Skullgirls/Marie: Difference between revisions
SeenConnroy (talk | contribs) (Frame Data) |
SeenConnroy (talk | contribs) (→Specials: Frame data) |
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | version = Summon | ||
| properties = | | guard = N/A | ||
| dmg = | | properties = - | ||
| meter = | | dmg = N/A | ||
| meter = (2.5%) | |||
| startup = 19 | |||
| active = N/A | |||
| recovery = 25 | |||
| hitstop = N/A | |||
| hitstun = N/A | |||
| blockstun = N/A | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_mar_qcfp_fd.png|left]]}} | |||
|{{AttackData-SG | | |||
| version = Dust Bunny | |||
| guard = Mid | |||
| properties = {{Property-SG|Projectile}} | |||
| dmg = 75x9 (35x9) | |||
| meter = 2% x9 | |||
| startup = | | startup = | ||
| active = | | active = 41 per leap, 7 x9 | ||
| recovery = | | recovery = | ||
| hitstop = | | hitstop = 3 x9 | ||
| hitstun = | | hitstun = 30 x9 | ||
| blockstun = | | blockstun = 33 x9 | ||
| onhit = | | onhit = +89 | ||
| onblock = | | onblock = +92 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
}} | |||
| | | | ||
* Will fill out the missing data later. - Seen | |||
* LP version places it close, MP halfscreen, HP fullscreen. | |||
* 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). | * 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). | ||
* | ** Dust bunny does not interact with other projectiles, but can be reflected as one. | ||
* If the bunny connects with the opponent, it will | ** The bunny will dissipate after one jump, if it makes contact with the opponent, or if Marie is hit. | ||
* | ** If the bunny connects with the opponent, it will lock the opponent in place, allowing Marie to set up as she pleases. | ||
*** If Marie has taunted, her next bunny will not dissipate, and keep jumping forever until it makes contact. | |||
* Before the bunny jumps, Marie can hit it with 2LK to launch it forwards. It will attack when it lands. | * Before the bunny jumps, Marie can hit it with 2LK to launch it forwards. It will attack when it lands. | ||
}} | }} | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | version = {{NotationIcon-SG|LP}} | ||
| properties = | | guard = Mid | ||
| dmg = | | properties = {{Property-SG|Invuln. (Proj.)}} (Frame 2) | ||
| meter = | | dmg = N/A | ||
| startup = | | meter = (2.5%) | ||
| active = | | startup = 1 | ||
| recovery = | | active = 26 | ||
| hitstop = | | recovery = 10 | ||
| hitstun = | | hitstop = N/A | ||
| blockstun = | | hitstun = N/A | ||
| onhit = | | blockstun = N/A | ||
| onblock = | | onhit = N/A | ||
| onblock = N/A | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_mar_qcblp_fd.png|left]]}} | |||
|{{AttackData-SG | | |||
| version = {{NotationIcon-SG|MP}} | |||
| guard = Mid | |||
| properties = - | |||
| dmg = 500 (150) | |||
| meter = (2.5%) 10.8% | |||
| startup = 22 | |||
| active = 3 | |||
| recovery = 22 | |||
| hitstop = 8 | |||
| hitstun = 26 | |||
| blockstun = 25 | |||
| onhit = +6 | |||
| onblock = +1 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_mar_qcbmp_fd.png|left]]}} | |||
|{{AttackData-SG | | |||
| version = {{NotationIcon-SG|HP}} | |||
| guard = Mid | |||
| properties = {{Property-SG|Armor}} (2 Hits) | |||
| dmg = 850 / 700 (200) | |||
| meter = (2.5%) 11.34% | |||
| startup = 22 | |||
| active = 3 | |||
| recovery = 32 | |||
| hitstop = 18 (12 on block) | |||
| hitstun = 24 (First use)/ 29 (Second use) | |||
| blockstun = 12 | |||
| onhit = {{Property-SG|Stagger}} (+37/+52 CH) or {{Property-SG|KD}} (vs air) (Once per combo), ±0 | |||
| onblock = -22 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_mar_qcbhp_fd.png|left]]}} | |||
