hide results

    Marrow by Liquid Snake

    Updated: 02/23/01 | Search Guide | Bookmark Guide

    +-------------------------------------------+
    |"THIS DOCUMENT COPYRIGHT 2001 Liquid Snake"| 
    +-------------------------------------------+
    FAQ
    Marvel Vs. Capcom 2
    Marrow 
    
    Before moving any further, please if you are planning
    to use this 
    FAQ for you website, give proper credit. ASK FOR
    PERMISSION FIRST!!!
    Also this FAQ is NOT intended to be used to make
    profit. I wrote 
    this for free and so it should be used for free.
    
    
    I.Note to all readers               
    II.Updates                               
    ------------------------1.Control Pad
    ------------------------2.Basic Combos
    ------------------------3.Advance Combos
    ------------------------4.Wild Combos
                             |
                            /|\
                            |||
                            ||L4a.Psylock AAA
                            ||
                            |L4b.Magneto CT
                            | 
                            L4c.Storm VT
    
    ------------------------5.Mastering the Combos
    ------------------------6.Strategy
    ------------------------7.Credits
    ______________________________________________________________________
    ======================================================================
    I. Note to all readers
    ______________________________________________________________________
    ======================================================================
    Sorry for the long delay on the combos, I had other
    work to due so I 
    didn't have time to complete the FAQ. So to all
    readers of this FAQ my
    APOLOGIES to all. I will try to update as often as I
    can but there is 
    no garuantees on it.
    
    All of these combos are taken directly from the home
    version. Don't 
    expect that all will work in the arcade. Most of these
    combos are 
    tested on cable. I am testing them in the arcade to
    see any diffrence.
    
    This is all playing sheet. I don't have any background
    on the character 
    Marrow and don't intend to write in the FAQ. Though I
    will make the 
    effort to provide a strategy guide in this FAQ.
    
    I will like to apologies for any misspelling in this
    FAQ and any 
    problems with the combos.
    
    If you would like to add something to the FAQ,
    wondering how it works
    or correct me for any Errors, Please E-mail me at my
    NEW SITE on the
    credits Section. I will Credit for any help from the
    outside.
    
    E-Mailers: USE DECENT ENGLISH OR SPANISH. My new site
    is incredibly 
    filtered for any bad language or explicit terms and
    may not receive 
    your mail.
    
    Send only MvsC2 Related issues until further notice.
    
    ----------------------------------------------------------------------
    II. Updates
    ----------------------------------------------------------------------
    
    01/30/01
    My first FAQ ever. Its not a lie. I will post dates
    that I have either 
    made changes or added information and the location of
    the changes.
    ========
    ========
    01/31/01
    Start adding combos and the stragety guide.
    Completed Version 1.1
    V1.2 Will have corrections of spelling and combos, if
    any
    Deadline 02/06/01
    ========
    ========
    02/01/01
    Finished Version 1.2 (Correction on spelling)
                         (No problems with combos so far)
    
    ========
    ========
    02/02/01
    V2.0 (because of the added assist) is complete for
    now.
          New content (4 old, 4. 4a. 4b. NEW)
          Added Magneto to the stategy guide
    
    02/15/01
    Finished my duties and began the search for a new
    Assist
    
    ========
    ========
    02/18/01
    Working on Strom VT. It proves to have very usefull
    feature but slow
    Eventhough its slow, some combos will require delay
    Asists instead of
    active (Psylock and magneto)
    Working on V3.2 Hope to have it finished as soon as
    possible.
    I found extra combos for my other assist. 
    
    ========
    ========
    02/19/01
    V3.2 Look for the word NEW in the combo sheet, those
    are added combos 
         that wasn't there the last time I made this FAQ
         NEW ASSIST STORM VT Section. (4c)
         NEW SECTION 5. MASTERING THE COMBOS.
         This section is for those who may have a hard
    time on learning 
         the combos.
    
