FIGHTER FILE 10
Ms. Marvel sits in slot 10 of 21 on the select screen, rates 5 of 5 for ease of use, and wears 1 costume in 9 colours.
Ms. Marvel excels at range due to her ability to stretch her limbs. Although she cannot perform an aerial dash, her Elasti-Grab combines movement with an attack to let her close the distance even faster. At close range, she can mix the opponent up with her Rubber Bind grab and her overhead, Karate Chop!
A ranged attack using her giant fist.
The grounded version attacks in a straight line, while the aerial version extends at an angle below.
This move will clash with projectiles.
version Skill Gauge cost: 25
Universal (grounded)
A direct attack performed by the character.
Clashes with projectiles on contact.
Universal (aerial)
A direct attack performed by the character.
Clashes with projectiles on contact.
version
An attack that triggers a Break when near the corner.
A grab that squeezes the opponent.
It works well for mixups at close range.
version Skill Gauge cost: 25
Universal
A throw attack that can grab grounded opponents.
Leaps up before swinging her giant hands down for a strike attack.
This move hits as an overhead, making it good for mixups.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Performs a spinning attack with two giant arms.
The version attacks while ascending. The aerial and versions have different trajectories depending on the timing of the attack.
The aerial version cannot be used again until after landing.
The grounded version gains invincibility to aerial attacks midway through the action, making it a good anti-air tool.
version Skill Gauge cost: 25
Grounded
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Aerial
A direct attack performed by the character.
Super Skill
A series of attacks using her giant arms.
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Grabs the opponent before performing a giant follow-up attack.
This move can also grab aerial opponents if they are in hitstun, giving it utility outside of mixups as well.
Skill Gauge cost: 100
Universal
A throw attack that can grab grounded opponents.
Opponents in hitstun can be thrown either when grounded or mid-air.
Gains invincibility to attacks from the start of the action.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
After extending her arm to perform an attack, she pulls herself in that direction.
Can be followed up by other actions during this sequence, with some moves heavily impacted by the movement speed, opening up new attack trajectories.
This also serves as a great method of approach, as you can move before the opponent if they block this from long range.
Universal
A direct attack performed by the character.
After extending her arm to perform an attack, she pulls herself in that direction.
Can be followed up by other actions during this sequence, with some moves heavily impacted by the movement speed, opening up new attack trajectories.
This also serves as a great method of approach, as you can move before the opponent if they block this from long range.
She can extend her arm directly downwards in the aerial version.
Elasti-Grab can only be used once in the same direction per jumping action.
It can be used again after a jump mid-air.
Universal
A direct attack performed by the character.
A dodge that can evade attacks, with the exception of throws.
The latter half of the action can be followed up with her Unique or Skills, meaning you can go on the offense while evading an attack.
Universal
A move that does not hit as an attack.
Gains invincibility to all attacks except for throws from midway through the action.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
After extending her arm to perform an attack, she pulls herself in that direction.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Leaps up, performing a spinning attack with her giant arms.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
After dodging, performs a spinning attack with her giant arms.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
A ranged attack at a downward angle using her giant fist.
This move will clash with projectiles.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
A direct attack performed by the character.
Clashes with projectiles on contact.
A ranged attack using her giant fist.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
Performs Growing Pains as a follow-up after slamming the opponent to the ground.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can jump again a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent