One Day Sets are made in one day.
Aerial Movement - 8
Jumps - 8
Speed - 6
Size - 5
Traction - 5
Ground Movement - 5
Fall Speed - 4
Weight - 1
MECHANIC
Marvin has a special trait in that he can walk back and forth in the middle of starting/end lag and as he charges moves. He walks at about Ganondorf's walking speed, much slower than his normal speed, but decent nonetheless. Marvin can walk forward like normal, but something different happens if he presses the control stick backwards. Marvin will shuffle backwards in this case, but will still be facing forward, making a decent spacing option. This also greatly assists him as he fires off his repository of mostly projectile moves.
SPECIALS
Neutral Special - Bubbler
Marvin extracts a laser pistol from the sacred Looney Tunes location of Hammerspace, firing it off with little start lag. This has some very small end lag, mostly to prevent this from being spammed to all hell. During the moves' start lag, Marvin can angle the laser pistol in any direction he wishes, and can hold the input to hold off the actual firing. While this has little benefits for Marvin, it allows him to aim the pistol with more accuracy.
Upon firing, a Kirby-sized green bubble flies out from the pistol; this bubble flies in the direction you fired it off at Fox's dash speed. If the bubble has not come in contact with anything after 5 seconds of travel, it pops. Upon popping, wind covers a Bowser-sized area around the bubble for a second. This strong wind pushes foes in the opposite direction they came from, such as pushing foes who are coming downward up towards the top blast zone and vice versa.
Foes who are unfortunate enough to come into contact with the bubble will find it tightly constricted around them, like Bugs in the picture above. The bubble grows larger to accommodate bigger foes. Once it has constricted itself around the foe, it begins floating towards the top blast zone at Mario's dash speed as the bubble becomes immune to taking knockback. Foes can manipulate the bubble with some degree of control, being able to move it about at Bowser's walk speed in any direction. This can be quite irritating for Marvin, as the foe could simply move themselves out of his range. Sticking to the foe while they're in this vulnerable state and taking advantage of it is a key strategy for Marvin.
The foe can slip out of the bubble with average grab difficulty, but will find it increasingly more difficult to escape from the bubble the higher their damage is. Once foes escape the bubble, they are immune to being captured by another for 5 seconds.
Side Special - K-9
Marvin pulls out a trumpet, playing a short tune with next to no end lag to make up for the tune. As soon as the tune is complete, Marvin's dog, K-9 walks in from the background behind him, having a jetpack strapped to his back. K-9 is the length of Bowser and the height of Ivysaur and constantly walks after Marvin at Mario's dash speed, even following him into the air. K-9 has 20% stamina based on the charge time, and will run away if it is all depleted, having to be called out again.
A second press of the input will cause Marvin to let out a cry of "Stay, K-9!", followed by a quick salute from K-9. K-9 now stays exactly where you used this move, using the jetpack to float if used in mid-air. K-9 will not budge under any circumstances. If any foes come within a Battlefield Platform of K-9 while he is like this, he moves towards them and delivers a quick chomp with stunning priority, dealing 13% and good knockback. Pressing side special while he is in place will cause him to deliver this bite automatically. Placing K-9 in a good location is key to Marvin's victory, as it allows him to have some nice defense set up.
Up Special - Jet Boots
With low starting lag, flames emerge from Marvin's boots. After the starting lag is over, Marvin gains free flight, able to move around at Ganon's dashing speed for a 7 seconds. Marvin can press the up special to cancel out of this at any time, but this comes with a cost: the time you had left on your recovery transfers to your next recovery. (If you cancelled out at 6 seconds, Marvin only has 2 seconds of flight time during his next recovery.) Once Marvin has used up his 7 seconds, he slips into helplessness, only able to use his recovery after another 7 seconds.
