Ultimate Manbou Guide Ver-1.06 d('-'d) far from complete but more than enough to get started! ------------------------------------------------------------------------------------ more updates coming soon:
1.damage list will be added
2.Q&A will be updated
3.p-gauge usage will be corrected
4.pros/cons will be updated
5.combos will be tweaked/updated
6.what to do and not to do will be updated
whats completed:
1.move list
------------------------------------------------------------------------------------ alright some ppl other than me seem to actually show some interest in manbou but dont know how to function with him so i have decided to start a guide wich will contain everything manbou so you can hatch a healthy ***beating fish!!each section will be updated daily so if your interested in learning manbou then keep tabs on this thread!! =SECTIONS= 1.pros/cons
2.Q&A
3.manbous movelist/damage list
4.some good combos/combo list a.the tru= combo b.combo starters c.simple combos d.beast combos
5.what to do and not do(good strategies,approaches,ect.)
Part One-Pros & CONS: PROS- a.manbous small size allows him to normally stand and still duck under a lot of high attacks(and some mids as well!)
b.he is fast,really fast
c.has a standard "out of/no p-gauge defense"
d.his63214B can give you a chance to get off 3 full enhances/or p-charge
e.236B is unblockable and drains some of the opponents p-gauge as well
f.easy combos
g.can pressure but takes practice
CONS- a.manbou has extremely low defense
b.most combos will/almost ko him
c.easy to get pressured/forced in to corners
d.236B does Little damage(i would say its hard to hit with but its not)
e.63214 moves drain a lot of p-gauge
f.easy to combo
g.hard to connect with BBB/escapable
h.hard to deal satisfactory damage at times
I.airial dash takes p-gauge
Part Two-Q&A: Q.so..why play manbou?? A.well...manbou most definintally isnt as good as other players and can be frustrating to play with but when you can get to the point where you can beat good players consecutively.it feels good ^_^
Q.can and should i play manbou competitively? A.you could but you shouldnt unless you most definintally have him down to a "T" but even then thats not enough so its up to you in the end.
Q.i cant get away from my opponet!!why? A.manbous game lies in his speed and bubbles.learning to combo and then airial escape with a 63214L/M/H is a crucial part of his game.
Part Three-Movelist: Here are manbous moves (from left side):
5L/3L/6L-mid attack-drains no p-gauge:a quick forward thrust,good for interrupting moves unexpectedly and can reduce corner pressure.can be canceled on hit.
5M/4M/6M-mid attack-drains no-p-gauge:a roll forward into the opponent.can be canceled on hit,comboes into 2M.
2L-low hit-drains no p-gauge:does a low slide into opponent.can be canceled on hit but not into 5L,comboes into 2M.
2M-mid hit-drains no p-gauge:does a spin-jump into the air.if he hits opponent on way up he can then combo into an arial 2M/3/M/1M/4M/6M
Airial1/2/3/4/6/M-high attack-drains no p-gauge:does a spin attack in the direction of the corresponding directional input,can be cancelled into anather 1/2/3/4/6/M.
Airial 4/2/5/6/L-high attack-drains no p-gauge:does a thrust in the air like on the ground but if done as jumping causes you to rise dramatically.
5H-mid-drains 1/20th p-gauge:does three tiny tiny bubbles that for about 2 seconds,good with his 2M loop.
4/6/H-unblockable-drains 1/20th p-gauge:does a bolt from the sky that strikes down about three inches ahead of him on standard full screen.
2M-mid attack-drains 1/19th p-gauge:shoots a bolt straight ahead out of his mouth about 3-inches long on full screen.can be cancelled on hit and can combo into 5L,5M,2M,etc. or 2L,5M,2M,ect.
22L/M/H-mid/high attack-drains 1/12th of p-gauge (unless enhance is used):L-he lays an egg wich releases a small fish that attacks right when it hatches,M-you control them and they only attack when you move in close or attack or they get really close to the opponent,H-they wait a little then attack.can be used with 2M to conceal/hide egg and fish locations(it really works^_^)
63214L-mid attack-drains 1/12th p-gauge:shoots a bubble on an arc that falls semi-quick can be done in the air wich shoots forward and cancels on hit.
63214M-mid/high attack-drains 1/12th p-gauge:shoots a bubble on an arc that falls semi-slow can be done in the air wich shoots forward and cancels on hit.
63214H-mid attack-drains 1/12th p-gauge:encases himself in a bubble wich lasts 5/6 seconds or when an attack hits it or it hits an opponent.if done in the air it will sit where it is placed and retains all the properties as the ground one.
236B-Unblockable-drains 1 b-gauge:he shoots one giant bolt of lightning down about 3/4 of the screen away from himself.this attack does little damage but drains some of the opponents p-gauge.
63214B-Mid attack-drains 1 b-gauge:he shoots 5 mid-size bubbles out that travel forward in different random arcs.good for enhancing/p-charging.
BBB:63214B,then63214B again right after-mid attack-drains 3-b-gauge:shoots about 24/25 tiny bubbles and sends 5 super bolts crashing down on the opponent.
Enhance-reduces the p-reduction of all manbous 22 moves(thank you alpha10th).has three enhances total
Part Four-combos: ill be starting this section off with the simple combos(from left) you NEED to learn first.
NOTE:ect.--->2M/3M means a combo of your choice into the one listed after ect.
The tru= Combo this will be the main piece in all of your combos
2M--->2M/3M--->2M--->2M/3M:this is the easiest and most simple combo manbou has and you will be going into 2M/3M from other combos ALOT. dont be expecting to pull just this part off alone though because against a good player this is NOT going to happen.
combo starters here are some good combo starters(all can be linked with 2M/3M combo)
5/6L--->5M--->2M/3M(good for interrupting opponents unexpectedly and quickly)
5L--->2L--->2M/3M(a starting combo from low hit which is a good answer to most approaching mid/high attacks also can hit from about 2-3 inches away)
2H--->6L--->5M--->2/3M(a good spacing technique wich is a lot safer than just a normal 5L or 5M start up)
counter--->6L--->5M--->2/3M(a combo out of counter)
Common Combos some basic combos you should practice >.>
etc.--->2M--->2/3M--->2M--->6M--->63214L/M--->4M--->41236L/M--->2/3M-bubble chase combo-(it is possible to repeat this combo for a while)
etc.--->2M--->2/3M--->2M--->4M--->63214L/M/H-bubble escape combo-(this is a decent tecnique for escaping to a safe distance out of your combo for whatever reason may occur)
etc.--->2M--->2/3M--->2M--->2/3M--->5H--->2M--->2/3M-loop combo-(it is possible to make this combo go almost forever but the timing is an absolute *****)
Heres some good combos from carreau thanks!
Carreau wrote:
5L---5M---2M---j.L---j.M--- j.2M = 1027 dmg on Rouga.
Here's what I found to be good:
Enemy is on the other edge of the screen charging or taunting or something.
22M-- 22M-- 22M-- 22M-- run next to them, 5H.
2H---> 41236H(63214H from left)---> Bubbleshield off 2H. 2H puts them in a long enough of a hitstun for you to get a bubble shield off.
Part Five: What to do and not to do >.>
1.One basic thing to remember with anyone is spacing.with manbou this will become a necesary part of your survival.
What you should do:The easiest and most common move for spacing will be your 2H hands down.this move rocks,being tht its the only real "spam" move manbou has when it comes to spacing(even though you really cant spam it lol)
6H is a good tool as well for spacing your opponent unless theyre pressuring you >_>
What you shouldnt do:when it comes to spacing the one move you should never do is 5/6L or 5/6 M.i wont explain it though.if youve played with manbou at least once you know why.