The Great Magician is one of the boss characters of Eight Marbles Ura.
She is a magician who has mastered the secrets of magic.
However, she fears that the knowledge she has accumulated over the years will be lost to time when she inevitably dies, so she searches to become immortal.
Great Magician is a powerful character with many projectiles at her disposal and strong strike attacks.
How to do it? | Whilst standing still + B+C
Ez Command |
A taunt that can be cancelled with a normal or special move. If successful, the Special Gauge will increase.
How to do it? | ↓↘→ + A
Ez Command | → + D
Great Magician locks the opponent in place on hit and attacks multiple times with vengeful spirits.
Since it is a quick move, it can be used for combos and can also be used to trap players and stop their movement.
How to do it? | ↓↙← + A
Ez Command | ↓ + D
Great Magician fires a projectile.
On hit, Great Magician restrains the opponent.
You can easily escape and counterattack by jumping to dodge.
How to do it? | ↓↘→ + B
Ez Command | → + E
Great Magician summons a Evil Dragon that then dashes forward and strikes the enemy.
Although the startup is slow, the attack goes fast and hits hard.
It can be used as a zoning tool and to prevent opponents from going anywhere.
How to do it? | ↓↘→ + C
Ez Command | → + F
Great Magician summons in an Dragon-spawn, which then dashes forwards and hits low.
While the move does have some windup time, it goes very quick.
How to do it? | ↓↙← + B/C
Ez Command | ↓ + E/F
Great Magician summons in an Dragon-spawn, which then fires a projectile that sends opponents flying. This projectile cannot be blocked while in air.
The B variant is faster than the C variant and is preferred for anti-air.
It's plenty powerful and opens up for a wide range of attacks, but it can leave you open when summoning.
How to do it? | (Whilst mid-air)↓↘→ + A/B
Ez Command | (Whilst mid-air) D/E
Great Magician, while mid-air, creates a poison circle while in the air. When performed, Great Magician will stay in the air for a while, and will drop if she jumps or does an attack.
Just after jumping, you can't put another circle in the air, but you can cancel it by performing a normal move.
How to do it? | (Whilst mid-air) ↓↘→ + C
Ez Command | (Whilst mid-air) F
A technique that is used while aerial. Due to it's long wind-up time, it can be very difficult to pull this move off.
However, if you do pull this off, you get a very powerful move...
How to do it? | ↓↘→↓↘→ + C
Ez Command | → + E+F
Uses 3 bars of gauge.
Great Magician conjures a powerful projectile that she throws straight. Best to use it after a combo as it is very easily blockable and avoidable.
How to do it? | ↓↙←↓↙← + C
Ez Command | ↓ + E+F
Uses 3 bars of gauge.
After conjuring a Magical Column, it drops magical projectiles which explode on contact.
The attack range is quite long however there is some gaps in where it hits or not.
If the attack hits the opponent with the Magical Column, it changes the special move.
It is a powerful technique, but the column has short range - so it could be best used as an anti-air tool or as a counter.