M   M  AAA  RRRR  RRRR   OOO  W   W
MM MM A   A R   R R   R O   O W   W
M M M AAAAA RRRR  RRRR  O   O W W W
M   M A   A R  R  R  R  O   O WW WW
M   M A   A R   R R   R  OOO  W   W

x-wOMAN
==============================================================================
Author: Buyog (buyog_98@yahoo.com) & Ryou Win (ryouwin@ig.com.br)

	Hosted Sites:	http://www.ryouwin.hpg.com.br/

From game: Marvel vs. Capcom 2: New Age of Heroes
==============================================================================

Who is Marrow?
=====================

(Marrow FAQ, Ver 1.06  (Updated 5-6-2000) Author: Adrian Au (cerebrate@spacewar.com))

.   A new character, Marrow (that's the girl with the bone daggers) hails
from the comic book universe of Marvel. She first appeared as a
Morlock child in the X-Men comic books a couple of years ago. For 
those unacquainted with the Morlocks, they were a band of mutants, 
often with horrid disfigurements, that fled from the modern world 
into the sub-sub-basement of the New York sewers. Sarah (that's what 
she was known as back then) has since grown up hating humans and 
emerged as a brash and arrogant mutant terrorist. Recently she was 
persuaded to assist the X-Men and eventually joined them. She is 
characterised by bony knife-like protrusions, mainly on her back, 
and can pull them out to use as weapons.  
.   Weird is the word to describe our little calcium dysfunction. Her 
different moves are great for confusing a human opponent. All in all
she is a slightly unorthodox character and compliments almost any
team with her speed and combo ability.

--------------------------------------------------------------------------------

=================================[ Marrow ]=================================
   Dreamcast                         Arcade
           _____                     _
   _    __/     \__    _            (_)
 _|L|___|         |___|R|__          |
        |   VMU   |                  8
    8   |         |                7 | 9     (LP)  (MP)  (HP)
  7 | 9 |_________|   (Y)         4--+--6
 4--+--6           (X)   (B)       1 | 3     (LK)  (MK)  (HK)
  1 | 3               (A)            2
    2


Bone-erang---------	- 2,3,6 + P (air too)
Towering Spine-----	- 6,2,3 + P
Ride & Slash-------	- 2,1,4 + P (air too)
Ricochet Slash-----	- 2,1,4 + K

-Hiper moves-
Stinger Bones -----	- 2,3,6 + PP
Bone Buster -------	- 2,1,4 + KK

Counter 1: Towering Spine	- 4,1,2 + P (on guard)
Counter 2: Ricochet Slash	- 4,1,2 + K (on guard)

Recovery Roll: (trs)		- 4,1,2 + P (on fall)
Recovery Roll: (frente)		- 4,1,2 + K (on fall)
ou
Recovery Roll: (recua)		- 4 + hold a button (on fall)
Recovery Roll: (avana)		- 6 + hold a button (on fall)

-------------------------------------------

Releases: (liberaes:)
=======================

20/11/05: 

	Dash: ctrl time = 7
	Dash (state 100/105) can be done pressing 3 punches too.
	Super-jump (state 9800) can be done pressing 3 kicks too.
	Recovery roll: vel x = 8.
	Fixed hiper Bone Buster.
	Fixed hiper combo finish.
	Throw animation fixed.
	Standing strong punch (state 220) fixed.
	Ignorehitpause in the basic moves (better combos)
	Standing strong kick (state 250) fixed.
	Animation 920 (Launcher) fixed.
	Ground combos (standing > crounch > standing) fixed.
	Horizontal flip in the animations 5 and 6 (turn)
	Added down.cornerpush.veloff = -20 in the crounching moves.
	Hiper Stinger Bones fixed:
		* Throw interrupt bug: fixed.
		* Unblockable bug: fixed.
	Added fall.recover = 0 and getpower= 0 in the hiper moves.
	Animations fixed: (by Shin Kung Fu Man!)
	* Anim 0: +33 ticks
	* Anim 20: -12 ticks
	* Anim 21: -12 ticks
	* Anim 47: +4 ticks
	* Anim 191: +33 ticks
	* Anim 210: +7 ticks
	* Anim 220: +10 ticks
	* liedown.time set to 30 instead 60
	* MvC S-Jump time set to 15 instead 20
	* MvC S-Jump trigger changed from statetype = S to statetype != A
	* Overrides to states 0, 20, 40 e 52 (velset = 0,0)
	* Damage values of basic moves and throw fixed:
		* weak moves: 21 damage (instead 15)
		* medium moves: 42 damage (instead 24)
		* strong moves: 84 damage (instead 75)


08/11/05: 

	Some AI fix.
	Added Buyog, Mr.FixIt and Baby Bonnie Hood in the ending list.
	Hiper move: (Thanks, Baby Bonnie Hood.)
		* Bone Buster: QCB + PP (ground or air)
	Hiper Stinger Bones fixed:
		* Eat projectiles and does 6 or 9 hits.
	Bone-rang fixed:
		* Hard version is diagonal.
	Ricochet Slash fixed:
		* More sparks and better speed.
	Towering Spine fixed:
		* 5 hits and timming fixed.
	Ride & Slash fixed:
		* P2 state fixed.
	Intro fixed:
		* Timming fixed.
	Group 5060, 10 axis: fixed.
	Some pictures fixed.
	Less priority in the throw.
	Added super background and hiper finish background.
	Commands fixed.
	Defense = 85%.
	Turn in the begin of special and hiper moves.