Marvin can't be knocked out of this recovery, instead, the knockback he takes from all attacks is increased by 1.5x during his recovery. In addition, Marvin can use his aerials, specials, grab, taunts and smashes as he flies, allowing him to have some manner of self defense as he propels through the air. He can also use standards by double tapping their input. Typically, Marvin will want to use his jet boots as a way to pursue foes while staying at a relatively safe-distance, as he is destroyed at close range.
Down Special - Illudium Q-36 Explosive Space Modulator
Marvin carefully takes out his prized weapon, the Illudium Q-36 Explosive Space Modulator, and places it on the ground (or throwing it down if he is in midair) with a tad bit more startup lag than Snake placing a dspec mine on the ground. If the input is pressed during the startup lag, Marvin extracts a lighter and lights the fuse on the Space Modulator before placing it on the ground, giving double the startup lag than normal. Space Modulators are about the height of Snake's mines and the width of a capsule on its' side. Now, if unlit, the Space Modulator will simply stand still until dealt 20% damage. When it is attacked, it will
explode, with a Smart Bomb Explosion-sized hitbox, dealing 15% and high knockback to foes hit by it. Marvin himself can be hit by this, meaning he'll want to stay out of their range, perhaps take to the air?
If the Modulator explodes on the ground/near the stage, it will destroy whatever part of the stage it touched (if it was laying on the stage, for example, this is half of a Smart Bomb Explosion as that's half the size of the explosion hitbox) This leaves the stage with a crater in the middle of it, the effects of which are probably obvious to you. Marvin has a total of 4 Space Modulators he can place on the stage at any one time; if a Space Modulator is caught in another Space Modulator's hitbox, it will detonate as well. This gives Marvin the choice of either spacing them close together in devastating chain reactions to destroy a large part of the stage at once, or placing the 4 he has in key areas of the stage.
Now, the key thing about Marvin's handiwork. Once he's destroyed part of the stage, it remains that way until he loses a stock. So how can the foe prevent this? Well, Modulators can be picked up and thrown about by both Marvin and the foe even while they're lit. The foe can easily throw them offstage while Marvin can easily keep them away with his massive volume of projectiles. It's a 50-50, but the foe has to be swift and careful about stealing Marvin's modulators and saving their planet - much like Bugs Bunny was.
Onto lit Modulators. As mentioned in the first paragraph, Modulators can become lit by Marvin if he presses the input during the startup time. Marvin can also light Modulators by hitting them with his forward smash or jab, or having the foe hit them with fire-based attacks. Lit Modulators automatically explode after 4 seconds, the explosion being identical to that of unlit Modulators. Marvin's ability to light Modulators with his fsmash/jab is a valuable asset to destroying the stage, as he can light them in mid-air to turn the stage into chaos within seconds, or set off chained Modulators in seconds.
Modulators, lit or unlit, can be constricted by your bubbles, causing them to float upwards within it. Marvin can light Modulators with his fsmash regardless of them being in the Bubble or not, which causes the bubble's wind hitbox to appear in addition to the Modulator's explosive hitbox.
STANDARDS
Jab - The Martian Messenger
Marvin extracts a futuristic-looking gun and fires it with some mild startup lag and little end lag. A small bullet is fired from the gun, moving a bit faster than Sonic's dash speed. As the bullet moves, Marvin stands completely still and can angle it in a matter not unlike Pit's arrows. Contact with the bullet in this state deals 1% and light flinching to foes who are actually hit by it. The bullet will pass through bubbles if it comes in contact with any, damaging anyone inside.
If Marvin presses the input again while the bullet is traveling, it pauses as the front of it opens up. After .25 seconds like this,
a second bullet flies out of the first bullet as the first bullet vanishes. This bullet is slightly smaller than the first and travels forward at a faster speed, dealing 6% damage and light knockback to foes hit by it. While this may sound like a straight buff, Marvin cannot angle the bullet once the second bullet opens up, but is able to move once the second as started to compensate. Marvin primarily uses this as a damage racker against foes, especially those in bubbles. Either hit can also be used to set off Modulators from afar, due to the aiming involved being more precise then that of the fsmash.
