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Marrow moves and strategies: Marvel vs. Capcom 2

Guide last updated on
August 4, 2009 at 10:25 p.m. PDT


Marrow moves and strategies: Marvel vs. Capcom 2

Special Moves

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Bone-merang
Marrow's projectile attack, she tosses a bone boomerang which sits in one spot spinning for about two seconds. This will not hit until it stops moving forward though, so you can toss it through your opponent.

The other fighter can still be hit or pushed into the boomerang while it's spinning though. Light Punch starts low and ends up at about mid-level. Hard Punch flies mid-level initially and ends up fairly high, around the top of most character's heads.

When done in the air, Light Punch flies straight across the screen, and Hard Punch arcs diagonally down-towards.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Ride & Slash
Makes you do a short hop and attempt to grab your enemy and slice them. This unfortunately can be blocked, and it's a bit difficult to hit with.

The extra hop you do can give you something of a pseudo Triple Jump, but even then it's not really that useful.

Joystick Joystick Joystick Joystick Joystick
Towering Spine
Like anti air moves, but hate having to aim them? Then Marrow's Towering Spine is for you. This sucker has a HUGE hit box, meaning that even if your timing is a ways off you should still catch a jumping character with it.

Can potentially hit multiple times and is just a great way to stop would-be jump in attacks.

Joystick Joystick Joystick Joystick Joystick
Ricochet Slash
Kind of like Vega's Off The Wall move from the Street Fighter games, except it offers no aerial control.

Instead you hop back and jump off the wall with a kick, coming in at a diagonally down-towards angle. Hard Kick offers more forward distance than the Light Kick version.

Joystick (In the air when close to a wall)
Wall Jump
Press in the opposite direction of a wall when you're near it.

Joystick (In the air)
Double Jump
Marrow can jump one additional time after her initial jump by pressing up, or the diagonal up positions.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick
Stinger Bones
Shoots several powerful stinger spines at your opponent, works best from close range, although it has good reach. You can follow up with this after landing a Bone-merang, which takes off a bit under half-power on most characters.

There's some start up time here, and it cannot be done in the air, so you really have to set this up, but still, it's pretty good.

Also knocks your opponent back when it hits.

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Bone Burst
Marrow hops into the air shooting out a bunch of bone spines that will track based on whatever location your opponent is at.

While the timing can be a bit tight, because there's a slight bit of start up time, you can use this in Air Combos and it does good damage.

Assists


     Type Partner Assist Variable Counter Variable Combination
A Projectile Type (H) Bone-merang (H) Bone-merang Bone Burst
B Anti-air Type (H) Towering Spine (H) Towering Spine Bone Burst
Y Expansion Type (H) Ricochet Slash (H) Ricochet Slash Stinger Bones
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.


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