29/10/05:

	Bone-rang (standing and air) fixed:
		* time and range.
		* Sound
		* projectile with 3 paused hits.
	Ricochet Slash fixed (a little):
		* Attribute Type = S to type = A (air move).
		* If more strong, more range
	Thow more (standing and air) fix:
		* Sound
		* Hit only 1 enemy (hitonce=1)
		* Nothitby in the move
	Triangle jump: more range
	Combos stand/crounch/air fixed: light>light>medium>medium>strong
	Super jump codes replaced.
	Vs bounce: state 220 fixed.
	Dizzy Animation 5300.
	Taunt #2 converted in Tag-team animations.
	Tag Team fix and sounds added:
		* Tag In state 4410: "Let Me In!!"
		* Tag Out state 4445: "Show me your guts!"
		* Tag Help state 4480: "Get over here!"
	Helpers of P2 count like projectiles (var(6))
	CNS based on Cable, Jill Valentine, Hayato and Amingo.
	Recovery Roll fixed:
		Accept MvsC2 command and alternative command.
		Player can roll to back of enemy.
	Run/back dash: CtrlSet=1 when time = 15.
	SND fixed.
	Taunt fixed.
	Super Portrait fixed (graphically).
	States 650 e 660 fixed (air combo finish).
	AI fixed.
	Some Bugs fixed.


22/10/05: (Upgrade of Buyogs beta)

	Advanced Guard.
	Jump in the wall (triangle jump) fixed.
	Air combos vertical speed fixed.
	AI run: more runs and more speed.
	Basic moves speed fixed.
	Air fixed.
	A more soft jump.


14/10/05: (Upgrade of Buyogs beta)

	Hiper move:
		Stinger Bones: QCF+PP
	Counters with "ignorehitpause=1"
	TagTeam (version 4):
		* Hold Z button at start of the round to change player
		* LifeAdd bug fix (add life when partner waits)
		* Partner no need be reprogrammed to tag.
		* "SnapBack" function removed (useless).
	Special moves:
		Bone-erang: QCF+P
		Towering Spine: ZF+P
		Ride & Slash: HCB+P
		Ricochet Slash: QCB+K
	Tip to control P3 and P4.
	"p2facing=1" in every movehit.
	Sparks from MvsC2.
	Medium moves! YEAH!!
	Super-jump, 1p / 2p arrow, basic moves, taunt.
	6 paletes.
	New sounds! (Thank You very much, The Immortal !!!)
	Troca dos grficos. (Obrigado ao Shin Kung Fu Man!)
	Graphics changed. (Thank You very much, Kung Fu Man!!!! site: http://randomselect.i-xcell.com/)
	Throw move.
	Group 5060 fixed (horizontal flip) 
	Ending (MvsC2) by Danielps.
	New graphics: (by Danielps)
		* Super Portrait, Super-background and Hiper Finish.
	More MvsC2 sparks: (thanks, Loganir!)
		* PushBlock, run, Super jump, special and Launcher.



13/07/05: (Buyogs beta progress)

What's in:
* Added anim for taunt #1 (taunt 2 was already done)
* Tweaked jump
* Added CLSNs for many frames
* standing movements
* standing attacks
* crouching attacks
* air attacks
* vertical/forward/backward jumps
* ground bonerang (recode projectile as a helper, tweak its movement, and different versions depending on which punch button is used)
* 2 winposes
* KO
* intro (mostly)
* forward/backward dashes
* basic air combos
* lose by timeover
* wall cling/jump
* crouching guard
* crouching turn
* stinger bones (intro only)
* ride & slash (intro only)
* ricochet slash (needs hit anim, crumbling bone sparks, and programming tweaks: what does she do when close to the back edge?)
* being thrown sprites
* grab/throw (3/26/2005)
* Original screens capped from by XPachin from Chankast (www.chanka.org)
* Some sprites provided freeware by Kung Fu Man
* NeoGouki for the Team Hyper portrait


What's cleaned, but not yet programmed:
* crouching attacks need hitdef tweaks (sparks/damage)
* need to fix Towering Spine programming (should knock opponent into the air & do up to 5 hits)
* intro - manhole cover needs to bounce, roll, & fade away
* falling (requireds)


What's ripped, just needs cleaning & programming:
* the rest of the required/gethit stuff
* air recovery
* air bonerang
* ride & slash special
* bone buster hyper (ground & air versions)
* stinger bones hyper


What's left to rip/clean:
* sparks:
  - superjump
  - dash
  - hyper
  - basic hits
  - movement spark for hyper startup

  
* Announcer comments:
  - YES (3 hit)
  - GOOD (4 hit)
  - VERY GOOD
  - GREAT (5 hit?)
  - FANTASTIC
  - MONSTER
  - (any others?)


* Bugs in the current programming:
  - bonerang doesn't move right, and it doesn't do any damage
  - stinger bones doesn't do any damage (because the bones aren't in yet!)
  - air bonerang isn't working right at all
  - ride and slash: she can jump onto the opponent, but can't actually attack them yet (and the opponent doesn't act like they're BEING attacked! =P)
  - Bone Buster is completely screwed up... really jut a stub at the moment.


Later:
* burning
* electrocuted
* assist chars (maybe)


Recent observations from Chankast:
- Ricochet (both versions) goes the same distance, regardless of how far you are from the back of the screen when you start it.
    - weak can miss the opponent if they're too far back
    - hard can miss if they're too close
    - 1st two hits are High anims; 3rd is a knock-down anim (e.g. animtype Back) 
- standing hard punch knocks p2 off their feet briefly (slight DiagUp in the hitdef)
- bonerang hard version rotates the projectile sprites, just like ricochet fierce =P
- Towering Spine does 5 hits


                                                Marrow
                                        From Marvel vs Capcom 2
                      by XPachin (ripping) and Buyog2099 (cleaning & programming)