Skullgirls/Marie: Difference between revisions
(Add placeholder/template page.) |
BoatsandJoes (talk | contribs) (Starter notes on some moves) |
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</gallery> | </gallery> | ||
=== | ===5HP (default assist)=== | ||
* Big normal that pulls the opponent in on hit and restands them | |||
* Two hits of lockdown is not too bad. | |||
=== | ===236HK (default assist)=== | ||
* Charging fullscreen punch. The skeleton has two hits of armor | |||
* The skeleton waits for a long time before punching, but Marie is vulnerable the whole time. If Marie is hit, the skeleton will go away | |||
=== | ===236LP=== | ||
* Dust bunny lockdown. If Marie is hit, the dust bunny goes away | |||
==Move List== | ==Move List== | ||
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| framedata = [[File:SG_mar_shp_fd.png|left]]}} | | framedata = [[File:SG_mar_shp_fd.png|left]]}} | ||
| | | | ||
* | * Pulls opponent in on hit, and restands them. | ||
* If cancelled after active frames begin, this move will still do both hits even though Marie is now doing something else | |||
}} | }} | ||
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| | | | ||
| | | | ||
* | * Marie's fastest normal | ||
}} | }} | ||
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| framedata = [[File:SG_mar_shk_fd.png|left]]}} | | framedata = [[File:SG_mar_shk_fd.png|left]]}} | ||
| | | | ||
* | * Launcher | ||
}} | }} | ||
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| framedata = [[File:SG_mar_chp_fd.png|left]]}} | | framedata = [[File:SG_mar_chp_fd.png|left]]}} | ||
| | | | ||
* | * Decent overhead | ||
}} | }} | ||
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| framedata = [[File:SG_mar_clk_fd.png|left]]}} | | framedata = [[File:SG_mar_clk_fd.png|left]]}} | ||
| | | | ||
* | * If this move hits a dust bunny while it is waiting to attack, the dust bunny will be launched forward, and then it will attack when it lands. | ||
}} | }} | ||
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| framedata = [[File:SG_mar_chk_fd.png|left]]}} | | framedata = [[File:SG_mar_chk_fd.png|left]]}} | ||
| | | | ||
* | * Standard sweep. Breaks armor | ||
}} | }} | ||
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| framedata = [[File:SG_mar_jlp_fd.png|left]]}} | | framedata = [[File:SG_mar_jlp_fd.png|left]]}} | ||
| | | | ||
* | * Multihit | ||
}} | }} | ||
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| framedata = [[File:SG_mar_jmp_fd.png|left]]}} | | framedata = [[File:SG_mar_jmp_fd.png|left]]}} | ||
| | | | ||
* | * A lot of hitstun | ||
}} | }} | ||
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| framedata = [[File:SG_mar_jhp_fd.png|left]]}} | | framedata = [[File:SG_mar_jhp_fd.png|left]]}} | ||
| | | | ||
* | * Pulls opponent in. | ||
* If cancelled after active frames begin, this move will still do both hits even though Marie is now doing something else | |||
}} | }} | ||
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| framedata = [[File:SG_mar_jmk_fd.png|left]]}} | | framedata = [[File:SG_mar_jmk_fd.png|left]]}} | ||
| | | | ||
* | * Stops Marie's momentum and sends her upwards and a bit forwards | ||
* Sends the opponent upwards as well | |||
* Both of these effects are weaker if Marie does them more than once before landing | |||
}} | }} | ||
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| framedata = [[File:SG_mar_jhk_fd.png|left]]}} | | framedata = [[File:SG_mar_jhk_fd.png|left]]}} | ||
| | | | ||
* | * Can be held | ||
* Once released, stops Marie's momentum and sends her a bit backwards | |||
* Sends the opponent fullscreen. If held, will wallbounce (can combo off that in the corner) | |||
* Holding will autorelease when fully charged, but actually you can release a bit early and it will still be fully charged | |||
}} | }} | ||
===Universal Mechanics=== | ===Universal Mechanics=== | ||
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| framedata = [[File:SG_mar_airthrow_fd.png|left]]}} | | framedata = [[File:SG_mar_airthrow_fd.png|left]]}} | ||
| | | | ||
* | * Sends the opponent directly sideways and wallbounces them | ||
}} | }} | ||
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| framedata = [[File:SG_mar_tag_fd.png|left]]}} | | framedata = [[File:SG_mar_tag_fd.png|left]]}} | ||
| | | | ||
* | * Marie moseys in from behind her teammate, and hits the opponent mid. | ||
}} | }} | ||
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| framedata = [[File:SG_mar_qcfp_fd.png|left]]}} | | framedata = [[File:SG_mar_qcfp_fd.png|left]]}} | ||
| | | | ||
* | * Marie places a dust bunny. After 1 second or so, the dust bunny will jump about half screen horizontally towards the opponent (staying very close to the ground) | ||
* LP version places it close, MP halfscreen, HP fullscreen | |||
* If the bunny connects with the opponent, it will do a 9 hit multihit attack. It counts as a projectile | |||
* Whether the bunny connects or not, it disappates after one jump | |||
* Before the bunny jumps, Marie can hit it with 2LK to launch it forwards. It will attack when it lands | |||
