and second hitbox are crouched by Gekkou, Wulong, Lihua, Liza, and Marco. The third is crouched by everyone.
|
|
Throws
Head Chomp 4/6MP Range 56-48 px Range 56-48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Bad hold #1, Marco bites the opponent. Why does this do so little damage? It does leave them on the same side, but so does 4/6HP (closer).
|
|
Toss Away 4/6MP(Closer) Max range 48 px Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Marco casually slams the opponent behind him. It has very little recovery, but side switches and leaves them closer to you than HP throw.
|
|
Back Breaker 4/6HP Range 56-48 px Range 56-48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Bad hold #2, Marco crushes the opponent. Functionally identical to 6/4MP (further).
|
|
Spin Toss 4/6HP(Closer) Max range 48 px Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Marco whips the opponent around before tossing them forward. He can act around when they hit the ground, giving him just enough time to walk up and meaty 2MK, space j.2PPP, etc.
|
|
Special Moves
Head Crasher 236P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
All
|
-
|
224
|
27
|
1
|
20
|
Stun
|
-3
|
HL
|
-
|
-
|
Reset
|
Marco throws his head (he’s fine), which bounces off the ground. Heavier versions will travel further horizontally between each bounce. It stuns on hit, allowing you to follow up with whatever you want. Slower heads can give Marco cover to run his high/low game.
Note that this “stun” state isn’t affected by mashing and lasts 60 frames, plus ~14 frames of hitstop (the game slows down on projectile hit).
|
|
Magic Hand 632146P LP/MP min range 160px LP/MP min range 160px LP/MP max range 212px LP/MP max range 212px HP min range 170px HP min range 170px HP max range 208px HP max range 208px
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP/MP
|
-
|
16
|
19
|
1
|
15
|
KD
|
-
|
-
|
-
|
-
|
KD
|
HP
|
-
|
16
|
23
|
1
|
18
|
KD
|
-
|
-
|
-
|
-
|
KD
|
Marco stretches his hands out for a command grab. This has a lot of startup and 1 active frame at the end, so it works at specific ranges. The LP and MP versions are identical, with Marco pulling himself forward and leaving the opponent on the same side.
The HP version is slower, has slightly less range, and does more damage. Marco pulls the opponent to him and performs a back body drop, switching sides. This can be useful when you land 236P and are too far to land a jump-in.
You can also use LP/MP as part of Marco's mixup game, since it starts working at a range where you threaten with 2HP, 3HK or j.2PPP. All characters except Wulong and Lihua get hit by instant j.2PPP at 160px range while crouching.
Despite appearances, you can’t low profile the grab either.
|
|
Rampaging Tearing
aka Monster Mash Mash P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
-
|
64
|
0
|
8+16+16+16+6
|
0
|
-31
|
-42
|
HL
|
-
|
1-16F
|
Y
|
MP
|
-
|
64
|
0
|
6+12+12+12+6
|
0
|
-11
|
-22
|
HL
|
-
|
1-12F
|
Y
|
HP
|
-
|
64
|
0
|
4+8+8+8+4
|
0
|
+3
|
-8
|
HL
|
-
|
1-8F
|
Y
|
Crazy good mash move which juggles air opponents and works as a reversal. While the lack of startup and recovery seems too good to be true, Marco can barely move while doing this, so it’s just asking to get swept if he tries to use it in neutral, or if it gets blocked.
The LP and MP versions need 4 inputs, but HP needs 3 inputs. There’s no reason not to use the HP version, really. On grounded hit/block, you usually get 1 hit for LP or 2 hits for MP/HP, which is what frame advantage is based on.
Note that if you hit a juggled opponent with another Mash P, they get knocked down. You can circumvent this by hitting them with any cancelable normal, like 5MK, then going into Mash P.
|
|
Hammer Punch LP+MP+HP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64+192
|
8
|
3+3/3
|
46
|
-18
|
-29
|
HL
|
-
|
-
|
Y/KD
|
Marco swings an arm forward, hitting the ground a bit over halfscreen away. This has a blindspot until about the end of 5MK’s range. It’s not an overhead, but still a good long-ranged tool for anti-airs, trading favorably with fireballs, and is Marco's only useful guard cancel at a distance.
You can use this as a combo ender from 5MK, 5HK, or 2MK, as well as Mash P. The early hitbox actually juggles, and can rarely combo into the late hitbox, which knocks down on air hit.
