Skullgirls/Marie: Difference between revisions
SeenConnroy (talk | contribs) (→Standing Normals: Frame data) |
(→Crouching Normals: add trivia about kara cancel skeleton - remove "Only crouching overhead" because pw 2[HP] is also a crouching overhead) |
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(47 intermediate revisions by 6 users not shown) | |||
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==Story== | ==Story== | ||
Driven by tragedy to make a wish on the Skull Heart, Marie Korbel became the infamous Skullgirl and gave herself over to murderous revenge. But now the impossible has happened. The Skull Heart has been destroyed while Marie has been spared. She is a Skullgirl unchained, vowing to break the Skull Heart's cycle of destruction. | |||
==Overview== | ==Overview== | ||
Marie | Marie's gameplan revolves primarily around her Dust Bunnies and Hilgard Specials, encouraging a patient playstyle, baiting the opponent to come closer and then engaging on her own terms. | ||
{{ProConTable | {{ProConTable | ||
| intro =[[file:SG_mar_icon.png|32px]] '''Marie''' has | | intro =[[file:SG_mar_icon.png|32px]] '''Marie''' has a commanding neutral presence with amazing space control. | ||
|pros= | |pros= | ||
* ''' | * '''Meterbuild''' - Marie's combos have some of the highest meterbuild in the game, on top of her neutral game being strongly based around her specials which nets her a very solid "passive income" of meter. This makes her an extremely effective battery character. | ||
* ''' | * '''Normals''' - Marie possesses a strong set or normals with multiple big and disjointed moves, a 5f 5LK and her jLP which hits multiple times very quickly and has a decent cross-up hitbox. | ||
* ''' | * '''Air Mobility''' - With various options for air stalling like jMK, her Hilgard specials and a double jump, Marie is very good at staying in the air and engaging the opponent from an advantageus position. | ||
* '''Space Control''' - Marie is very good at controlling space due to her ability to summon Dust Bunnies and Hilgard attacks to cover big areas of the screen. This also makes her a very effective zoner, even if she's not great at playing for chip damage alone. | |||
* '''Spirit Bomb''' - Even though her other supers can be a little cumbersome, Marie's lv3, Weight of Our Will, can be used from the top of the screen to deal extremely high damage. On top of being a safe DHC, if you're able to catch two characters at once with this super in a happy birthday there's a good chance that they'll both be dead with a full combo. | |||
|cons= | |cons= | ||
* ''' | * '''Low Damage''' - While Marie has the potential to deal some good damage in her combos with her lv3, the majority of her hits come from scaled starters like jLP, Lasers (Hilgard's Howl) or Haymaker setups so she'll often require more clean hits for a kill. | ||
* ''' | * '''Weak Defense''' - Without a traditional DP or a more proper reversal super, Marie struggles a bit when put in defensive situations. 2MP is a decent anti-air, but often fails to hit enemies directly above her, H Marie Go Round has 1 hit of armor but the start-up is too long for it to be a consistent reversal and her invulnerable supers are reactable post-flash so they're likely to lose when the opponent is not commited to an action they can't cancel out of. | ||
* ''' | * '''Awkward DHCs''' - Repetitive Skeleton Impact (236KK) is a command grab and Carpal Pummel (236PP) causes a very fast knockdown so they can be fairly difficult to work with for other characters. You may need to get creative with your DHCs in order to get decent value. | ||
|tablewidth=80 | |tablewidth=80 | ||
}} | }} | ||
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| forwardtech = 39 | | forwardtech = 39 | ||
| backwardtech = 39 | | backwardtech = 39 | ||
| slidingkd = | | slidingkd = 99 | ||
| hardkd = 55 | | hardkd = 55 | ||
| crumple = | | crumple = 39 | ||
| standingchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | standingchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
| crouchingchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | crouchingchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
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==Assists== | ==Assists== | ||
<gallery style="float:right"> | <gallery style="float:right"> | ||
Image: | Image:SG_mar_shp.png|'''5HP (default assist)''' | ||