Dash Attack - Buck 'em!
Marvin leans forward as he continues to dash, moving his head in front of himself as though he were a bull. If foes come to contact with Marvin as he dashes, they will find that the broom on his helmet is solid, causing Marvin to push them about. By tapping the input as he dashes like this, Marvin rears his head upwards, dealing 5% to foes hit by it. This has bad end lag, however, so Marvin should only use it if he is certain that he'll get the foe. If foes standing in front of Marvin are hit by it, they will be bucked upward the height of Fox's Up Special. This is useful for forcing foes into the air, or further up into the air, where it's possible they'll be hit by a stray bubble. In addition, this removes any items the foe was carrying - meaning you can remove lit modulators from them.
Up Tilt - Rocket Man
Marvin pulls out the big one, fellas! Marvin hoists a cartoony rocket launcher over his shoulders and aims it upwards. .30 seconds later, he fires it, sending a capsule-sized red rocket up towards the top blast zone. This rocket travels at about Fox's dash speed and deals 10% and high knockback to whatever is in its' path, detonating in the process. The Rocket passes through stray bubbles, damaging the foe if they're inside.
If the input is press again during the startup, Marvin aims the rocket launcher at his feet and blasts it! This causes him to propel upward 1.5x the height of Sonic's up special, at the cost of dealing 15% damage to himself. While not a very practical method, Marvin can use this to reach the top blast zone quickly, in addition to saving up special fuel. This only works on the ground, however, Marvin will instead shoot the rocket downwards if used in midair. This can detonate Modulators, however, giving it a purpose if you're straight above them.
Forward Tilt - Watering Can
Marvin removes a watering can from hammerspace, pouring its' contents onto the ground, the contents will fall down at the speed of Bowser's down special if used in mid-air. Anyone hit by the water's small hitbox will be dealt multiple flinching hits of 1%, but considering that the lag on both ends is average and somewhat punishable, it's not really worth using as a melee move. Once Marvin pours the water, it spreads out to cover a Battlefield Platform-sized area for 8 seconds. There's no effect here, no tripping or sliding about. Where the move truly shines is in the interactions it has with other moves. Water poured can put out a lit Modulator, reverting it back to an unlit Modulator. Firing your fsmash at water will cause electricity to conduct for 3 seconds in the water, dealing multiple hits of 4% each second to anyone standing on it. Multiple uses of this can cause water to fill up your down special craters, turning it into standard Brawl Water. Naturally, this works well with the side special interaction as an incredible damage racker. Of course, the obvious interaction is yet to come...
Down Tilt - Instant Martians
Marvin with some surprising forcefulness, thrusts his hand onto the ground as though he were planting something, this is a decent hitbox dealing 5% damage - giving him some notable keepaway/an actual direct attack. This leaves a seed on the ground, which can be thrown around like a week item - only 3 can be out at a time. Now, lets' move onto the interesting part.
If Marvin uses his ftilt against any of the seeds, or tosses them into a water-filled crater, they will transform into Instant Martians! The Instant Martians are the size and width of Ganon, and upon spawning, pull out a hover-scooter and begin dashing forward. The Instant Martian moves forward at Fox's dash speed, and have around 15% stamina each. If foes come into contact with the Instant Martian, they'll find that Marvin has given them orders to "Capture that creature!" as they are instantly grabbed by it! The Instant Martian immediately turns around after this, and begins heading back towards Marvin, the foe has to escape from the grasp of The Instant Martian with average grab difficulty. If the foe ever escapes, the Martian will still continue to dash back to Marvin regardless.