* If Marie has taunted, her next bunny will not dissapate, and keep jumping forever until it makes contact. | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_mar_qcbp.png|225px]] | |||
| hitbox = [[File:SG_mar_qcbp_hb.png|225px]] | |||
| caption = | |||
| name = | |||
| input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} | |||
| | |||
|{{AttackData-SG | | |||
| guard = | |||
| properties = | |||
| dmg = | |||
| meter = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitstop = | |||
| hitstun = | |||
| blockstun = | |||
| onhit = | |||
| onblock = | |||
| onpushblock = | |||
| superhitstop = | |||
| framedata = [[File:SG_mar_qcbp_fd.png|left]]}} | |||
| | |||
* LP is a projectile-invincible roll | |||
* MP is an attack that leaves them standing | |||
* HP is an armored (2 hits) attack that staggers grounded opponents on hit (once per combo) or puts airborne opponents into OTG state on hit | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_mar_qcfk.png|225px]] | |||
| hitbox = [[File:SG_mar_qcfk_hb.png|225px]] | |||
| caption = | |||
| name = | |||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} | |||
| | |||
|{{AttackData-SG | | |||
| guard = | |||
| properties = | |||
| dmg = | |||
| meter = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitstop = | |||
| hitstun = | |||
| blockstun = | |||
| onhit = | |||
| onblock = | |||
| onpushblock = | |||
| superhitstop = | |||
| framedata = [[File:SG_mar_qcfk_fd.png|left]]}} | |||
| | |||
* Big skeleton comes out and punches | |||
* Air OK | |||
* LK no delay, low distance, and leaves them standing | |||
* MK medium delay, medium distance, and knocks down | |||
* HK long delay, fullscreen, sliding knockdown | |||
* Skeleton can go past the opponent and miss them | |||
* During delay, skeleton will follow Marie | |||
* Skeleton has two hits of armor, but if Marie is hit, the skeleton goes away | |||
* Cannot be performed if a 214K or 236K is already in progress | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_mar_qcbk.png|225px]] | |||
| hitbox = [[File:SG_mar_qcbk_hb.png|225px]] | |||
| caption = | |||
| name = | |||
| input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|K}} | |||
| | |||
|{{AttackData-SG | | |||
| guard = | |||
| properties = | |||
| dmg = | |||
| meter = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitstop = | |||
| hitstun = | |||
| blockstun = | |||
| onhit = | |||
| onblock = | |||
| onpushblock = | |||
| superhitstop = | |||
| framedata = [[File:SG_mar_qcbk_fd.png|left]]}} | |||
| | |||
* Big skeleton creates 3 grounded explosions that pop the opponent into the air. They tend to combo into each other | |||
* Light is close distance, medium is medium and heavy is far | |||
* When done on the ground, explosions go away from Marie | |||
* When done in the air, explosions go towards Marie | |||
* Cannot be performed if a 214K or 236K is already in progress | |||
* If Marie is hit, the skeleton goes away | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_mar_qcfpk.png|225px]] | |||
| hitbox = [[File:SG_mar_qcfpk_hb.png|225px]] | |||
| caption = | |||
| name = | |||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|K}} | |||
| | |||
|{{AttackData-SG | | |||
| guard = | |||
| properties = | |||
| dmg = | |||
| meter = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitstop = | |||
| hitstun = | |||
| blockstun = | |||
| onhit = | |||
| onblock = | |||
| onpushblock = | |||
| superhitstop = | |||
| framedata = [[File:SG_mar_qcfpk_fd.png|left]]}} | |||
| | |||
* Command throw with a decent hitbox. Pops the opponent into the air behind you | |||
}} | }} | ||
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| hitbox = [[File:SG_mar_qcfpp_hb.png|225px]] | | hitbox = [[File:SG_mar_qcfpp_hb.png|225px]] | ||
| caption = | | caption = | ||
| name = | | name = Carpal Pummel | ||
| subtitle= Level 1 | | subtitle= Level 1 | ||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} '''(Air OK)''' | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} '''(Air OK)''' | ||
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| framedata = [[File:SG_mar_qcfpp_fd.png|left]]}} | | framedata = [[File:SG_mar_qcfpp_fd.png|left]]}} | ||
| | | | ||
* | * A big punch. Becomes invincible on frame 11, through active frames | ||
* Sliding knockdown | |||
}} | }} | ||
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| hitbox = [[File:SG_mar_qcfkk_hb.png|225px]] | | hitbox = [[File:SG_mar_qcfkk_hb.png|225px]] | ||
| caption = | | caption = | ||
| name = | | name = Repetitive Skeleton Impact | ||
| subtitle= Level 1 | | subtitle= Level 1 | ||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|k}} + {{NotationIcon-SG|k}} | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|k}} + {{NotationIcon-SG|k}} | ||
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| framedata = [[File:SG_mar_qcfkk_fd.png|left]]}} | | framedata = [[File:SG_mar_qcfkk_fd.png|left]]}} | ||
| | | | ||
* | * Command grab with a decent hitbox. Invincible frame 1 through active frames, but whiffs on airborne opponents | ||
* Can be comboed into via 214HP stagger | |||
* Pick direction to slam opponents (up to 3 times) with 2, 8, 4, or 6 | |||