| | |||
* Tetsuzankou. | |||
* LP is a projectile-invincible roll that goes through opponents up close. Active frames refers to the invul period, rather than an attack. | |||
* MP is an attack that leaves them standing, is plus on block, and can be linked into 5LK on hit. Useful for resetting pressure. | |||
* HP is an armored attack that staggers grounded opponents on hit or puts airborne opponents into knockdown state on hit(once per combo), can link into 2MP or 5MK on high air hits to keep OTG, or use OTG 2HK> M Shoulder. | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_mar_qcfpk.png|225px]] | |||
| hitbox = [[File:SG_mar_qcfpk_hb.png|225px]] | |||
| caption = "Hold still! Time... to clean house!" | |||
| name = Suction Obstruction | |||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|K}} | |||
| | |||
|{{AttackData-SG | | |||
| guard = {{Property-SG|Command Grab}} | |||
| properties = {{Property-SG|Invuln. (Throw)}}, {{Property-SG|Damage Scaling|55%}} | |||
| dmg = 300, 1000 | |||
| meter = (2.5%) 3%, 10% | |||
| startup = 14 | |||
| active = 6 | |||
| recovery = 31 | |||
| hitstop = N/A | |||
| hitstun = N/A | |||
| blockstun = N/A | |||
| onhit = {{Property-SG|KD}} | |||
| onblock = N/A | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File: | | framedata = [[File:SG_mar_qcfpk_fd.png|left]]}} | ||
| | | | ||
* | * Slow command throw with a decent hitbox and good active frames, good for Marie's reset/mixup game. | ||
* Pops the opponent into the air behind you for an easy confirm into microdash OTG 5LK if a starter, or 2HK> M Shoulder if done in a combo. | |||
* | |||
}} | }} | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | version = {{NotationIcon-SG|LK}} | ||
| properties = | | guard = Mid | ||
| dmg = | | properties = {{Property-SG|Projectile}} | ||
| meter = | | dmg = 700 (150) | ||
| startup = | | meter = (2.5%) 7.5% | ||
| active = | | startup = 10, 10, 19-25 | ||
| recovery = | | active = 2 | ||
| hitstop = | | recovery = 38 | ||
| hitstun = | | hitstop = 9 | ||
| blockstun = | | hitstun = 30 | ||
| onhit = | | blockstun = 17 | ||
| onblock = | | onhit = +31 | ||
| onblock = +18 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_mar_qcfk_fd.png|left]]}} | |||
|{{AttackData-SG | | |||
| version = {{NotationIcon-SG|MK}} | |||
| guard = Mid | |||
| properties = {{Property-SG|Projectile}}, {{Property-SG|Armor}} {Hilgard, 1 hit) | |||
| dmg = 950 (200) | |||
| meter = (2.5%) 7.5% | |||
| startup = 10, 10, 44-53 | |||
| active = 2 | |||
| recovery = 38 | |||
| hitstop = 9 | |||
| hitstun = 26 | |||
| blockstun = 17 | |||
| onhit = {{Property-SG|KD}} | |||
| onblock = +26 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_mar_qcfk_fd.png|left]]}} | |||
|{{AttackData-SG | | |||
| version = {{NotationIcon-SG|HK}} | |||
| guard = Mid | |||
| properties = {{Property-SG|Projectile}}, {{Property-SG|Armor}} (Hilgard, 2 hits) | |||
| dmg = 1200 (300) | |||
| meter = (2.5%) 7.5% | |||
| startup = 10, 10, 83-95 | |||
| active = 2 | |||
| recovery = 38 | |||
| hitstop = 17 | |||
| hitstun = 12 | |||
| blockstun = 17 | |||
| onhit = {{Property-SG|Sliding KD}} | |||
| onblock = +33 | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_qcfk_fd.png|left]]}} | | framedata = [[File:SG_mar_qcfk_fd.png|left]]}} | ||
| | | | ||
* | * Startup is listed as: Time for Hilgard to spawn > Hilgard being summoned > Hilgard's startup. Recovery is Marie after summoning Hilgard. | ||
* | * Hilgard must recover/dissipate before he is able to be summoned again. | ||
* | |||