If Instant Martians ever fly past a Space Modulator, they will pick it up and continue dashing forward, regardless of whether is it lit or not. Marvin can lit the Modulator with side special and his other nefarious tools while the Martians are holding it, turning them into psuedo-suicide bombers. They will drop the Modulator if Marvin ever attacks them with a non-fsmash attack, quite an easy feat considering his many projectiles. This allows him to position the Modulators easily. As for getting them into the air, Marvin can use his dash attack against them. Marvin can also contain them in Bubbles for a slightly more direct approach; The Martians will not attempt to grab foes in bubbles, but will attempt to grab them and bring them to Marvin if they escape from the bubble. This can be good or bad depending on Marvin's current situation.
SMASHES
Up Smash - Cosmonade
Marvin pulls out a glowing orb, known as the Cosmonade, out of hammerspace. As the move charges, Marvin bounces it up and down in his palm, snickering to himself. Upon release, Marvin tosses the Cosmonade up Ganon's height, it moving forward and bouncing downwards with Bowser's falling speed. The Cosmonade constantly performs this pattern, moving forward at Ganon's dash speed as it bounces forward. Contact with the Cosmonade causes it to explode into a vortex that lingers for 2 seconds, dealing 8% damage to foes and sucking projectiles a Battlefield away towards it.
After bouncing for 4-8 seconds, depending on the charge time, the Cosmonade will drop to the ground and stay there. It no longer moves unless it is pushed about by one of Marvin's many tools to do so, such as his grab or side special. It will, however, move if it is on a slope. This is an invaluable asset combined with craters made by Modulators, as you can roll Cosmonades back and forth in it for an extended period of time. Marvin can only have 2 Cosmonades out at a time, meaning he'll have to be careful about the usage of this.
The Cosmonade can detonate Modulators, which can potentially be used as a threat against foes. Have them run towards your Cosmonade and throw themselves into the path to stop it. Like many other things, you can capture your Cosmonade with Bubbles or push it with side special. Cosmonades can also be instantly destroyed by your up tilt.
Forward Smash - Laser Blasters
Marvin begins pulling out various laser blasters during the startup time, each getting more intimidating as the smash charges. This is to the point where if it's fully charged, it will be a massive cannon. Once it's released, Marvin fires whatever blaster he has. As with the neutral special, this has some end lag to prevent it from being incredibly spammable. It also has the similar property of being able to be angled during the startup, as well as being able to be held to delay the firing.
Once the blaster has been fired, a red laser emerges and flies forward at Falcon's dash speed. The shot is about as tall as a Battlefield Platform, and is a slightly shorter length. If the foe comes into contact with the blaster shot, they are dragged by it with multiple flinching hits of 1-3%, depending on charge. The shot disappears after 4 seconds, however, meaning they can't be dragged forever. Naturally, this is a great way to get foes out of your face, as well as being able to send them into a few lingering bubbles. Marvin also enjoys shooting this at foes within bubbles, as he can drag them about while they have no control.
Down Smash - Immediate Disintegration!
Marvin yanks out yet another laser pistol and holds it in front of himself. This can be angled during startup and charging time like all of your other laser pistol moves and can be charged for 3 seconds max. Once charging is complete, Marvin fires the laser pistol and is pushed back by the force, moving backward a Battlefield Platform for every second you spent charging. The projectile fired out by the Disintegrator is a yellow blast the same size as a beam sword on its' side. It travels the distance of a Battlefields at Mario's dash speed before disappearing.
Foes hit by the the beam will find themselves disintegrated, becoming a lump of ash the size of a crouching Kirby, having a temporary loss of their controls. If they were disintegrated in the air, they will fall down at Dedede's dash speed towards the ground. Foes will remain a lump of ash for 1-2.5 seconds, depending on charge time, and will regain their jumps and recovery once they change back. If foes are turned into ash in mid-air, they fall to the ground at a speed slower than Dedede's fall speed. Piles of ash are unable to be knocked or pushed around by most attacks. Dash Attack, however, will push ash piles forward or upward. Ash can also be captured by bubbles, which can be useful for Marvin, as they are not likely to struggle until they change back.