Image: | Image:SG_mar_qcfk.png|'''Hilgard's Haymaker (default assist)''' | ||
Image: | Image:SG_mar_qcfp.png|'''Hop To It (236P)''' | ||
</gallery> | </gallery> | ||
===5HP (default assist)=== | ===5HP (default assist)=== | ||
* Big normal that pulls the opponent in on hit and restands them | * Big normal that pulls the opponent in on hit and restands them. | ||
* Two hits of lockdown is not too bad. | * Two hits of lockdown is not too bad. | ||
===236HK (default assist)=== | ===Hilgard's Haymaker (236HK) (default assist)=== | ||
* Charging fullscreen punch. The skeleton has two hits of armor | * 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 | * 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=== | ===Hop To It (236LP)=== | ||
* Dust bunny lockdown. If Marie is hit, the dust bunny goes away | * Dust bunny lockdown. If Marie is hit, the dust bunny goes away. | ||
==Move List== | ==Move List== | ||
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| framedata = [[File:SG_mar_slp_fd.png|left]]}} | | framedata = [[File:SG_mar_slp_fd.png|left]]}} | ||
| | | | ||
* Semi-standard jab due to disjoint and lack of advantage. | * Semi-standard jab due to disjoint and lack of frame advantage. | ||
* Mostly should be used for end strings in combos, checking/mashing on the opponent where 5LK won't hit, and tick throws. | * Mostly should be used for end strings in combos, checking/mashing on the opponent where 5LK won't hit, and tick throws. | ||
* End string starter on Double if using H Haymaker setups due to her making followup 2LP hits whiff when H Haymaker hits (you *can* hit the followups afterwards, but it's not worth it.- Seen). | |||
}} | }} | ||
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| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
| dmg = | | dmg = 550 | ||
| meter = 7.5% | | meter = 7.5% | ||
| startup = 13 | | startup = 13 | ||
| active = 4 | | active = 4--- | ||
| recovery = 29 | | recovery = 29 | ||
| hitstop = 12 | | hitstop = 12 | ||
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| onblock = -5 | | onblock = -5 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_smp_fd.png|left]]}} | | framedata = [[File:SG_mar_smp_fd.png|left]]}} | ||
| | | | ||
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| properties = {{Property-SG|Projectile}} (2nd hit) | | properties = {{Property-SG|Projectile}} (2nd hit) | ||
| dmg = 600, 300 | | dmg = 600, 300 | ||
| meter = 4.5% x2 | | meter = 4.5% x2- | ||
| startup = 24 | | startup = 24 | ||
| active = 2, (19), 1 | | active = 2, (19), 1 | ||
| recovery = | | recovery = 35 | ||
| hitstop = 13, 4 | | hitstop = 13, (4 on block, 11 on hit) | ||
| hitstun = 30, | | hitstun = 30, 22 | ||
| blockstun = 9, 15 | | blockstun = 9, 15 | ||
| onhit = -15 | | onhit = -15 | ||
| onblock = -29 | | onblock = -29 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_shp_fd.png|left]]}} | | framedata = [[File:SG_mar_shp_fd.png|left]]}} | ||
| | | | ||
* Long range overhand smash that vacuums | * Long range overhand smash that vacuums on hit. | ||
* Second hit is a projectile. | * Second hit is a projectile. If Marie cancels from the first hit into a special or super, the second hit will still spawn. | ||
* | ** The projectile hit ignores the hitstop from the first hit, so it effectively will come out 13f earlier on hit/block than on whiff. | ||
** This makes 5HP much more unsafe on block/hit. | |||
** Note that being a projectile, the opponent takes the hitstop but Marie does not, so the "real" hitstun and blockstun are 33 and 19 respectively. | |||
* More damage than 2HP or 5HK at high scaling, but less than 2HK. | |||
* Good option after Level 3 anywhere to keep OTG, but the second hit may vacuum them behind you if they're very high. | |||
}} | }} | ||
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| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
| dmg = | | dmg = 350 | ||
| meter = 2.5% | | meter = 2.5% | ||
| startup = 5 | | startup = 5 | ||
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| onblock = +2 | | onblock = +2 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_slk_fd.png|left]]}} | | framedata = [[File:SG_mar_slk_fd.png|left]]}} | ||
| | | | ||
* Marie's fastest and only | * A rare 5f normal, and the only 5f kick normal in the game. | ||
* Marie's fastest normal, and her only plus on block ground normal. | |||