* If holding a button while picking the final direction, Marie will spend one bar and can slam them one more time (this can be repeated with multiple bars) | |||
* If you hit no directions, the move will end with a forward slam. | |||
}} | }} | ||
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| hitbox = [[File:SG_mar_qcbpp_hb.png|225px]] | | hitbox = [[File:SG_mar_qcbpp_hb.png|225px]] | ||
| caption = | | caption = | ||
| name = | | name = Weight of Our Will | ||
| subtitle= Level 3 | | subtitle= Level 3 | ||
| input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | | input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | ||
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| framedata = [[File:SG_mar_qcbpp_fd.png|left]]}} | | framedata = [[File:SG_mar_qcbpp_fd.png|left]]}} | ||
| | | | ||
* | * Spirit bomb. Air OK | ||
* Travels slowly to the ground, hitting the whole time, then dissapates with a big hit when it touches the ground. Does more damage the higher up it hits the opponent (since it stays out for longer) | |||
}} | }} | ||
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| caption = | | caption = | ||
| name = | | name = | ||
| input = | | input = {{NotationIcon-SG|2}} + {{NotationIcon-SG|HK}} + {{NotationIcon-SG|MK}} + {{NotationIcon-SG|LK}} + {{NotationIcon-SG|2}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = N/A | | guard = N/A | ||
Line 799: | Line 942: | ||
| superhitstop = N/A}} | | superhitstop = N/A}} | ||
| | | | ||
* | * Marie curtseys. Her next 236P dust bunny will keep hopping forever until it makes contact | ||
* Can hold 2 to stay in the curtsey pose for an arbitrary amount of time | |||
}} | }} | ||
Revision as of 10:35, 19 October 2023
Story
Marie used to be a maid, now she sweeps a different street.
Overview
Marie isn't out yet, so this is just a placeholder/template page. Don't take any information here as correct or complete just yet.
(Outline of how this character plays goes here)
Marie has an optional blurb here if we want to put one. |
Strengths | Weaknesses |
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Stats
Chains
Standing | |
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Crouching | |
Air |
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Medium | N/A | N/A | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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Assists
5HP (default assist)
- Big normal that pulls the opponent in on hit and restands them
- Two hits of lockdown is not too bad.
236HK (default assist)
- Charging fullscreen punch. The skeleton has two hits of armor
- The skeleton waits for a long time before punching, but Marie is vulnerable the whole time. If Marie is hit, the skeleton will go away
236LP
- Dust bunny lockdown. If Marie is hit, the dust bunny goes away
Move List
Standing Normals
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Crouching Normals
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Jumping Normals
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Universal Mechanics
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Specials
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Supers
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Taunt
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Colors
Color 1 Default color palette. |
Color 2 Original alternate color palette. |
Color 3 Original alternate color palette. |
Color 4 Original alternate color palette. |
Color 5 Original alternate color palette. |
Color 6 Original alternate color palette. |
Color 7 Original alternate color palette. |
Color 8 Based on |
Color 9 Based on |
Color 10 Based on |
Color 11 Based on |
Color 12 Based on |
Color 13 Based on |
Color 14 Based on |
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Color 22 Based on |
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Color 24 Based on |
Color 25 Based on |
Color 26 Based on |
Color 27 Based on |
Color 28 Based on |
Color 29 Based on |
Color 30 Based on |
File:SG mar color31.png | ||||
Color 31 Based on |
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Intro Poses
File:SG intropose marL.jpg | Intro pose 1: Hold OR Intro pose description. Voice line placeholder! Voice line placeholder 2... |
File:SG intropose marM.jpg | Intro pose 2: Hold OR Intro pose description. Voice line placeholder! Voice line placeholder 2... |
File:SG intropose marH.jpg | Intro pose 3: Hold OR Intro pose description. Voice line placeholder! Voice line placeholder 2... |
Win Poses
File:SG winpose marLP.jpg | Intro pose 1: Hold Win pose description. Voice line placeholder! Voice line placeholder 2... |
File:SG winpose marMP.jpg | Intro pose 2: Hold Win pose description. Voice line placeholder! Voice line placeholder 2... |
File:SG winpose marHP.jpg | Intro pose 3: Hold Win pose description. Voice line placeholder! Voice line placeholder 2... |
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
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PlayerName | United States NY |
Active | 5LP / 5LP / 5LP Playstyle blurb Example Play | |
PlayerName | European Union |
Active | 5LP / 5LP / 5LP Playstyle blurb Example Play | |
PlayerName | Japan |
Active | 5LP / 5LP / 5LP Playstyle blurb Example Play |