Skullgirls/Marie: Difference between revisions
SeenConnroy (talk | contribs) (→Stats: Filling out stuff, will get skd and crumple times later) |
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| framedata = [[File:SG_mar_qcfp_fd.png|left]]}} | | framedata = [[File:SG_mar_qcfp_fd.png|left]]}} | ||
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* 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). | ||
* LP version places it close, MP halfscreen, HP fullscreen | * 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 | * 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 | * Whether the bunny connects or not, it dissipates after one jump. | ||
* 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. | ||
* If Marie has taunted, her next bunny will not | * If Marie has taunted, her next bunny will not dissipate, and keep jumping forever until it makes contact. | ||
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| framedata = [[File:SG_mar_qcbp_fd.png|left]]}} | | framedata = [[File:SG_mar_qcbp_fd.png|left]]}} | ||
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* LP is a projectile-invincible roll | * LP is a projectile-invincible roll that goes through opponents up close. | ||
* MP is an attack that leaves them standing | * MP is an attack that leaves them standing. It is plus on block and can be linked into 5LK on hit. | ||
* HP is an armored (2 hits) attack that staggers grounded opponents on hit (once per combo) or puts airborne opponents into | * HP is an armored (2 hits) attack that staggers grounded opponents on hit (once per combo) or puts airborne opponents into knockdown state on hit. | ||
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| framedata = [[File:SG_mar_qcfk_fd.png|left]]}} | | framedata = [[File:SG_mar_qcfk_fd.png|left]]}} | ||
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* Big skeleton comes out and punches | * Big skeleton comes out and punches. | ||
* Air OK | * Air OK. | ||
* LK no delay, low distance, and leaves them standing | * LK no delay, low distance, and leaves them standing. | ||
* MK medium delay, medium distance, and knocks down | * MK medium delay, medium distance, and knocks down. | ||
* HK long delay, fullscreen, sliding knockdown | * HK long delay, fullscreen, sliding knockdown. | ||
* Skeleton can go past the opponent and miss them | * Skeleton can go past the opponent and miss them. | ||
* During delay, skeleton will | * During delay, skeleton will try and stay in front of Marie, if she walks in front of him. | ||
* Skeleton has two hits of armor | * Skeleton has two hits of armor before going away on hit. | ||
* Cannot be performed if a 214K or 236K is already in progress | * If Marie is hit, the skeleton goes away. | ||
* Cannot be performed if a 214K or 236K is already in progress. | |||
* As an assist, Marie will stay in the summoning animation until the skeleton finishes the attack or is attacked with no armor remaining. | |||
}} | }} | ||
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| framedata = [[File:SG_mar_qcbk_fd.png|left]]}} | | framedata = [[File:SG_mar_qcbk_fd.png|left]]}} | ||
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* Big skeleton creates 3 grounded explosions that pop the opponent into the air. They tend to combo into each other | * 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 | * Light is close distance, medium is medium and heavy is far. | ||
* When done on the ground, explosions go away from Marie | * When done on the ground, explosions go away from Marie. | ||
* When done in the air, explosions go towards Marie | * When done in the air, explosions go towards Marie. | ||
* Cannot be performed if a 214K or 236K is already in progress | * Cannot be performed if a 214K or 236K is already in progress. | ||
* If Marie is hit, the skeleton goes away | * If Marie is hit, the skeleton goes away. | ||
* As an assist, Marie will stay in the summoning animation until the skeleton finishes the attack or is attacked with no armor remaining. | |||
}} | }} | ||
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| framedata = [[File:SG_mar_qcfpk_fd.png|left]]}} | | framedata = [[File:SG_mar_qcfpk_fd.png|left]]}} | ||
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* | * Slow command throw with a decent hitbox. Pops the opponent into the air behind you for an easy confirm. | ||
}} | }} | ||
Revision as of 15:18, 20 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.
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 | 55 |
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. |
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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 |