* Marie summons Mr. Hilgard to punch the opponent, acting independently form Marie, leaving herself free to act when she finishes the animation. | |||
* | ** Hilgard is spawns on frame 11 and is invul until startup (summoning period). During startup for the M and H versions, he will try to stay in front of Marie if she moves ahead of him. | ||
* | ** Hilgard goes away when Marie is hit or his armor is broken. | ||
** Air version will override Marie's current air momentum with a slow float, keeping the direction of her momentum, before returning her to her previous speed. | |||
* | *** Will continue to float, even if she would normally land. If she is this low to the ground, she will be considered grounded and any combo will start in stage 3: Stage 2 while floating during L Haymaker>L Haymaker hits>Marie lands and is now in stage 3. | ||
* If Marie is hit, the | |||
* | * {{NotationIcon-SG|LK}} | ||
* As an assist, Marie will stay in the summoning animation until | ** Hilgard attacks in front of him and leaves them standing, allowing Marie plentiful time to convert into a combo on hit or go for a mixup on block. Primary combo piece after 2HP or j[HK] in the corner. | ||
** Can be used to reset pressure, albeit with a gap. | |||
* {{NotationIcon-SG|MK}} | |||
** Armored until active frames end. | |||
** Hilgard charges his haymaker for half a second, before rushing the up to halfscreen to strike the opponent, knocking them down on hit. | |||
* {{NotationIcon-SG|HK}} | |||
** Armored until active frames end. | |||
** Hilgard charges for a little over a second, then charges at the opponent up to fullscreen, sending the opponent into a sliding knockdown on hit. Highest damage special, try to fit this in when you can (such as jHP(1) > H Haymaker falling jMP or 2HP> H Haymaker OTG 2LP/5LK). | |||
* As an assist, Marie will stay in the summoning animation until Hilgard finishes the attack or his armor is broken. | |||
}} | }} | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Projectile}}, {{Property-SG|Invuln. (Full)}} (Hilgard) | ||
| dmg = | | dmg = 400 x3 (150 x3) | ||
| meter = | | meter = (2.5%) 3.15% x3 | ||
| startup = | | startup = 6, 10, 45/54/61 | ||
| active = | | active = 8, (4), 8, (4), 8 | ||
| recovery = | | recovery = 42 | ||
| hitstop = | | hitstop = 4 x3 | ||
| hitstun = | | hitstun = 25 x3 | ||
| blockstun = | | blockstun = 28 x3 | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = | | onblock = +56 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_qcbk_fd.png|left]]}} | | framedata = [[File:SG_mar_qcbk_fd.png|left]]}} | ||
| | | | ||
* | * Startup is listed as: Time for Hilgard to spawn > Hilgard being summoned > Hilgard's startup (L/M/H). Recovery is Marie after summoning Hilgard. | ||
* | * Hilgard must recover/dissipate before he is able to be summoned again. | ||
* | * Marie summons Mr. Hilgard to fire a laser at the opponent, causing a set of delayed explosions popping the opponent in the air on hit and locking them down on block. | ||
** Ground version goes away from Marie, while the Air version goes towards her. | |||
* | ** Hilgard goes away when Marie is hit. | ||
* | ** Air version will override Marie's current air momentum with a slow float, keeping the direction of her momentum, before returning her to her previous speed. | ||
* | * Light travels in front of Marie, Medium covers halfscreen, and Heavy goes fullscreen. | ||
* As an assist, Marie will stay in the summoning animation until Hilgard finishes the attack or Marie is hit. | |||
* | |||
}} | }} | ||
Revision as of 14:15, 25 October 2023
Story
Marie used to be a maid, now she sweeps a different street.
