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)
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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
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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 26![]() Based on |
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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 ![]() ![]() 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 |