Mega Knockdown/Mahogany Marv

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MKD Marv Portrait.png
Marv
Mahogany Marv
Playstyle Zoning
HP 1400
Unique Traits: Haunted Limbs
Longer ranged limbs on attacks



Introduction

Mahogany Marv is a dedicated zoner who uses Jayne's long limbs to keep the opponent at bay.

Gameplan

Marv generally likes to chill at a distance and let Jayne do the work. She'll stick out Blazing Ent, or Vapor Strike if expecting an air approach. Gravity spike can give you some breathing room, or a well timed 6A can also create some space in a pinch, either on hit or on trade.


"Does anyone know how to get rid of a vengeful forest spirit? Asking for a friend."
Lore:It was just another hike for Marv, until he found himself haunted by Jayne, the spirit of Greenville Forest. Jayne has one inscrutable demand: take her to the final round of the Mega Knockdown tournament. She's also not crazy about the wood paneling in his house.

Pros and Cons

Strengths Weaknesses
  • Long limbs - Long pokes are effective keep-out tools, and can whittle down opponents.
  • Evasive action - Gravity Spike moves Marv back while hitting approaching foes.
  • Safe specials - No unsafe specials on block.
  • Low stamina - Tied for the lowest health in the game.
  • Weak defense - Poor options for up-close defense, particularly when knocked down.
  • Vulnerable hurtboxes - Limbs have exposed hurtboxes that can be hit.

Normal Moves

A
[4A/6A]
MKD Universal A.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 100 1 1/1 All 10 Combo A 1 - -

Marv's fastest move, besides Throw. He can only jab after walking, so it is effectively 20f. A decent option to start some pressure or create some space.

Combo A 300 - - - - - 1 - -

Three-hit follow up combo. Automatically triggers on a clean A hit.

B
[4B/5B]
MKD Universal B.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 100 20 2/2 All Unsafe (close) -> -20 (far) Combo B 1 - -

B is a powerful space control option that covers both the air and the ground. B normals are only unsafe at point blank range and cannot be whiff punished, so they have the least risk at range 2.

Combo B 200 - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean B hit.

C
[4C/5C/6C]
MKD Universal C.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
200 30 2/0 Low Unsafe KD - - -

Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals.

j.B
[8B]
MKD Universal jB.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Normal 200 40 2/2 All 10 Combo B 1 - -

Reliable jump-in option. Jump forward up to two spaces and do a drop kick. Gains ground quickly and has a long reach, but will be interrupted by most ground attacks. Plus on block. Good for challenging long-range zoning, sweeps, or punishing throw attempts.

Combo B 200 - - - - - - - -

Two-hit follow up combo. Automatically triggers on a clean j.B hit.

Universal Mechanics

Throw
[Any+T]
MKD Throw.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Neutral Throw (5T) 300 - 1/0 Unblockable - KD - - -

Stand still and throw. Opens up a blocking opponent. This type of throw also beats attacks, as it is effectively "0 frames." Hence it is a universal reversal option, but only at point blank range.

Forward Throw (6T) 300 - 1/0 Unblockable - KD - - -

Step forward and throw. Opens up a blocking opponent, but loses to attacks. Use this if you're confident they will block.

Back Throw (4T) 300 - 1/0 Unblockable - KD, Side Switch - - -

Stand still and throw an opponent behind you. Opens up a blocking opponent, but loses to attacks. A risky way to switch sides.

Air Throw (8T) 400 - 0/1 - - KD 2 - -

Jump forward up to two spaces and attempt to throw an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, beats any air attack. Flashy hard read option to call out jumping. Can KD jumping opponents.

Block
[Any+G]
MKD Block.png
Version Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
Neutral Block (5G) - - - - - - - - -

Stand still and autoguard high or low, if attacked. A passive option that defends against everything but throws.

Walk and Block (4G/6G) - - - - - - - - -

Walk and then block high, if attacked. Lows will still hit you. Generally the safest way to gain ground or reposition yourself.

Backflip (8G) - - - - - - - - -

Quickly jump back up to 2 squares. Doesn't actually "block" anything, but evades most attacks. An easy way to get into your optimal range.

Special Moves

Vapor Strike
[5A]
MKD Marv 5A.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
300 20 1/3 All -10 KD 1 100 -

Dedicated anti air tool. Shuts down most jump attempts. Knocks down on hit, giving you a chance to reposition or rack up some chip. Jayne's limbs leave behind a vulnerable hurtbox on whiff.

Blazing Ent
[6B]
MKD Marv 5B.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
300 30 4/0 All -20 (point blank) -> -10 (close) -> 10 (far) - 1 150 -

Fairly fast for how much range it covers. This is your primary tool for controlling space on the ground. On whiff, Jayne's extended limb leaves behind a vulnerable hurtbox.

Gravity Spike
[8A]
MKD Marv jA.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
250 35 2/1 All 10 - 1 100 -

Jump backward one space while attacking. Good for harassing an approaching opponent.