* Abare option if the opponent is breathing on you, otherwise is used for linking after M Shoulder and keeping OTG due to how high it hits. | * Abare option if the opponent is breathing on you, otherwise is used for linking after M Shoulder and keeping OTG due to how high it hits. | ||
}} | }} | ||
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| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
| dmg = | | dmg = 500 | ||
| meter = 7.5% | | meter = 7.5% | ||
| startup = 11 | | startup = 11 | ||
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| onblock = -7 | | onblock = -7 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_smk_fd.png|left]]}} | | framedata = [[File:SG_mar_smk_fd.png|left]]}} | ||
| | | | ||
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| onblock = -13 | | onblock = -13 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_shk_fd.png|left]]}} | | framedata = [[File:SG_mar_shk_fd.png|left]]}} | ||
| | | | ||
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| input = '''c.'''{{NotationIcon-SG|LP}} | | input = '''c.'''{{NotationIcon-SG|LP}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | version = x1 | ||
| properties = | | guard = Mid | ||
| dmg = | | properties = {{Property-SG|Chains Into Self}} | ||
| meter = | | dmg = 75 | ||
| startup = | | meter = .6% | ||
| active = | | startup = 8 | ||
| recovery = | | active = 2 | ||
| hitstop = | | recovery = 20 | ||
| hitstun = | | hitstop = 5 | ||
| blockstun = | | hitstun = 19 | ||
| onhit = | | blockstun = 20 | ||
| onblock = | | onhit = -2 | ||
| onblock = -1 | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_clp_fd.png|left]]}} | | framedata = [[File:SG_mar_clp_fd.png|left]]}} | ||
|{{AttackData-SG | | |||
| version = x2 | |||
| guard = Mid | |||
| properties = {{Property-SG|Chains Into Self}} | |||
| dmg = 75 x5, 100 | |||
| meter = .6% x5, 1.2% | |||
| startup = 5 | |||
| active = 1, (4) x4, 1, (16), 2 | |||
| recovery = 37, 25 | |||
| hitstop = 4 x5, 8 | |||
| hitstun = 19 x5, 20 | |||
| blockstun = 16 x6 | |||
| onhit = -18 x4, -6 | |||
| onblock = -21 x4, -10 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_mar_clp2_fd.png|left]]}} | |||
| | | | ||
* | * Jab that has followups for each button press, up to 5 extra presses, as the last hit is automatically done. | ||
* End string fodder due to being more damage than 5LP and is useful for buying time for Hilgard to recover. | |||
* Horrid frame advantage on contact outside of first hit, can be used to sneak in plink/tick throws, but you have better lights for that. | |||
}} | }} | ||
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| input = '''c.'''{{NotationIcon-SG|MP}} | | input = '''c.'''{{NotationIcon-SG|MP}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = Mid | ||
| properties = | | properties = - | ||
| dmg = | | dmg = 500 | ||
| meter = | | meter = 7.5% | ||
| startup = | | startup = 9 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 21 | ||
| hitstop = | | hitstop = 9 | ||
| hitstun = | | hitstun = 23 | ||
| blockstun = | | blockstun = 21 | ||
| onhit = | | onhit = -1 | ||
| onblock = | | onblock = -3 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_cmp_fd.png|left]]}} | | framedata = [[File:SG_mar_cmp_fd.png|left]]}} | ||
| | | | ||
* | * Anti-air with low profile a la Annie 2LP, Fukua 2MP, Pea 2LK, etc. | ||
* Can keep OTG due to speed and how it hits after Air hit H Shoulder, within reason. Although it does not combo into 5HP so yo will have to use 5MK or 2HP. | |||
}} | }} | ||
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| input = '''c.'''{{NotationIcon-SG|HP}} | | input = '''c.'''{{NotationIcon-SG|HP}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|High}} | ||
| properties = | | properties = - | ||
| dmg = | | dmg = 750 | ||
| meter = | | meter = 10% | ||
| startup = | | startup = 22 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 32 | ||
| hitstop = | | hitstop = 10 | ||
| hitstun = | | hitstun = 25 | ||
| blockstun = | | blockstun = 20 | ||
| onhit = | | onhit = {{Property-SG|Ground Bounce}} | ||
| onblock = | | onblock = -15 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_chp_fd.png|left]]}} | | framedata = [[File:SG_mar_chp_fd.png|left]]}} | ||
| | | | ||
* | * Marie summons a skeleton from the ground and German Suplexes it onto the opponent for an overhead. | ||
* Great overhead due to animation not being very obvious, despite its speed, having plenty of cancel options on hit or block, and coming from crouching state. | |||