GRAB
Marvin extracts a large gun from hammerspace with a bad startup time. Marvin will now hold the gun as long as you hold the input and is able to angle it. While holding out the gun, a magnetic beam as wide as Bowser begins emerging from the gun. It begins extending at the rate of Mario's dash speed for as long as you hold the input, being able to be angled all the while.
Now, if any non-bubble projectiles (Lasers, Modulators, Martian Messenger Bullets, Etc) are caught within the beam, they float along the path of the beam at Mario's dash speed, moving towards Marvin. If Marvin releases the input, the projectiles immediately return to their normal pattern, making this a valuable spacer for projectiles. If any Insant Martians are caught within the beam, they will turn their scooters around and begin zooming back towards Marvin. The same applies to K-9 as well, which can allow you to space them into foes or simply closer towards you.
By "pummeling", Marvin flips a switch on the gun, reversing the magnetic pull. This causes the manipulatable things in his path to be pushed away at the same rate they are pulled in, adding a new depth to his projectile manipulation.
AERIALS
Neutral Aerial - Martian Grip
Marvin swings his arms in front of himself, hoping to catch someone within them. This has low startup and some small end lag. Anyone who comes in front of of Marvin as he swings his arms is caught in his grip, having to escape from it with 1.5x grab difficulty. Marvin can use his up special while he has the foe grabbed to move them around with him, potentially allowing for suicide KOs off the top blast zone if he is feeling particularly spiteful. Far more importantly, Marvin can grab minions he's sent out, such as Instant Martians or K-9. They don't struggle like the foe, allowing Marvin to move them about with little to no difficulty, Marvin can press the input again to let them go, them returning to their normal routine shortly after. Marvin can also grab things such as Cosmonades and position them, allowing him to place them near Modulators or in holes made by said Modulators.
Forward Aerial - Headbutt
Marvin swings his head forward in a generic headbutt, with the startup time of Mario's forward aerial. If Marvin manages to hit the foe with this, he deals 15% to them, being one of his few good direct KOing moves. It's something that's rather essential as Marvin reduces the stage to bits and has his foe leaping through the air looking for room. But more importantly, this is great if Marvin's foe manages to escape a bubble - just use this to deny their chances of winning.
Up Aerial - Random Flipkick
Marvin finally puts his oversized feet to good use! Marvin flips upwards in the king of generic attacks: the Random Flipkick. startup and lag properties identical to what you'd expect from a Sakurai flipkick, being slightly slower than Mario's flipkick. Marvin's flipkick deals 7% damage and light knockback to the foe.
Unlike those Sakurai sets, however, Marvin can cancel out of the flipkick at any time. This causes him to turn to revert back to his normal falling animation and continue his normal falling.
...If he doesn't have his up special in use. If Marvin has his up special going when he cancels out of the flipkick, he will stay in the exact position he was in when he canceled out of the flipkick. If Marvin canceled out of it when he was upside down, he'll be upside down. If he canceled out when he was diagonal, he'll stay diagonal. Marvin can still fall downward like this, and is able to move around with the up special like this. This adds several new strategies to Marvin's game, such as firing projectiles from different angles or tossing Modulators at the upper blast zone.
Back Aerial - The Bair Thats in Every Moveset
Marvin rears his feet behind him, before kicking them backwards, dealing 7% damage if he hits the foe. The startup here is slightly slower than you'd expect, with the end lag being almost non-existant. This can be easily serve as a wall of pain on foes thanks to it's swiftness, allowing him to juggle them about in midair.
Bubbles, whether they have a foe constricted or not, will bounce 1.5 Battlefield Platforms away from Marv when he kicks them. This also happens if you kick K-9 or Instant Martians, allowing you to space them easily.
Down Aerial - Martian Maggot
Marvin's stomps downwards, dealing 8% and providing decent gimp downwards - useful once he's in the air and the stage is nearly gone, but your bubble is still a better option due to the unreliable nature of this gimp. This has some decent startup time, but nothing terrible. This can knock a bubble downwards for a few seconds before it begins to float back upwards - if you send a bubble careening into the stage, it will pop. If a foe is inside that bubble when it pops, they will be dealt 18% damage and amazing KO knockback. Good given how situational this is, but keep in mind that if they escape, they'll be back onstage with no repercussions.