Tornado Blitz
[8C]
MKD Marv jC.png
Damage Startup Ground/Air Range Guard Block Advantage On Hit Push Chip Damage Attributes
300 50 1/0 All -10 (close) to 10 (far) KD, Side Switch (if close) 0 (close) to 1 (far) 100 -

Jump forward and do a drill kick that can KD on hit, and side switch on hit or block. Shorter range, but forces 5B to whiff!

Unique Traits

Haunted Limbs

Marv's pacifist nature requires Jayne to step in and fight. As a forest spirit, she has longer than average limbs that apply to Marv's special moves. The downside to the range is that the limbs are exposed after attacking and can be hit, allowing attacks to hit at a range but not allowing combos to trigger.

Strategy

Marv likes to be in the middle of the stage at round start distance. Some space is good but resist the urge to back all the way to the corner where Marv can't retreat. Against melee ranged opponents, he will outrange all of their attacks with Blazing Ent (6B). Against zoning opponents, 6B will typically be faster. Generally this will leave your opponent with 3 options: Walk and block, jump, or retreat out of 6B range.

Blazing Ent (6B) is a pretty default option. If your opponent is trying to walk and block or trade blows they are going to have a bad time. This pretty quickly pushes opponent towards the jumping option. Marv has a few different approaches to dealing with jumps, each with their own set of trade-offs. If you believe in your reads, you can alternate between Vapor Strike (5A) and 6B. This is a high-risk/high reward approach to Marv but it is very strong when applied; allowing Marv huge comeback from most positions. Alternatively, you can lean on his 4B and 5B to control the air. These have worse rewards but because they cover both options it is a must to represent. The main drawback here is Marv will be at a major disadvantage and he will need to make a hard read or attempt a retreat, which carries it's own risks.

Now, if you have convinced opponents not to jump, you can't Blazing Ent (6B) forever. 6B is never unsafe, but it gets progressively less advantage as the opponent gets closer. Using 6T or 5C, with throw being higher risk but granting much better stage position as a result. Alternatively, you can employ a hit and run strategy with 6A. 6A will get you stage position, is your fastest non-throw move, protects against jumps and leaves you at an advantage. When Marv is plus it makes Gravity Spike (8A) a very strong harassment tool. Mixing in 5T/8A after a blocked 6A. Marv's post throw game is pretty basic but can't be ignored. Adding in a dash of offensive strategy will make Marv's stage position harder to contest and he also win while playing quite aggressively!

If you find your opponent retreating or staying at long range, they probably want to hit the exposed hurtbox on your limbs. Ideally you want to keep them from moving to max range on 6B, so try to move in and let them walk themselves into the corner where 6B functionally becomes a full-screen attack.

Matchups

MKD Paul icon.png
Paul
(Even)
Blazing Ent (6B) is faster than his Firepaul (6C), this dynamic really defines the matchup and can force Paul to move in. Paulcano (5A) is a uniquely good option for beating your Gravity Spike (8A).

Keep in mind that if you trade 6B with his projectile, you both take the same damage but Marv will get knocked down (this is bad). Also, pushing Paul too far away will tilt zoning control into his favor.

MKD Billy icon.png
Billy
(Even)
Billy has to work hard to get in and his slower grounded moves give you extra options that you normally wouldn't have. However, one knockdown can lose the round.
MKD Lewis icon.png
Lewis
(Slight Advantage)
Blazing Ent (6B) soundly defeats Lewis' backwards moving specials in most situations, as well as Slippery Slope (6C), Fist of Euphoria (4A) is slightly faster at neutral but also only hits range 1. This gives Marv a lot of chances to force Lewis to play more straightforward, removing most his innate advantages. Lewis' passive chip damage from normals gives him even lower health than you. Also, Gravity Spike (8A) is really good in this matchup because you can hard counter Lewis' 4A with it.

Beware of getting knocked down, Lewis has a harder time than normal getting in but one knockdown can lose the round.

MKD Marv icon.png
Marv
(Even)
A 2v2 battle?

Pay extra attention to frame advantage! If you block Blazing Ent (6B) at a far range, you will be at disadvantage.

MKD Noel icon.png
Noel
(Even)
Noel never has a guaranteed vine setup if she is in Blazing Ent (6B) range. You can force her to abandon her typical game plan of pokes and anti-airs because 6B can hit her Fightning Flurry (6B) before it can reach you. If she does get a Vine set up with her Unusual Botanical (6C) the matchup swings in her favor. You must be very careful because she can hit you at ranges that your long limbs would normally be uncontestable at.
MKD Nick icon.png
Nick
(Slight Disadvantage)
The chip on his normals makes jump attacks even more threatening and the corner is even worse here for you than normal.

However, you greatly outrange him and he doesn't have any tricky moves to get around Blazing Ent (6B) or Gravity Spike (8A).

Colors

Default
Greenscreen
P1 Abstract
P2 Abstract


General
FAQ
Controls
Mechanics
System
HUD
Game Modes
Characters
Paul
Billy
Lewis
Marv
Noel
Nick