Nobody is more underappericated than Marina F***ing Liteyears. Not only does she need to be in Brawl, she needs a sequel. A
big sequel.
NOW
And she'd totally work for Brawl for more than one reason:
1) Who
wouldn't want to play as her?
2) Brawl doesn't have a signifcant grappler character. Well, D.K.'s got that carrying move, but that's about it.
3) Female character. Awesome female character.
4) You might just be able to bludgeon people do death with Prof. Theo.
OSHA!!!(Dan Hibiki style) I'm so pumped all of a sudden that I've just come up with an analytical moveset! Here it comes!
****Attack, **Jump, ***Speed, ***Weight, ****Special Moves
A-A: Iron Jab-Iron Cross. A straight punch followed by a backhand. Decent hitstun, which helps her get close for her grabs. 5-6% Total
TiltF: Iron Fist. A slower, more powerful Iron Jab. 4-5%
TillUp: Iron Overhead. A hammer punch that covers an area overhead and in front of her. 4-5%
Tiltdown: Iron Breaker. Marina punches for the nuts. 4-5%
SmashF: Whirling Iron. Marina uses a spinning punch with both hands. Powerful with knockback, but has bad recovery and lag. 8-18%
SmashUp: Iron Upper. A powerful uppercut with similar properties to SmashF. Large hitbox. 7-17%
Smashdown: Iron Driver: Marina couches and hammerfists in front and behind at the same time. Slow, but with a big hitbox. 10-20%
Running A: Shove. Pretty much what it sounds like. Good hitstun, but has bad recovery if it misses. 4-5%
Air attacks. . .Would be her weakpoint, so lets gloss over these.
*SPECIALS*
B Neutral: Grab stance. If your enemy attacks while you're in this counter animation, Marina automatically grabs them. If she gets hit by a projectile, she'll catch that, too. She can even throw it back! However, the animation is shorter than Marth's counter. No damage (On it's own. . .).
B Down: That Tears It! Marina's temper flares up, giving her improved anti-hitstun for a short time. And heaven help you if she grabs you when she's angry. . . No Damage (Wait for it, I'm going somewhere with this. . .)
B Up: Boost Grappler. Normally, this move is pretty bad as a recovery techinique. But if it hit's an enemy, Marina will grab them and throw them behind her, not unlike a Spike, using the enemy to increase her own momentum. Kind of like Falcon Dive, but she keeps going in the same direction after it hits. 10-11%
B Forward: Rush Grappler. Marina uses her booster to charge forward with improved anti-hitstun. If she gets close to an opponent, she'll automatically go into her grab animation. Also, the hitstun resistance can be improved with BDown. No Damage.
*GRAB MOVES (Here comes the pain. . .)*
Grab-punch: Shake shake. You know you love it, since it's more powerful than any other holding punch in the game and it'll make your enemy drop any item their holding. 3-4%
Throw up: Marina grabs her victim with both hands, swings them around in a ciracle once and launches them straight up. Super range. 10-12% But if she's used That Tears It (Down B) recently. . .She swings her opponent around more than once, and if they can't struggle out in time. . .Bam! A near-gaurenteed K.O. with 20-30% damage!
Throw forward: Marina swings the enemy around once and throws them forward. If it hits another enemy or item(Like a barrel or a capsule), it does extra damage. That Tears It also boosts. 10-12%, 5-6% for anything the victim hits.
Throw Down: Marina throws her victim to the turf and pounds them with a hammerfist. It That Tears It is active, she slams them again, HARDER. Use this for massive damage, since it's harder to get out of than Up Throw. 10-12%, 20-25%
Back Throw: Marina turns around and flings her hapless victim like a catapult. Again, That Tears It increases range, damage and the amount of time spent throwing.
*FINAL SMASH*
Orbit Launch: You know what this is. A close-range attack (Not unlike Metaknight's) in which she grabs the enemy. . .But before launch, she can use the poor sap as a projectile weapon, tossing him towards all other opponents like a dodgeball for 15-25% each hit. Then, once she's had enough of that, she charges up her fury and. . .SHWOOOOOM! He goes flying into the far-distant reaches of space, not unlike a certain loosefingered professor. The background goes back to normal after the animation is over. Best of all, if she doesn't grab anyone with the initial attack, she'll just use Theo for a stand-in!
Strategy: Try and end the match quickly, because Marina's excellent ability to K.O. an opponent is outweighed by her awful recovery abilities. Relying on That Tears It as a match-opener won't work, though, because the enemy will be able to struggle out of a K.O. Throw with less than 60-90% damage, and you still take damage even if you're not stunned by it. She does better in a 4-way than a single duel, unless she's fighting something bigger and slower than she is.