* Amazing combo tool due to its groundbounce, consistency (5HP>L Haymaker isn't universal currently and hits after OTG buttons quicker too), damage, and it just looks cool. Also useful at 170 undizzy, if you have OTG to summon H Haymaker>End String. | |||
* If Marie kara cancels early into a special, the skeleton looks surprised and pops its head back into the ground. There's even a dedicated voice line for the skeleton when this happens - "Where's my hug?" | |||
}} | }} | ||
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| input = '''c.'''{{NotationIcon-SG|LK}} | | input = '''c.'''{{NotationIcon-SG|LK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|Low}} | ||
| properties = | | properties = - | ||
| dmg = | | dmg = 300 | ||
| meter = | | meter = 2.5% | ||
| startup = | | startup = 9 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 17 | ||
| hitstop = | | hitstop = 7 | ||
| hitstun = | | hitstun = 21 | ||
| blockstun = | | blockstun = 19 | ||
| onhit = | | onhit = +2 | ||
| onblock = | | onblock = ±0 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_clk_fd.png|left]]}} | | framedata = [[File:SG_mar_clk_fd.png|left]]}} | ||
| | | | ||
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| input = '''c.'''{{NotationIcon-SG|MK}} | | input = '''c.'''{{NotationIcon-SG|MK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|Low}} | ||
| properties = | | properties = - | ||
| dmg = | | dmg = 450 | ||
| meter = | | meter = 7.5% | ||
| startup = | | startup = 15 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 25 | ||
| hitstop = | | hitstop = 9 | ||
| hitstun = | | hitstun = 26 | ||
| blockstun = | | blockstun = 25 | ||
| onhit = | | onhit = -6 | ||
| onblock = | | onblock = -7 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_cmk_fd.png|left]]}} | | framedata = [[File:SG_mar_cmk_fd.png|left]]}} | ||
| | | | ||
* | * Your other low option/confirm that moves Marie forward, although not as much as it suggests, and is safer if your 2LK is pushblocked than your other mediums. | ||
* Has niche reset uses. | |||
}} | }} | ||
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| input = '''c.'''{{NotationIcon-SG|HK}} | | input = '''c.'''{{NotationIcon-SG|HK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|Low}} | ||
| properties = | | properties = {{Property-SG|Sweep}} | ||
| dmg = | | dmg = 1000 | ||
| meter = | | meter = 10% | ||
| startup = | | startup = 16 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 25 | ||
| hitstop = | | hitstop = 10 | ||
| hitstun = | | hitstun = 15 | ||
| blockstun = | | blockstun = 18 | ||
| onhit = | | onhit = {{Property-SG|Soft KD (Invuln.)}} | ||
| onblock = | | onblock = -9 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_chk_fd.png|left]]}} | | framedata = [[File:SG_mar_chk_fd.png|left]]}} | ||
| | | | ||
* | * Very disjointed sweep, OTGs into M Shoulder, and ticks into command throw on block. | ||
}} | }} | ||
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| input = '''j.'''{{NotationIcon-SG|LP}} | | input = '''j.'''{{NotationIcon-SG|LP}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|High}} | ||
| properties = | | properties = - | ||
| dmg = | | dmg = 75 x8 | ||
| meter = | | meter = 1.29% x8 | ||
| startup = | | startup = 10 | ||
| active = | | active = 3 x8 | ||
| recovery = | | recovery = 14 | ||
| hitstop = | | hitstop = 3 x8 (4 x8 on block) | ||
| hitstun = | | hitstun = 23 x8 | ||
| blockstun = | | blockstun = 13 x8 | ||
| onhit = | | onhit = +23 | ||
| onblock = | | onblock = +6 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_jlp_fd.png|left]]}} | | framedata = [[File:SG_mar_jlp_fd.png|left]]}} | ||
| | | | ||
* | * Albeit slower than most air jabs, it's has easy confirms on contact, chews through armor, is stable in combos (preferably when scaling is maxed), and is a good button to fall with. | ||
}} | }} | ||
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| input = '''j.'''{{NotationIcon-SG|MP}} | | input = '''j.'''{{NotationIcon-SG|MP}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|High}} | ||
| properties = | | properties = - | ||
| dmg = | | dmg = 600 | ||
| meter = | | meter = 7.5% | ||
| startup = | | startup = 11 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 23 | ||
| hitstop = | | hitstop = 11 | ||
| hitstun = | | hitstun = 29 | ||
| blockstun = | | blockstun = 21 | ||
| onhit = | | onhit = +7 | ||
