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)
Playstyle
Marie has an optional blurb here if we want to put one.
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Strengths |
Weaknesses
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- Pro - brief elaboration
- Pro - brief elaboration
- Pro - brief elaboration
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- Con - brief elaboration
- Con - brief elaboration
- Con - brief elaboration
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Stats
Movement
Weight
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Dash
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Double Jump
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Airdash
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IAD Lockout
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Medium
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N/A
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N/A
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N/A
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Wakeup Time
Forward Tech
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Backward Tech
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Sliding KD
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Hard KD
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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
Toggle Hitboxes Toggle Hitboxes
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5LP
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s.
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x1
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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x2
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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5MP
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s.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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5HP
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s.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- 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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Toggle Hitboxes Toggle Hitboxes
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5LK
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s.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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5MK
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s.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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5HK
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s.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Crouching Normals
Toggle Hitboxes Toggle Hitboxes
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2LP
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c.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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2MP
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c.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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2HP
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c.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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2LK
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c.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- 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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Toggle Hitboxes Toggle Hitboxes
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2MK
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c.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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2HK
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c.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- Standard sweep. Breaks armor
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Jumping Normals
Toggle Hitboxes Toggle Hitboxes
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jLP
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j.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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jMP
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j.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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jHP
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j.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- 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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Toggle Hitboxes Toggle Hitboxes
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jLK
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j.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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jMK
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j.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- 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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Toggle Hitboxes Toggle Hitboxes
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jHK
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j.
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- 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
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Universal Mechanics
Toggle Hitboxes Toggle Hitboxes
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Throw
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+
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Toggle Hitboxes Toggle Hitboxes
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Air Throw
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+ (in air)
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- Sends the opponent directly sideways and wallbounces them
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Toggle Hitboxes Toggle Hitboxes
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- Marie moseys in from behind her teammate, and hits the opponent mid.
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Toggle Hitboxes Toggle Hitboxes
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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Specials
Toggle Hitboxes Toggle Hitboxes
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+
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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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)
- 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.
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Toggle Hitboxes Toggle Hitboxes
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+
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- 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
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Toggle Hitboxes Toggle Hitboxes
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+
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- 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
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Toggle Hitboxes Toggle Hitboxes
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+
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- 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
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Toggle Hitboxes Toggle Hitboxes
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- Command throw with a decent hitbox. Pops the opponent into the air behind you
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Supers
Toggle Hitboxes Toggle Hitboxes
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Carpal Pummel Level 1
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+ + (Air OK)
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- A big punch. Becomes invincible on frame 11, through active frames
- Sliding knockdown
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Toggle Hitboxes Toggle Hitboxes
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Repetitive Skeleton Impact Level 1
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+ +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- 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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Toggle Hitboxes Toggle Hitboxes
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Weight of Our Will Level 3
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+ +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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- 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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Taunt
Toggle Hitboxes Toggle Hitboxes
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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N/A
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-
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N/A
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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- 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
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Assist Taunt
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Automatically done after an assist move
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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N/A
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-
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N/A
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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- Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
- Longer recovery → more time to punish the assist.
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Colors
Intro Poses
Win Poses
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.
General
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Characters
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Mechanics
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Other
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