    Cooming soon
    
    V3.3 Correction, if any. May update on my stragety
    guide.
    V4.0 Another Helper (hopefully)
    
    No deadlines.
    Due to recent problems, I will not add deadlines. I
    can assure you 
    that I will make the effort to provide as much
    information I can
    supply at the fastest time possible.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    1.Control Pad
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Character Facing Right (Player 1 Side)
    
    UB  U  UF       LP   HP   A1
     \  |  /        
      \ | /         LK   HK   A2
    B---N---F
      / | \
     /  |  \
    DB  D  DF
    
    Terms that I will be using.
    QCF=|\>
    
    QCB=|/<
    
    HCF=</|\>
    
    HCB=>\|/<
    
    DPF=>|\
    
    DPB=<|/
    
    PP= LP+HP
    
    P= LP or HP
    
    (C)- Corner Combo
    
    Pause- Short waiting period
    
    Buffering- A term meaning doing two things at once
               D+HK, QCB+PP  |, /<
    
    {}{}{}{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}
    2.Basic Combos
    {}{}{}{{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
    These are combos that can be easly done by almost
    anyone
    
    LK, LK, HK
    LK, LK, HP
    LP, LP, HK
    LP, LP, HP
    (c)LP, LK, LK, HK
    LP, LK, LP, D+HK
    LP, LK, D+HP, LP, LK, LP, LK, HP
    
    VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
    3.Advance Combos
    ----------------------------------------------------------------------
    These are combos that are linked with hypers and
    doesn't require much 
    accuracy to pull it off. These are the ones you will
    use most often.
    
    DPF+P, HCB+PP
    
    Tearing Spine must hit 4 for the final blow to
    connect.
    
    HCF+P, HCF+PP 
    LP, LP, HK, HCF+PP
    LK, LK, HK, HCF+PP
    D+LK, LK, HK, HCF+PP
    LP, LK, D+HP, DPF+LP, QCB+PP
    Possible to pull of if fast enough.
    Tearing Spine must hit 4 for the final blow to
    connect.
    LP, LK, D+HP, LP, LK, LP, LK, QCB+PP
    
    (C)LP, LK, LP, HP, HCF+PP
    (C)LP, D+LK, D+HK, pause LK ,LK, HP, HCF+PP
    
    The first pause is about one button tap miss.
    
    \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
    4.Wild Combos
    //////////////////////////////////////////////////////////////////////
    
    The cream of the crop. These combos are hard to pull
    off at first. 
    They link with assist and hypers. This also has
    juggles so precise 
    timing and accuracy is required. Some you will use
    very often and 
    others are just to show off. Explanation is given
    under the combo
    for your conveniance.
    _____________________________________________
    (C)LP, D+LK, D+HK, pause LK ,LK, HP, HCF+PP  |
                                                 |
    The first pause is about one button tap miss.|
    
    _________________________________________
    LP, D+LK, D+HK, QCB+PP                   |
                                             |
    Buffer the Down kick into the final blow.|
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    4a.Psylock AAA
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    NOTE: All of these combos are done with Psylock Anti
    Air Assist, a 
    must to pull this off. As I said before, this is done
    by the drone 
    Cable so I can't confirm smaller characters yet.
    _______________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCB+P|
                                                   |
    The first pause is about one button tap miss.  |
    Psylock should appear after the LP to connect. |
    ____________________________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, Pause,
    HCF+PP     |
                                                          
         |
    The first pause is about one button tap miss.         
         |
    Psylock should appear after the LP to connect.        
         |
    The second pause is the moment the opponent is about
    to fall|
    ________________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, QCB+PP|
                                                    |
    The first pause is about one button tap miss.   |
    Psylock should appear after the LP to connect.  |
    ____________________________________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP,
    Pause, HCF+PP     |
                                                          
                 |
    The first pause is about one button tap miss.         
                 |
    Psylock should appear after the LP to connect.        
                 |
    The second pause is when the bonearrang hits the
    opponent the second|
    time.                                                 
                 |
    ____________________________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP,
    QCB+PP    |
                                                          
         |
    The first pause is about one button tap miss.         
         |
    Psylock should appear after the LP to connect.        
         |
    ____________________________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, UF,
    QCB+PP|
                                                          
         |
    The first pause is about one button tap miss.         
         |
    Psylock should appear after the LP to connect.        
         |
    Jump close to your opponent to do more damage.        
         |
    ______________________________________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, UF,
    LP, LK, QCB+PP  |
                                                          
                   |
    The first pause is about one button tap miss.         
                   |
    Psylock should appear after the LP to connect.        
                   |
    Jump close to your opponent to combine the two hit and
    the final blow.|
    ___________________________________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F,
    DPF+HP, QCB+PP|
                                                          
                |
    The first pause is about one button tap miss.         
                |
    Psylock should appear after the LP to connect.        
                |
    Walk about 2 frame steps                              
                |
    Tearing spine should hit 4 and pull the final blow for
    the link.   |
    __________________________________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F,
    D+HP, LP, LK,| 
    QCB+PP                                                
               |
                                                          
