5B - Long range, fast, very good frame advantage, and can be comboed into 214C. Very good all around.|
6B - Overhead stomp. Can't be comboed out of.
c.C - Very fast, very strong, massive frame advantage.
6C - Very large poke. Can be canceled as well.
6D - Slow poke, but can evade some moves and will wall slam on hit for free combos.
2D - Large slide attack. Very unsafe.
1D - Low poke. Doesn't knock down, and fairly low damage, but quite fast.
j.B - Crossup.
j.D - Crossup.
j.2C - Massive crossup!
Taunt - Marco gains meter when taunting. Somewhat slow, but useful.
5A -> 5A, 2A, 5B, 2B, 6B
2A -> 5A, 2A, 5B, 2B
2B 2B ...
236A/C - Baribari Beam/Cutter
Standard projectile. Kind of bad recovery in comparison to Urs's projectiles, but still useful.
A version has fast startup, and a slow projectile.
C version has slower startup, but the projectile is very fast and knocks down. Can be tech-rolled though.
623A/C - Dyna Blade
Standard DP style move. Invincible startup. Great as a reversal or anti-air.
A version only hits once, and can be tech-rolled.
C version hits twice. The first hit does not launch, only the second. Can't be tech-rolled out of.
214B/C - Fanged Snake Crash
Jumping overhead smash. Can be faked by holding the button. Decently useful.
B version is fast and short ranged. On counter-hit, launches for a juggle.
D version has a very long range, and will always launch on hit for a free juggle.
214A/C - Hell Slash
Dashing Slash attack. Very unsafe on block.
B version is faster and shorter ranged. It can be tech-rolled on hit.
D version has better range and damage, and can't be tech-rolled.
236236P - Dyna Rush
Standard 3-uppercut super. Invincible on startup, can't be Gatchied on reaction after the Super Flash. Good for combos or chipping to death mostly.
236236K - Final Strike
Very short ranged strike. If Marco hits, follows up with a huge explosion attack that will hit no matter what. Not invincible? and very unsafe. Best to use in certain juggles.
While in Heat Up, Marco changes significantly. His dragon pet Char-Siu follows him and can be instructed to do attacks, during which Marco can be doing something else. However, there are some complications with this that make it somewhat difficult.
The dragon can be in two states:
Dragon Ready State: While the dragon is ready to do an attack, Marco loses the ability to do any of his regular special moves, including his supers. The only specials he can use are the Dragon Specials!
Dragon Active State: While the dragon is doing an attack (or recovering from one), Marco can do all of his specials and supers as normal.
While in the Dragon Ready State, Marco can command the dragon to attack at any time, even while doing something else! Meaning, he can issue the commands on the ground, in the air, while doing an attack, and so on. This is actually important for another reason:
· If the dragon command is issued from standing neutral or canceled into as a special, Marco will have a 'commanding' animation which consists of him pointing forward for a bit.
· If the dragon command is issued while Marco is busy (ie while he is jumping, dashing, throwing, doing one of his special attacks, doing a normal that can't be canceled into a special, etc), there will be no 'commanding' animation but the dragon will still do the attack.
Obviously the commanding animation is never wanted because it keeps Marco busy. Learning how to make the dragon attack without tieing up Marco is important to using it. Used properly, Marco can do some elaborate combos into and out of dragon attacks.
Note: Dragon specials are indicated with a 'd.' prefix to distinguish them from regular specials.
d.236A/C - Char-Siu Fire
Dragon Breath attack. Very short range, but hits many times, keeping the enemy under pressure or in a combo. Has a very long startup however, but makes good Okizemi among other things.
It's important to note that the long startup means you will often activate the attack but Heat Up will end before the attack starts. In this situation, even though the dragon looks like it starts to breath fire, no hits will come out at all. Be aware of this when you use this move!
A version makes Char-Siu attack from where he currently is.
C version makes Char-Siu move forward to where the enemy is before attacking. This will go about half-screen max before attacking automatically, if it doesn't reach the enemy first.
d.236B/D - Char-Siu Attack
Dragon Dash attack. Char-Siu rushes across the whole screen and does VERY large damage with a single hit. One of Marco's strongest and more important attacks, you will use this in combos every chance you can get it. Very good to be used after a throw, after a Dyna Blade, or during a Dyna Rush (among other things).
B version travels low to the ground.
D version travels higher in the air.
While in Heat Up, Marco can cancel his Dyna Rush super into Final Strike. The usefulness of this is questionable as it requires a total of 3 super bars to do.
2B 2A 5B 214C
2B 2A 5B 236236P
2B 2B 623C
2B 2B 623C(1) 236236P
2B sets are harder to hit confirm but do more damage than chaining to 5B.
5B c.C 214C
5B c.C 623C(1) 236236P
Strongest set. On block, c.C will give you big frame advantage instead.
c.C, 5B 214C
Hit confirmable link off c.C. Slightly stronger than 5B c.C. Not really that useful?
j.2C |> f.C 214C
214D, f.C 214[D]
214D, 623C(1) 236236K
Note: Counter-hit 214B gives access to the same combos as above, but also gives access to these:
CH 214B, 66 c.C 214[D]
CH 214B, 66 623C
(Damage + Knockdown)
CH 214B, 66 623C(1) 236236K
c.C 623C(1) 236236P/K
6C 214C or 236236P
High Gatchi Drive
j.C, c.C, 66 623C(1) 236236K
Low Gatchi Drive
66, c.C f.C 6C 2D 623C
66, c.C f.C 6C 2D 623C(1) 236236K
d.236A/C, Throw, 623C
d.236 6B, 2D, 623A
d.236 6B, 1D, 66 623C
d.236 6B, 6B, 66 623C
Dash setup. Press the button for the Dragon attack while you are dashing to prevent Marco from doing the command animation, thus allowing a very fast mixup.
j.2C d.236B |> 2C 623C
j.2C d.236B |> 1D, 66 623C
j.2C d.236B |> 1D, 66 623C(1) 236236K
Crossup setup, good for Okizemi. Input for dragon command must be done forward, it does not change because you crossed up.
d.236A/C (mixup), c.C 623C
d.236A/C (mixup), c.C 623C(1) 236236P, d.236B/D
d.236A/C (mixup), c.C 623C, d.236B
For mixup, you can use 6B or 214B or 2B or 1D or whatever else you feel like. Great for usage as Okizemi.