Overview
Marie is still in Alpha, so this is just a placeholder/template page. Don't take any information here as correct or complete just yet as it may be subject to change, if updated.
Some information, such as colour/palette references, could be filled out right now.
(Outline of how this character plays goes here)
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Strengths | Weaknesses |
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Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Light (Medium outside of combos) | Step → Run | Yes | N/A | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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39 | 39 | 99 | 55 | 39 |
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
Backhanded Compliment Toggle Hitboxes Toggle Hitboxes
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Clean Cut Toggle Hitboxes Toggle Hitboxes
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Voided Warranty Toggle Hitboxes Toggle Hitboxes
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Batter-ment Toggle Hitboxes Toggle Hitboxes
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Helping Hands Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Scrub Scrubber Toggle Hitboxes Toggle Hitboxes
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Pain Cushion Toggle Hitboxes Toggle Hitboxes
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Dead Lift Toggle Hitboxes Toggle Hitboxes
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Bellows Blast Toggle Hitboxes Toggle Hitboxes
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Tidying Up Toggle Hitboxes Toggle Hitboxes
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Literally a Sweep Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Dust Devil Toggle Hitboxes Toggle Hitboxes
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NO SOLICITORS Toggle Hitboxes Toggle Hitboxes
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Clean Cleave Toggle Hitboxes Toggle Hitboxes
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Helper Skelter Toggle Hitboxes Toggle Hitboxes
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3-2-1 Dust-off Toggle Hitboxes Toggle Hitboxes
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Maidieval Flail Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
May I cut In? Toggle Hitboxes Toggle Hitboxes
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Hoover Maneuver Toggle Hitboxes Toggle Hitboxes
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A Clean Trick Toggle Hitboxes Toggle Hitboxes
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Formal Challenge Toggle Hitboxes Toggle Hitboxes
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Specials
"Feast on their flesh." Toggle Hitboxes Toggle Hitboxes
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"Crush!" Toggle Hitboxes Toggle Hitboxes
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"Hold still! Time... to clean house!" Toggle Hitboxes Toggle Hitboxes
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"Swing big Mr. Hilgard!" Toggle Hitboxes Toggle Hitboxes
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"Our will burns!" Toggle Hitboxes Toggle Hitboxes
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Supers
"Here comes the giant fist!" Toggle Hitboxes Toggle Hitboxes
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"Let's address this mess." Toggle Hitboxes Toggle Hitboxes
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"Everyone, grant me your power!" Toggle Hitboxes Toggle Hitboxes
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Taunt
"Thank you for coming." Toggle Hitboxes Toggle Hitboxes
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Colors
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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. |
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Color 6![]() Original alternate color palette. |
Color 7![]() Original alternate color palette. |
Color 8![]() Based on |
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Color 11![]() Based on |
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Color 16![]() Based on |
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Color 21![]() Based on |
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Color 26![]() Based on |
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File:SG mar color31.png | ||||
Color 31![]() Based on |
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Intro Poses
File:SG intropose marL.jpg | Intro pose 1: Hold ![]() ![]() Intro pose description. Voice line placeholder! Voice line placeholder 2... |
File:SG intropose marM.jpg | Intro pose 2: Hold ![]() ![]() Intro pose description. Voice line placeholder! Voice line placeholder 2... |
File:SG intropose marH.jpg | Intro pose 3: Hold ![]() ![]() 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 |
---|---|---|---|---|
PlayerName | ![]() United States NY |
Active | ![]() ![]() ![]() Playstyle blurb Example Play | |
PlayerName | ![]() European Union |
Active | ![]() ![]() ![]() Playstyle blurb Example Play | |
PlayerName | ![]() Japan |
Active | ![]() ![]() ![]() Playstyle blurb Example Play |