               |
    The first pause is about one button tap miss.         
               |
    Psylock should appear after the LP to connect.        
               |
    Walk about 2 frame steps.                             
               |
    Launch the opponent to the Air and 2 hits before the
    final Blow.  |
    __________________________________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F,
    D+HP, LP, LK,| 
    LP, LK, QCB+PP                                        
               |
                                                          
               |
    The first pause is about one button tap miss.         
               |
    Psylock should appear after the LP to connect.        
               |
    Walk about 2 frame steps.                             
               |
    Launch the opponent to the Air and 4 hits (if the
    launch becomes  |
    Ariel-Rave) before the final Blow.                    
               |
    
    __________________________________________________________________
    LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F,
    D+HP, LP, LK,| 
    LP, LK, Pause, UB+HP                                  
               |
                                                          
               |
    The first pause is about one button tap miss.         
               |
    Psylock should appear after the LP to connect.        
               |
    Walk about 2 frame steps.                             
               |
    Launch the opponent to the Air and 4 hits (if the
    launch becomes  |
    Ariel-Rave)                                           
               |
    You should be close under the opponent for the second
    pause, 1/3  |
    fo a second.                                          
               |
    This is a grab move to finish the combo               
               |
    
    ___________________________________________________________
    NEW  02/18/01                                         
        |
    LK+Psylock AAA, LK, QCB+K, QCB+PP                     
        |
                                                          
        |
    Psylock should appear after the second LK to connect. 
        |
    The QCB+K should count two hits, then Pull the final
    blow. |
    
    ______________________________________________________________________
    NEW  02/18/01                                         
                   |
    LK+Psylock AAA, LK, QCB+K, pause, D+HP, LP, LK, LP,
    LK, QCB+PP        |
                                                          
                   |
    Psylock should appear after the second LK to connect. 
                   |
    The QCB+K should count two, your character should not
    pop backwards.  |
    The first pause is judging of the characters position.
                   |
    The Second your character changes face direction then
    D+HP to connect.|
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    4b.Magneto CT         !!!!!WOW!!!!!
    $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
    
    NOTE: All of these combos are done with Magneto
    Capture type assist,
    a must to pull this off.
    ________________________________________________________
    LP, D+LK, D+HK+Magneto CT,Pause LK, LP, HCF+PP        
     |
                                                          
     |
    The first pause is about one button tap miss.         
     |
    The CT should hit the opponent and count as the six
    hit.|
    
    ________________________________________________________
    LP, D+LK, D+HK+Magneto CT,Pause LK, LP, QCB+PP        
     |
                                                          
     |
    The first pause is about one button tap miss.         
     |
    The CT should hit the opponent and count as the six
    hit.|
    
    ______________________________________________________________________
    LP, D+LK, D+HK+Magneto CT,Pause LK, LP, UF, LP, LK,
    QCB+PP            | 
                                                          
                   |
    The first pause is about one button tap miss.         
                   |
    The CT should hit the opponent and count as the six
    hit.              |
    Jump close to your opponent to combine the two hit and
    the final blow.|
    
    ____________________________________________________________
    LP, D+LK, D+HK+Magneto CT,Pause LK, LP, D+HP, LP, LK,
    QCB+PP|
                                                          
         |
    The first pause is about one button tap miss.         
         |
    The CT should hit the opponent and count as the six
    hit.    |
    
    ____________________________________________________________________
    LP, D+LK, D+HK+Magneto CT,Pause LK, LP, D+HP, LP, LK,
    LP, LK, QCB+PP|
                                                          
                 |
    The first pause is about one button tap miss.         
                 |
    The CT should hit the opponent and count as the six
    hit.            |
    
    ______________________________________________
    LP, D+LK, D+HK+Magneto CT, QCB+PP             |
                                                  |
    Buffer the down kick and CT to the Final Blow.|
    
    _____________________________________________________________________
    LP, D+LK, D+HK+Magneto CT, QCB+PP, HCF+PP             
                  |
                                                          
                  |
    Buffer the down kick and CT to link the first hyper.  
                  |
    Don't hyper delay. CT will contact the opponent after
    the first hyper|
    CT connect then prefrom the final blow.               
                  |
    
