Fireball makes a great gimping tool to stop approaches and start with one of his own, as well as a zoning tool to put pressure on the opponent in a small game of keep-away. Down,forward,down,forward,A/B/C could also be used to finish this combo,and is a rather safe option,as well as it makes a great zoning and anti-air attack, though it renders Mario helpless after each use until he strikes ground, as well as getting predictable pretty quickly if spammed, so it should be used if the opponent is caught off-guard in certain occasions or to end combos. What is probably the biggest strength of this character is its combobility, mostly from Using the aireal A and B moves as a follow-up from a vertically launching attack, however, A should only be used right after jumping since it is not spammable and makes him really easy to punish if not used then, while B should be spammed after every A input. It uses Ⓧ, Ⓨ and Ⓑ, and has a breadth of abilities that other Mario versions don't have, such as a parry ability, a wall jump, an Alpha Counter and can airdash. Capcom characters.Instead, its launcher is performed with Down and Forward at once, followed with B). Capcom 3 styled characters, but with no one button launcher (which is done like most traditional Marvel vs. Mario has a 3-button layout akin to many Marvel vs.
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