A large door appears in the background, as Marvin calmly states to the foe, "I'd like to have you meet a little friend of mine...name of Gossamer." Gossamer breaks down the door in the background, screaming manically. After this, he yells out “Come on!” in Gossamerian and does a motion similar to Captain Falcon’s taunt, but not nearly as flamboyantly. If anybody is within a Battlefield Platform in front of Gossamer when he performs this move, they’ll be locked into the final smash, otherwise it ends right there.
If you hit with the initial hitbox, the camera pans behind the enemy and the gameplay goes into a typical arcade boxer format. You can both press A and aim either high, low, or in the middle to punch that point of your enemy’s body. Foes deal 2% per hit and 4% per headshot, while Gossamer does double damage due to the battle being in his field of expertise. You can both press B to block any of the three points of your body, as well as move right and left ever so slightly to do a brief dodge.
However; Gossamer has an option that his foe can’t do – a deadly roar that you input like you would a fsmash/bsmash. This causes foes to become stunned in place for 2.5 seconds, standing still with birdies flying over their head, giving you an opportunity to damage rack. This will only work if the foe is not in the middle of attacking, however, so you should hit them while they're in the end lag from their punches. As soon as they escape from this stun, the final smash ends.
If you don’t smack the foe out of the final smash early with a roar, the final smash lasts 8 seconds.
Picking Marv, huh? The Earth really must irritate you. Marvin possesses a wide range of projectiles to destroy the foe with, though his biggest tool lies in his main projectile. Bubbles form the chewy center of Marvin's playstyle, and he wants to get one constricted around his foe as soon as possible. Much of his moveset ultimately assists in helping him constrict the foe in one, with multiple threats that can allow you to contain the foe in one. These include sending Instant Martians at them, quartering them into one section of the stage with Cosmonades or even destroying the very soil you stand on in order to force your foe in the air. However Marvin goes about his goals, he wants to build up to one thing: capturing the foe and sending them up towards Mars. If foes dare to defy him? Well, they've sealed their fate!
Starting off the match, Marvin will likely want to get his Earth-destroying plans into action. One of your best moves to start off the match is to simply set up. Growing some Instant Martians, positioning K-9 or laying down a Modulator or two is always a good idea. You can also activate your up special now, if you wish. Flying high above the stage and laying down Moduators in key positions, having K-9 ready for a midair assault or even tossing some Cosmonades about can be a wise decision for the Martian. Laying down Modulators in particular can be effective if foes get in your face, as you can set down lit ones to send your foe into a panic and potentially destroy parts of the stage. Unlit ones can quickly become a threat to the foe if set off by Modulators or Side Special, causing foes to become distracted and attempt to stop them. On the subject of what to do when they get in your face, you can always choose to use spacing moves such as your side special or back aerial to send them back to where they came from. He can also use his dash attack to quickly transition to his aerial game, leaving the foe likely not to approach him.
Once Marvin has decided he's done setting up, the fun starts. Good Marvin players will usually take to the air for the damage-dealing part of his game, so as to take advantage of his magnificent up special and aerial movement. Staying in the air can also be good with Marvin's pathetic weight, as a strong hit can likely knock him out and send him straight back to Mars, Marvin's amazing aerial movement allows him to stay a close distance from his foe and continue to damage rack. In the air, Marvin has an unpredictable damage racker in the form of his jab. He also has notable damage-builders in the form of his forward tilt, down tilt, up smash, back and forward aerials, utilt and a well-placed K-9. Uair can also help you become more unpredictable with these shots, allowing you to fire them off at crazy angles. It's often a good idea to mix up these shots with Disintegrator blasts, as they can become a key to forcing foes into the air with you. Marvin will want to use his grab to make sure these shots don't get to predictable, manipulating them in ways that may end up confusing for the foes.