    _____________________________________________________________________
    LP, D+LK, D+HK+Magneto CT, QCB+PP, QCB+PP             
                  |
                                                          
                  |
    Buffer the down kick and CT to link the first hyper.  
                  |
    Don't hyper delay. CT will contact the opponent after
    the first hyper|
    CT connect then prefrom the final blow.               
                  |
    
    
    _____________________________________________________________________
    NEW  02/18/01                                         
                  |   
    (c)D+HP+Magneto CT, U, HK, Land, Pause, D+HP, U, LP,
    LK, LP, LK,     |
    QCB+PP                                                
                  |
                                                          
                  |
    Magneto should appear once you lift the opponent.     
                  |
    HK will knock the opponent down but Magneto CT will
    make contact as a|
    combo hit.                                            
                  |
    Land yourself to the ground.                          
                  |
    The first pause is to let your opponent down untill
    you can D+HP.    |
    
    _____________________________________________________________________
    NEW  02/18/01                                         
                  |
    (c)LP, LK, D+HP+Magneto CT, U, HK, Land, Pause, D+HP,
    U, LP, LK, LP, |
    LK, QCB+PP                                            
                  |
                                                          
                  |
    Magneto should appear once you lift the opponent.     
                  |
    HK will knock the opponent down but Magneto CT will
    make contact as a|
    combo hit.                                            
                  |
    Land yourself to the ground.                          
                  |
    The first pause is to let your opponent down untill
    you can D+HP.    |
    
    WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
    Storm VT
    ----------------------------------------------------------------------
    
    NOTE: All of these combos are done with Storm Variety
    Type. The assist
    is slow but will pay off if timed right.
    __________________________________________________________
    LP, LP, D+HP+Strorm VT, UF, LP, LK, LP, LK, HCB+P     
       |
                                                          
       |
    Must call Storm same time when pressing HP.           
       |
    Storm assist will take effect at the forth areal rave
    hit.|
    
    __________________________________________________________
    LK, LK, D+HP+Strorm VT, UF, LP, LK, LP, LK, HCB+P     
       |
                                                          
       |
    Must call Storm same time when pressing HP.           
       |
    Storm assist will take effect at the forth areal rave
    hit.|
    
    __________________________________________________________
    LP, LP, D+HP+Strorm VT, UF, LP, LK, LP, LK, QCB+PP    
       |
                                                          
       |
    Must call Storm same time when pressing HP.           
       |
    Storm assist will take effect at the forth areal rave
    hit.|
    
    _____________________________________________________________________
    LP+Strom VT, D+LK, D+HK, pause, LK, LP, D, UF, LP, LK,
    LP, LK, QCB+PP|
                                                          
                  |
    Must Press both LP and Storm VT.                      
                  |
    The first pause is about one button tap miss.         
                  |
    You MUST preform SUPER JUMP MANUALLY when Strom VT
    takes effect.     |
    
    _____________________________________________________________________
    LP+Storm VT, D+LK, D+HK, QCB+PP, D, UF, LP, LK, LP,
    LK, QCB+PP       |
                                                          
                  |
    Must Press both LP and Storm VT.                      
                  |
    You MUST preform SUPER JUMP MANUALLY when Strom VT
    takes effect.     |
    
    
    
    **********************************************************************
    *****5. MASTERING THE
    COMBOS******************************************
    **********************************************************************
    
    Step 1. TRAIN, TRAIN, TRAIN, TRAIN, TRAIN. If you want
    to know the 
            combo like the back of your hand, then you
    have to train 
            alot. You may spend a few extra buck on the
    machine, but 
            you will learn them.
    
    Step 2. Start SLOW. Alot of us like to set the game
    speed on turbo.
            If you want to learn the combos, its best to
    set the speed
            SLOW. Once you feel the combo on your hand,
    then increase 
            the speed. True you will mess up, but your
    time will adapt 
            real fast. This is also great for people who
    try to trap
            others of fast speed by setting slow. Its
    true, I've seen
            some professional players losse because they
    can't handle 
            the slow speed. Learn all the speeds step by
    step.
    
    Step 3. Play against the COMPUTER. Alot of the
    professional play
            against the computer to see if their combos
    work well. 
            REMEMBER, you have a better chance pulling of
    the combos 
            from the computer than a player.
    
    Step 4. WATCH OTHERS. It is better seen than read,
    which is true.
            So try to see everything. The screen, control
    pad, motions.
            Some arcades won't let you in if your planing
    to watch all
            day so play a round for a few times to avoid
    this scenario.
    