Frame advantage based on the last (third) hitbox. It's really that unsafe on block.
Second hitbox blocked standing: Kazuya, Barts, Liza, J. McCoy, Boggy, Marco, Gonzales, Azteca. All characters can crouch under it, and Barts, Gekkou, Wulong, and Lihua stand under it.
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|
Crusher Punch
aka Rocket Punch j.2LP+MP+HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
192
|
10
|
12
|
20+1 landing*
|
KD
|
-12 or worse
|
H
|
-
|
-
|
KD
|
Marco punches at a 45 degree angle, hitting far away from him. It’s slow as an air attack, but you use this out of a backdash or jump for an instant overhead. It stalls Marco a bit in the air, so you can use it as an anti-fireball tool. Has a bit of a blindspot, but not as much as LP+MP+HP so it’s fine.
This is also Marco's most reliable combo ender after Mash P thanks to generous active frames.
|
|
Desperation
Marco Dynamite 632141236MP+HP min range 160px min range 160px LP/MP max range 208px LP/MP max range 208px Yes, the input is half circle back, half circle forward Yes, the input is half circle back, half circle forward
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
23
|
1
|
18
|
-
|
-
|
-
|
-
|
-
|
KD
|
A super version of your command grab. Weirdly, it has the starting range of LP/MP Magic Hand but the frame data and end range of the HP version. Go for it if you land 236HP, the animation rules.
|
|
Combos
Midscreen
- 2LP/2LK(x2) 2MK xx PPP
- n.5MP 2LK 2MK xx PPP
- 236P j.HK 2MK xx PPP
- Optimal damage off 236P without super
- Mash HP, PPP/j.2PPP/[j.MP/j.HK]x2
- Ordered from easiest/least damage to hardest/most damage. Sometimes it’s impossible to connect j.HK j.HK, but possible to do j.HK j.MP.
- (meaty) 2MK, 2HK or 2MK xx PPP
- 2HK works from a longer range, but does less damage
Wallbreak
- Mash HP (3) 5MK xx Mash HP (3) PPP/j.2PPP
- Stuns everyone but Gonzales, and stuns only Liza and Marco if you get 1 less hit on either Mash HP. You can use 2MK over 5MK to make this easier, but it won’t stun Lihua, Wulong, or Azteca.
- Sub for j.HP in the corner for a little extra damage - wall break leaves you too far
- [5MK xx Mash HP (3)]x2 j.2PPP/j.HP
- If you manage to connect 5MK as an anti-air, maybe on divekicks or Gekkou 214K. Works if started some distance from the wall, with the second Mash HP breaking wall - stuns everyone.
- If started against the wall, you can go for a hard to escape 5MK/2MK xx PPP reset since the second Mash HP won’t connect.
Corner-only
- Mash HP (2) [5MK xx Mash HP (2)]x2 j.2PPP/j.HP
- Stuns Gonzales, but requires only 2 hits each Mash HP, otherwise the juggle limit kicks in.
Strategy
Marco's gameplan is all about getting into a spot where 2LK/2MK are a threat. If they jump, you can buffer HP hands through your normals (especially crouching normals). Marco's crouch is incredibly low compared to standing, putting him among the shorter half of the cast.
If they tend to hold downback, you have instant overheads in j.2PPP (do this out of backdash if too close) and, in some matchups, j.LP and j.MP (see those moves for who it works on). After IOH j.LP/j.MP you can also go for a crossup j.2HP/j.2HK if they're not looking for it.
At a further range where you can't hit with 2LK or 2MK, but before 632146P will connect, Marco still has access to 2HK and 3HK for lows. He also has good space controlling normals like 2HP, 6HP, 3HP, and 5MK to counterpoke or whiff punish.
Marco 632146P spacing tips: https://twitter.com/GriffyBones/status/1380546746468683798
632146LP/MP works starting at 160px, roundstart range. At this range, you can also hit with j.2PPP, walk forward 2HK, or 3HK. Note that j.2PPP doesn’t hit crouching Wulong or Lihua at 160px range, although Lihua typically gets hit if you jump forward for IOH j.2PPP.
j.2PPP hits crouching at 170px (632146HP min range): J. McCoy, Gonzales
After any air normal, you can jump cancel into j.2PPP. This can technically combo but is frame-perfect, and otherwise serves as a mixup when combined with land and backdash j.2PPP or any of Marco’s low-hitting options.