| onblock = | | onblock = -4 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_jmp_fd.png|left]]}} | | framedata = [[File:SG_mar_jmp_fd.png|left]]}} | ||
| | | | ||
* | * Send the opponent downward on hit, lots of hitstun so you can land continue the combo (unless done rising) or delay chaining into jMK. | ||
* Rising overhead on Big Band, Beo (hurtbox allowing), Eliza, and Dahlia. | |||
}} | }} | ||
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| input = '''j.'''{{NotationIcon-SG|HP}} | | input = '''j.'''{{NotationIcon-SG|HP}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|High}} | ||
| properties = | | properties = {{Property-SG|Projectile}} (2nd hit) | ||
| dmg = | | dmg = 600, 300 | ||
| meter = | | meter = 4.5% x2 | ||
| startup = | | startup = 19 | ||
| active = | | active = 2, (20), 1 | ||
| recovery = | | recovery = 13 | ||
| hitstop = | | hitstop = 10, 4 | ||
| hitstun = | | hitstun = 27, 14 | ||
| blockstun = | | blockstun = 22, 7 | ||
| onhit = | | onhit = {{Property-SG|KD}}* | ||
| onblock = | | onblock = -12 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_jhp_fd.png|left]]}} | | framedata = [[File:SG_mar_jhp_fd.png|left]]}} | ||
| | | | ||
* | * Halts Marie's momentum during active frames, then slightly sends her up and backwards after. | ||
* | * Second hit vacuums the knocks the opponent towards you on hit, make sure to delay after jMK when against light and some medium characters due to the second hit either whiffing completely, or sending the opponent over and behind you. | ||
* Same behavior as 5HP with cancelling out of it, although you must wait for the second hit to connect to chain into jHK, you will generally route into H Haymaker setups (into falling jMP on lights/meds and jLP/jLK>jMK on Heavies) or j[HK]> L Haymaker/Laser. | |||
}} | }} | ||
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| input = '''j.'''{{NotationIcon-SG|LK}} | | input = '''j.'''{{NotationIcon-SG|LK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|High}} | ||
| properties = | | properties = - | ||
| dmg = | | dmg = 250 | ||
| meter = | | meter = 2.5% | ||
| startup = | | startup = 9 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 15 | ||
| hitstop = | | hitstop = 9 | ||
| hitstun = | | hitstun = 22 | ||
| blockstun = | | blockstun = 17 | ||
| onhit = | | onhit = +4 | ||
| onblock = | | onblock = -1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_jlk_fd.png|left]]}} | | framedata = [[File:SG_mar_jlk_fd.png|left]]}} | ||
| | | | ||
* | * Good air to air normal, also useful in resets and burst baits. | ||
}} | }} | ||
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| input = '''j.'''{{NotationIcon-SG|MK}} | | input = '''j.'''{{NotationIcon-SG|MK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|High}} | ||
| properties = | | properties = - | ||
| dmg = | | dmg = 750 / 450 | ||
| meter = | | meter = 7.5% / 2.5% | ||
| startup = | | startup = 14 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 19 | ||
| hitstop = | | hitstop = 13 / 8 | ||
| hitstun = | | hitstun = 20 | ||
| blockstun = | | blockstun = 29 | ||
| onhit = | | onhit = {{Property-SG|KD}} or +4 | ||
| onblock = | | onblock = -9 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| 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 | * Data is for First use / Repeated use before landing. | ||
* Stops Marie's momentum and sends her upwards and a bit forwards, launching the opponent on hit, good for extending your air time. | |||
* Both of these effects are weaker if Marie does them more than once before landing | * Both of these effects are weaker if Marie does them more than once before landing. | ||
}} | }} | ||
Line 533: | Line 563: | ||
| input = '''j.'''{{NotationIcon-SG|HK}} | | input = '''j.'''{{NotationIcon-SG|HK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | version = jHK | ||
| properties = | | guard = {{Property-SG|High}} | ||
| dmg = | | properties = - | ||
| meter = | | dmg = 750 | ||
| startup = | | meter = 10% | ||
| active = | | startup = 15-28, 8 | ||
| recovery = | | active = 3 | ||
| hitstop = | | recovery = 27 | ||
| hitstun = | | hitstop = 9 | ||
| blockstun = | | hitstun = 22 | ||
| onhit = | | blockstun = 25 | ||
| onblock = | | onhit = {{Property-SG|KD}} | ||
| onblock = -9 | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = n/A | ||
| framedata = [[File:SG_mar_jhk_fd.png|left]]}} | | framedata = [[File:SG_mar_jhk_fd.png|left]]}} | ||