    Step 5. PICK YOUR COMBO. This FAQ has a variety of
    combos. Some you
            will need to use very often and some are just
    to show off, 
            so when begining a combo choose wisely.
    
    Step 6. REPEAT STEP 1-5
    
    ??????????????????????????????????????????????????????????????????????
    6.Stragety
    ??????????????????????????????????????????????????????????????????????
    
    NOTE: This guide is based on a 2 player game (NOT 1 vs
    COM)
    As you may have notice that marrow doesn't have a lot
    of single player 
    combos. However she really shines with assist and
    great assist that 
    can add up those combo numbers.
    
    As a request I searched unrollable combos but came out
    in few. Anyway
    I will post them on this FAQ.
    
    NOTE: Most of the assist combos are rollable so take
    precaution when
          doing this against a CPU, or players.
    
    You won't believe the stuff this girl can do with
    psylock help. Its 
    just simply amazing.Before you go against a real
    player, train 
    yourself in normal to get the speed then turbo to
    adjust. The key is 
    to see how the combo works.
    
    I said it before and I'll say it again. !!!!!WOW!!!!!,
    Magneto capture 
    type can realy rack in those combo numbers and damage
    levels. Be aware 
    that his timing is diffrent from Psylock (has to be
    done early), but 
    if you can pull it off with links, Burn baby burn. The
    last two combos 
    are sweet. I pull two regular Hypers plus delay hypers
    for the entire 
    team. Before you go against a real player, train
    yourself in normal to
    get the speed then turbo to adjust. The key is to see
    how the combo 
    works.
    
    Storm is a great helper. Some of the basic combos that
    left a 50% will 
    bring up to 80%. Her assist is real slow to start but
    the key is to 
    have marrow do a combo that will lead a deadend, that
    is where storm 
    assist takes effect and make the combo a killer.
    Before you go against 
    a real player, train yourself in normal to get the
    speed then turbo to 
    adjust. The key is to see how the combo works.
    
    She has an aggressive temper and so she is best played
    as aggressive. 
    Try not to let the opponent move by throwing
    bonearrangs constantly 
    with assist in between. This will cause (Most of the
    time) the 
    opponent to panic and try to do a desperate measure.
    Use this to your
    advantage.
    
    She has one of the most abusive hypers to any other
    character. HCB+PP.
    These small bones will act like homing missiles at a
    high speed. If 
    standing, it will take about 1 second. However, if its
    done in the air
    its almost instant. Its best used in combos and for
    cheater who try to 
    stay in the air (Storm, Dhalsim, ETC...) to win the
    game. Another 
    benefit is that it will hit any opponent, including
    assist. Use it to
    pressure your opponent to lay off the assist or to
    kill the assist. 
    There is a draw back to this hyper. It will leave her
    UNMOVABLE and 
    VUNERABLE until she lands on the ground again.
    
    Her Hyper Delay is best used with almost any character
    after a link 
    has been established.
    
    Her assist types are fare and good. The projectile
    will pressure your 
    opponent to block or if connected can start any of the
    combos on the 
    top. 
    Anti-Air Assist works well for any air attack. The
    range is great
    but the timing is a bit slow.
    Her Expansion only works to surprise the opponent. Its
    uses is very 
    limited and only recommend this if you know what you
    can do.
     
    ||====||
    || 7 
    ||==============================================================
    ||Credits===========================================|
    ======================================================================
    
    As we all know that all of these combos didn't come
    exactly from me so
    I'm giving credits to those who deserve them.
    
    MY SELF (for taking time to create this FAQ that will
    help others to 
    use Marrow)
    <GFLQDHL@Yahoo.com>
    
    GameFAQ (For providing the help people need and
    permission to put 
    this FAQ for your conveniance)
    <www.GAMEFAQS.COM>
    
    Adrian Au (Starting the FAQ about Marrow and providing
    some of the
    basic combos)
    <cerebrate@spacewar.com>
    
    Capcom (For creating such a great game and the home
    version where I
    discover most of these cool combos)
    <WWW.capcom.Co.JP>
    
    Gamepro (I hate the idea they took ideas from us W/O
    permission and 
    for profit but they did provide some of the combos
    here on this FAQ)
    <www.Gamepro.Com)
    
    
    +===========================================+
    |"THIS DOCUMENT COPYRIGHT 2001 Liquid Snake"|
    +===========================================+ 
    
    

    FAQ Display Options: Printable Version