Skullgirls/Marie: Difference between revisions
SeenConnroy (talk | contribs) (→Specials: Frame data) |
SeenConnroy (talk | contribs) (→Supers) |
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| name = Carpal Pummel | | name = Carpal Pummel | ||
| subtitle= Level 1 | | subtitle= Level 1 | ||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|High}} | ||
| properties = | | properties = {{Property-SG|Projectile}}, {{Property-SG|Invuln. (Full)}} (Frame 11), {{Property-SG|Minimum Scaling|55%}} | ||
| dmg = | | dmg = 2500 (350) | ||
| meter = | | meter = -100% | ||
| startup = | | startup = 14+1 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 49 | ||
| hitstop = | | hitstop = 5 | ||
| hitstun = | | hitstun = 50 | ||
| blockstun = | | blockstun = 16 | ||
| onhit = | | onhit = {{Property-SG|Hard KD}} (+70 / +68 (vs air)) | ||
| onblock = | | onblock = -22 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = 8 | ||
| framedata = [[File:SG_mar_qcfpp_fd.png|left]]}} | | framedata = [[File:SG_mar_qcfpp_fd.png|left]]}} | ||
| | | | ||
* | * * Marie summons a giant fist, literally, from above her to smash the opponent. Hits overhead! | ||
* Unique | * Unique hard knockdown that works even if the opponent does not have OTG, as long as the move is not used as an OTG. | ||
* Absurdly high minimum damage for a level 1, very useful in the corner for meter dump routes. | |||
** Not stable for HBD combos or DHCs due to the how the move hits. | |||
* Is a projectile, for some reason, so it can be reflected by Bella and avoided with moves that are projectile invul. | |||
}} | }} | ||
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| name = Repetitive Skeleton Impact | | name = Repetitive Skeleton Impact | ||
| subtitle= Level 1 | | subtitle= Level 1 | ||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG| | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|Command Grab}} | ||
| properties = | | properties = {{Property-SG|Invuln. (Full)}}, {{Property-SG|Minimum Scaling|45%}} | ||
| dmg = | | dmg = 800, 900, 1000, 1100, 1200, 1300, 1400 | ||
| meter = | | meter = -100% + 100%xN | ||
| startup = | | startup = 10 + 2 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 45 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = 1 | ||
| framedata = [[File:SG_mar_qcfkk_fd.png|left]]}} | | framedata = [[File:SG_mar_qcfkk_fd.png|left]]}} | ||
| | | | ||
* | * Marie summons a hand from the ground to grab the opponent, being able to command where to slam the opponent upon success. | ||
* | ** Pick direction to slam opponents, up to 3 times, with down, up, left, or right. Each unique slam will deal an extra 25 damage for the first 3. | ||
* Pick direction to slam opponents | ** If you hit no directions, the move will end with a forward slam. | ||
* If holding a button while picking the final direction, Marie will spend | *** If holding a button while picking the final direction, Marie will spend an additional bar to slam them one more time (up to 4). | ||
* | * Ok reversal due to invul and hitbox, but is post-flash actable like Daisy Pusher, so it's better used if your opponent has committed to something (or punishing landings). | ||
* Allows followups like OTG sweep> M Shoulder, or dash 5MP/5MK for OTGless, if in the corner you can go into whatever you please. | |||
}} | }} | ||
Line 1,039: | Line 1,042: | ||
| name = Weight of Our Will | | 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}} '''Air OK''' | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Projectile}}, {{Property-SG|Invuln. (Full)}}, {{Property-SG|Minimum Scaling|55%}} | ||
| dmg = | | dmg = 130 xN, 3750 | ||
| meter = | | meter = -300% | ||
| startup = | | startup = 5 + 0 | ||
| active = | | active = 4xN, 28 | ||
| recovery = | | recovery = Until Landing | ||
| hitstop = | | hitstop = 2xN, 25 | ||
| hitstun = | | hitstun = 26 xN | ||
| blockstun = | | blockstun = 19 xN | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = | | onblock = +62 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = 1 | ||
| framedata = [[File:SG_mar_qcbpp_fd.png|left]]}} | | framedata = [[File:SG_mar_qcbpp_fd.png|left]]}} | ||
| | | | ||
* Spirit bomb | * Spirit bomb, need I say more? | ||
* Travels slowly to the ground, | * Travels slowly to the ground, while Marie lands, then dissipates with a big blast when it touches the ground, launches the opponent very high with plenty of time to convert however you please. Does more damage the higher up it hits the opponent (since it stays out for longer). | ||
}} | }} | ||
Revision as of 21:26, 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)
Marie has an optional blurb here if we want to put one. |
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
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 |
Color 15 Based on |
Color 16 Based on |
Color 17 Based on |
Color 18 Based on |
Color 19 Based on |
Color 20 Based on |
Color 21 Based on |
Color 22 Based on |
Color 23 Based on |
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 |
---|---|---|---|---|
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 |