I’m using his tournament Marauder version. Can anyone tell me the best strategies to use his flag? When’s it safe to put out etc...?
5% more as in an extra 5% damage so 300 to 350. Or as in instead of 300 damaged it does 315 damage?Slightly increased damage for like five seconds. You might get 5% more on a full combo if you can get one immediately after planting. It’s best off used to win the projectile trade war.
The former. Its absolutely worth doing it's just hella unsafe. 2,1+3 and f2,1,2 can send your opponent far enough to use it, but a good teleport or fill screen projectile \ fatal blow will get you so be careful.5% more as in an extra 5% damage so 300 to 350. Or as in instead of 300 damaged it does 315 damage?
I see some merit in the fact that it's his only +1 string on block that doesn't knock them away, which could allow for cross-up/throw mixup/ f2,1,2? It's definitely a unique string for him, and seeing how little he has I feel like it has it's place in his moveset, namely to set up for flag.After any full screen knockdown (e.g after the 2,1+3 string - which is otherwise useless)
Certain characters can punish you for that but for the ones that can't it's fine. I've pretty much stopped using it though and go for oki and positioning instead. I don't really think flag is worth it ever except maybe if you want to trade with sparks.I think it's good if you happen to land F44 Krushing Blow midscreen, since he really has no other options in Marauder.
The f+4,4 x fatal blow cannot be ignored. If you're landing it opening Gambit and still losing, it's worth sitting on a 30-40% damage comeback. Plus you get the flag out for free.That is rough because then Marauder really doesn't have any options for that KB midscreen I guess. Have you tried any specials in the corner?