|{{AttackData-SG | | |||
| version = j[HK] | |||
| guard = {{Property-SG|High}} | |||
| properties = - | |||
| dmg = 1200 | |||
| meter = 10% | |||
| startup = 29-53,8 | |||
| active = 3 | |||
| recovery = 27 | |||
| hitstop = 13 | |||
| hitstun = 22 | |||
| blockstun = 25 | |||
| onhit = {{Property-SG|Wall Splat}} | |||
| onblock = -9 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_mar_jhk_hold_fd.png|left]]}} | |||
| | | | ||
* Can be | * Can be charged to increase damage and change hit property, to a maximum of 53f. | ||
* | * Extends Marie's current momentum, charging will slow her falling speed while keeping and horizontal momentum, releasing halts Marie's and sends her a bit backwards. | ||
* Sends the opponent fullscreen | * Sends the opponent fullscreen, wall splats when charged, convert with the appropriate Laser when not in the corner, and L Haymaker when in the corner. | ||
}} | }} | ||
===Universal Mechanics=== | ===Universal Mechanics=== | ||
Line 563: | Line 611: | ||
| input = {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} | | input = {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|Throw}} | ||
| properties = | | properties = {{Property-SG|Damage Scaling|50%}} | ||
| dmg = | | dmg = 0, 100x5, 500 | ||
| meter = | | meter = 5%, 0% x5, 8% | ||
| startup = | | startup = 7 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 28 | ||
| 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 = N/A | ||
| framedata = [[File:SG_mar_throw_fd.png|left]]}} | | framedata = [[File:SG_mar_throw_fd.png|left]]}} | ||
| | | | ||
* | * Gives a guaranteed Bunny/Hilgard summon. | ||
* Converts into L Shoulder OTG 5LK when near corner, otherwise you only get to convert into H Shoulder on Beo, Band, Cats, Pea, and PW. | |||
}} | }} | ||
Line 589: | Line 638: | ||
| input = {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} '''(in air)''' | | input = {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} '''(in air)''' | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = {{Property-SG|Air Throw}} | ||
| properties = | | properties = {{Property-SG|Damage Scaling|50%}} | ||
| dmg = | | dmg = 0, 100x3, 700 | ||
| meter = | | meter = 5%, 0% x3, 8% | ||
| startup = | | startup = 7 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 18 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = {{Property-SG|Wall Splat}} | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_airthrow_fd.png|left]]}} | | framedata = [[File:SG_mar_airthrow_fd.png|left]]}} | ||
| | | | ||
* | * Wallsplats the opponent, convert with the proper Laser based on distance from the corner, or falling jMP if in the corner. | ||
* Hilgard's Howl starts up faster when cancelled from this move | * Hilgard's Howl starts up faster when cancelled from this move. | ||
}} | }} | ||
Line 616: | Line 665: | ||
| input = {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | | input = {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Tag}} | ||
| dmg = | | dmg = 500 | ||
| meter = | | meter = 10% | ||
| startup = | | startup = 27-140 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 40 | ||
| hitstop = | | hitstop = 8 | ||
| hitstun = | | hitstun = 22 | ||
| blockstun = | | blockstun = 16 | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = | | onblock = -27 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_mar_tag_fd.png|left]]}} | | framedata = [[File:SG_mar_tag_fd.png|left]]}} | ||
| | | | ||
* Marie | * Marie rides in and does a kickflip to hit the opponent, she will continue to ride until getting in range of the opponent to attack or if any face button is pressed. | ||
}} | }} | ||
Line 643: | Line 691: | ||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Snapback}} | ||
| dmg = | | dmg = 0 | ||
| meter = | | meter = -100% | ||
| startup = | | startup = 12 + 3 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 22 | ||
| hitstop = | | hitstop = 13 | ||
| hitstun = | | hitstun = 14 | ||
| blockstun = | | blockstun = 17 | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = -16 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = 9 | ||
| framedata = [[File:SG_mar_snap_fd.png|left]]}} | | framedata = [[File:SG_mar_snap_fd.png|left]]}} | ||
| | | | ||
* | * Marie pulls off her hand like a glove to hit the opponent. | ||
* Standard rules for snaps, but sporting a great hitbox. | |||
}} | }} | ||
Line 672: | Line 721: | ||
