Red Maro (SSTU)

Moves
Jab: Red Maro pokes outwards, dealing 6% and having solid kockback growth. The move is fairly quick but has a small hitbox. Jab is best as a kill move at high %s and can also double as an edgeguarding tool once the opponent is above 300% or so. It's small hitbox makes it situational as Nair is generally a better option.

Up Tilt: Red Maro's worst move, dealing only 4%, having a small hitbox, and lacking any kill potential. It's fairly quick though so it has some decent potential as a combo starter. In general the best strings are Rising Up Tilt > Nair or Grounded Up Tilt > Jab at 100-300% and at 350%+ Up Tilt > Nair or Up Tilt > Dair are your best options.

Nair: Maro's best move, dealing 8% per hit and lasting until he hits the ground, this move is devastating to opponents particularly as a stage control and edgeguarding tool. It comes out fast and has a massive hitbox as well, covering Maro's entire body. This is great for forcing opponents into bad spots and can punish opponents that let Maro set up fireballs. The one weakness of this move is that it lasts until Maro touches the ground or gets hit. While Maro can still jump, he can not airdodge or use other attacks while Nair is active. Nair also has no knockback growth, so while it is devistating at low %s it can't kill at high %s unless it's used as an edgeguarding tool. This means Nair won't combo into other moves and thus should only be used as a combo finisher or a wall of pain. The couch Nair tech is a very useful edgeguard tech but it takes a bit of time to set up so it won't be usable often.

Dair: Dealing 14% and having a large hitbox, Dair is a solid move

Neutral Special: Maro's Fireball deals 13% and has insane potential if the opponent lets Maro set up.

Down Special: Maro's Spin to win deals 3% per hit over a total of 7 hits, making it Maro's best damage dealing move.