When you've reached the point that you feel that the foe has a high enough damage, Marvin will want to force them up into the air with him. Key to this portion of his game are Modulators; leaving the foe with no room to stand means that they have less areas to run from your various projectiles, and will likely end up being constricted by a bubble. If you haven't already, lay down some Modulators and detonate them from above. Up Tilt, Side Special, Cosmonades and more can help you detonate Modulators with ease, destroying parts of the stage. The fact that your grab can reposition Modulators certainly helps, but one of your most convenient tools is your Instant Martians: you can send them to pick up Modulators and become suicide bombers, destroying the stage and dealing damage to foes in the process. Hey, they're expendable. You can also convince the foe to go after one Modulator by attempting to set it off, only to disarm it with ftilt or faking them out by encasing it in a bubble. This can allow you to set off a chain of Modulators you have placed in a different part of the stage, or even capture the foe in a bubble while they're distracted. If the foe isn't convinced to leave the stage yet, you can fill up craters left behind by detonated Modulators with water, or even roll some Cosmonades inside them. In the event of failure, however, try using your down aerial to restore the stage. This may act counter to Marvin's strategy, but it can potentially save your life. You could also set up a little campy fortress in a segment of the stage, the benefit here being that you can refuel your up special.
Well, you've got the foe up in the air with you, by force or by choice. Let's finish them off, shall we? If your foe isn't yet in a bubble, try to take care of that as soon as you can. Strategies to force them into one include having your Instant Martians grab them, which allows you to capture them. Herding them into an area with stray bubbles with tools such as K-9 or simply using nair to move them into it can work just as well. Fair + Grab also works in the case of stray bubbles, allowing you to position them into a bubble with your stream. BAir can potentially space them while they're inside a bubble. Once they're inside, you're going to want to slowly herd them up to the top blast zone with tools such as side special, fsmash, and various other tools. Eventually, they should be on their way to Mars! ...Of course, if they escape and you're feeling extremely spiteful, you can always grab them with nair and move them towards the top.
Make no mistake, this is just one Marven strategy. Marvin isn't exactly versatile, but he has a damn good amount of strategies to punish the foe and send them up to space, even destroying the stage if he so chooses to. Whatever you decide to do, your foes had best prepare themselves for immediate disintegration!
EXTRAS
Up Taunt - Helmet Adjusting
The front of Marvin's helmet comically falls down and covers his eyes, forcing Marvin to readjust it.
Side Taunt - Frustration
Marvin lets out a cry of "You have made me very angry!" and begins shuffling back and forth, continuing with a cry of "Very angry indeed!"
Down Taunt - Laying Claim
Marvin pulls out an oversized flag and looks about, stating "I claim this planet in the name of Mars!" While a classic line uttered by the character, this taunt is specifically based off his taunt in Looney Tunes Racing.
Victory Pose 1 - Inquiry
Marvin looks at K-9 and asks of him a simple question. "K-9, do you suppose all earth creatures act that-a-way?"
Victory Pose 2 - Warranted Destruction
Marvin looks at the screen and shrugs, simply saying: "I'm afraid I'll have to blow this planet up now. It obstructs my view of Venus."
Victory Pose 3 - This Planet Ain't Big Enough
Marvin points his Disintegrator at a random loser and simply states "Brace yourself for immediate Disintegration!" He shoots them, turning them into ash as the other losers look on, horrified.
EDITS
10/21/11
* Foes have some degree of control while in the bubble, and cannot be recaptured as quickly
* Fixed oversight with Modulators, as well as allowing him to be damaged by them
* Down Tilt is now a direct attack
* Added a few things to grab (Credit to Nick on this one)
11/21/11
* New down aerial.
* New forward aerial
* Swapped Forward Smash and Side Special.
* Nerfed down smash.