| | | | ||
|{{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 = 75x7 (35x7) | |||
| meter = 2% x7 | |||
| 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. | ||
}} | }} | ||
Line 704: | Line 773: | ||
| | | | ||
|{{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 = 800 / 800 (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_qcfthrow.png|225px]] | |||
| hitbox = [[File:SG_mar_qcfthrow_hb.png|225px]] | |||
| caption = "Hold still! Time... to clean house!" | |||
| name = Suction Obstruction | |||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} | |||
| | |||
|{{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_qcfthrow_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. | |||
* | |||
}} | }} | ||
Line 734: | Line 866: | ||
| | | | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | version = {{NotationIcon-SG|LK}} | ||
| properties = | | guard = Mid | ||
| dmg = | | properties = {{Property-SG|Projectile}} | ||
| meter = | | dmg = 650 (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 = 850 (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 = 1000 (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 > Time till Hilgard is actionable > Attack 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. | |||
}} | }} | ||
Line 771: | Line 947: | ||
| | | | ||
|{{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 > Time till Hilgard is actionable > Attack 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. | |||
* | |||
}} | }} | ||
Line 831: | Line 982: | ||
| 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 = 2000 (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. | |||
}} | }} | ||
Line 859: | Line 1,013: | ||
| 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 = 675, 775, 875, 950, 1075, 1150, 1250 | ||
| 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 891: | Line 1,045: | ||
| 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 / Oodama | * Spirit bomb / Oodama, 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). | ||
}} | }} | ||
Line 917: | Line 1,071: | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic = [[File:SG_mar_taunt.png|225px]] | | pic = [[File:SG_mar_taunt.png|225px]] | ||
| caption = "Thank you for coming." | | caption = "Thank you for coming." | ||
| name = A Moment's Time | | name = A Moment's Time | ||
Line 943: | Line 1,096: | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic = [[File:SG__assist.png|225px]] | | pic = [[File:SG__assist.png|225px]] | ||
| caption = | | caption = | ||
| name = Assist Taunt | | name = Assist Taunt | ||
Line 971: | Line 1,123: | ||
{{Colors-SG | | {{Colors-SG | | ||
| text1=Default color palette. | | text1=Default color palette. | ||
| text2= | | text2=Based on [https://en.touhouwiki.net/wiki/Sakuya_Izayoi Sakuya Izayoi] from Touhou Project. | ||
| text3=Original alternate color palette. | | text3=Original alternate color palette. | ||
| text4=Original alternate color palette. | | text4=Original alternate color palette. | ||
| text5=Original alternate color palette. | | text5=Original alternate color palette. | ||
| text6=Original alternate color palette. | | text6=Original alternate color palette. | ||
| text7= | | text7=Based on [[Skullgirls/Peacock|Peacock]]. Includes vacuum as Avery. | ||
| text8=Based on | | text8=Based on Marie's enraged/"300%" boss form. | ||
| text9=Based on | | text9=Based on [https://www.mariowiki.com/Ashley Ashley] from WarioWare. | ||
| text10=Based on | | text10=Based on [https://hades.fandom.com/wiki/Dusa Dusa] from Hades. | ||
| text11=Based on | | text11=Based on [https://slimerancher.fandom.com/wiki/Beatrix_LeBeau Beatrix LeBeau] from Slime Rancher. | ||
| text12=Based on | | text12=Based on [https://equestripedia.org/wiki/Princess_Luna_(Friendship_is_Magic) Princess Luna] from My Little Pony: Friendship is Magic. | ||
| text13=Based on | | text13=Based on [https://en.wikipedia.org/wiki/Luigi Luigi] from Luigi's Mansion. Includes vacuum as Poltergust 5000. | ||
| text14=Based on | | text14=Based on [https://genshin-impact.fandom.com/wiki/Noelle Noelle] from Genshin Impact. | ||
| text15=Based on | | text15=Based on [https://en.wikipedia.org/wiki/Toph_Beifong Toph] from Avatar: the Last Airbender. | ||
| text16=Based on | | text16=Based on [https://www.khwiki.com/Ansem,_Seeker_of_Darkness Ansem] from Kingdom Hearts. | ||
| text17=Based on | | text17=Based on [https://splatoonwiki.org/wiki/Marina Marina] from Splatoon. | ||
| text18=Based on | | text18=Based on [https://hero.fandom.com/wiki/Chilindrina La Chilindrina] from El Chavo del Ocho. | ||
| text19=Based on | | text19=Based on [https://omori.fandom.com/wiki/SWEETHEART SWEETHEART] from Omori. | ||
| text20=Based on | | text20=Based on [https://dota2.fandom.com/wiki/Death_Prophet Death Prophet] from Dota 2. | ||
| text21=Based on | | text21=Based on [https://blazblue.wiki/wiki/Rachel_Alucard Rachel Alucard] from BlazBlue. | ||
| text22=Based on | | text22=Based on [https://ragnarok.fandom.com/wiki/Curly_Sue Curly Sue] from Ragnarok Online. | ||
| text23=Based on | | text23=Based on [https://en.wikipedia.org/wiki/Jolyne_Cujoh Jolyne Cujoh] from Jojo's Bizarre Adventure. Includes vacuum as Stone Free. | ||
| text24=Based on | | text24=Based on [https://bloodborne.fandom.com/wiki/The_Doll The Doll] from Bloodborne. | ||
| text25=Based on | | text25=Based on [https://en.wikipedia.org/wiki/Goku Goku] from Dragon Ball. Includes vacuum as Flying Nimbus + Power Pole. | ||
| text26=Based on | | text26=Based on [https://live-a-live.fandom.com/wiki/Oersted Oersted] from Live a Live. | ||
| text27=Based on | | text27=Based on [https://megaman.fandom.com/wiki/Vile Vile] from Mega Man X. | ||
| text28=Based on | | text28=Based on [https://streetfighter.fandom.com/wiki/Rose Rose] from Street Fighter. | ||
| text29=Based on | | text29=Based on [https://en.wikipedia.org/wiki/Alice_in_Wonderland_(1951_film) Alice] from Disney's Alice in Wonderland. Includes vacuum as Cheshire Cat. | ||
| text30=Based on | | text30=Based on [https://en.wikipedia.org/wiki/Sans_(Undertale) Sans] from Undertale. | ||
| color1=SG_mar_color1.png | | color1=SG_mar_color1.png | ||
| color2=SG_mar_color2.png | | color2=SG_mar_color2.png | ||
Line 1,031: | Line 1,182: | ||
| color29=SG_mar_color29.png | | color29=SG_mar_color29.png | ||
| color30=SG_mar_color30.png | | color30=SG_mar_color30.png | ||
}} | |||
==Intro Poses== | ==Intro Poses== |
Revision as of 04:48, 16 May 2024
Story
Driven by tragedy to make a wish on the Skull Heart, Marie Korbel became the infamous Skullgirl and gave herself over to murderous revenge. But now the impossible has happened. The Skull Heart has been destroyed while Marie has been spared. She is a Skullgirl unchained, vowing to break the Skull Heart's cycle of destruction.
Overview
Marie's gameplan revolves primarily around her Dust Bunnies and Hilgard Specials, encouraging a patient playstyle, baiting the opponent to come closer and then engaging on her own terms.
Marie has a commanding neutral presence with amazing space control. |
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.
Hilgard's Haymaker (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.
Hop To It (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."
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Colors
Color 1 Default color palette. |
Color 2 Based on Sakuya Izayoi from Touhou Project. |
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 Based on Peacock. Includes vacuum as Avery. |
Color 8 Based on Marie's enraged/"300%" boss form. |
Color 9 Based on Ashley from WarioWare. |
Color 10 Based on Dusa from Hades. |
Color 11 Based on Beatrix LeBeau from Slime Rancher. |
Color 12 Based on Princess Luna from My Little Pony: Friendship is Magic. |
Color 13 Based on Luigi from Luigi's Mansion. Includes vacuum as Poltergust 5000. |
Color 14 Based on Noelle from Genshin Impact. |
Color 15 Based on Toph from Avatar: the Last Airbender. |
Color 16 Based on Ansem from Kingdom Hearts. |
Color 17 Based on Marina from Splatoon. |
Color 18 Based on La Chilindrina from El Chavo del Ocho. |
Color 19 Based on SWEETHEART from Omori. |
Color 20 Based on Death Prophet from Dota 2. |
Color 21 Based on Rachel Alucard from BlazBlue. |
Color 22 Based on Curly Sue from Ragnarok Online. |
Color 23 Based on Jolyne Cujoh from Jojo's Bizarre Adventure. Includes vacuum as Stone Free. |
Color 24 Based on The Doll from Bloodborne. |
Color 25 Based on Goku from Dragon Ball. Includes vacuum as Flying Nimbus + Power Pole. |
Color 26 Based on Oersted from Live a Live. |
Color 27 Based on Vile from Mega Man X. |
Color 28 Based on Rose from Street Fighter. |
Color 29 Based on Alice from Disney's Alice in Wonderland. Includes vacuum as Cheshire Cat. |
Color 30 Based on Sans from Undertale. |
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 |