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)
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
Chains
Standing
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5 Buttons: → → → → or
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Crouching
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5 Buttons: → → → → or
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Air
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6 Buttons: → → → → →
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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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Light (Medium outside of combos)
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Step → Run
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Yes
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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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39
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39
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55
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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
Rattan Luck Toggle Hitboxes Toggle Hitboxes
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5LP
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s.
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Guard
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Properties
|
Damage
|
Meter
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On Hit
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On Block
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On Pushblock
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Mid
|
-
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250
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2.5%
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-1
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-4
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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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7
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2
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17
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17
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14
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7
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N/A
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|
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- Semi-standard jab due to disjoint and lack of advantage.
- Mostly should be used for end strings in combos, checking/mashing on the opponent where 5LK won't hit, and tick throws.
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Backhanded Compliment 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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Mid
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-
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600
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7.5%
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-2
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-5
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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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13
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4
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29
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30
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27
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12
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|
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- Primary hitconfirm due to sheer amount of stun on contact, easily confirming into either 5/2MK and/or 2HP, moving Marie forward, and being her safest medium on block.
- Alternative button to keep OTG, while 5MK is better, but the amount of hitstun buys you time for Hilgard summons.
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Clean Cut 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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Mid
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Projectile (2nd hit)
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600, 300
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4.5% x2
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-15
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-29
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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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24
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2, (19), 1
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36
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30, 22
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9, 15
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13, 4
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|
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- Long range overhand smash that vacuums in on hit
- Second hit is a projectile.
- Combo fodder when scaling is high due to being 2 hits, good option after Level 3 anywhere to keep OTG, but the second hit may vacuum them behind you if they're very high.
- Currently (10/23/23) 5HP>L Haymaker does not work on Annie, Squigly, and Bella crouching so it is better to do 2HP first string.
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Voided Warranty 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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Mid
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-
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400
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2.5%
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+2
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+2
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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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5
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3
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17
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21
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21
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7
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|
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- Marie's fastest and only other normal with plus frames on contact.
- 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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Batter-ment 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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Mid
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-
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550
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7.5%
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±0
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-7
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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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11
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2
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24
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25
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18
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9
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|
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- Primarily combo fodder button that moves Marie forward and is good at keeping OTG against airborne opponents.
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Helping Hands 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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Mid
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Launcher
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750
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10%
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0
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-13
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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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17
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4
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28
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31
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19
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8
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|
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- Standard launcher, very disjointed.
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Crouching Normals
Scrub Scrubber 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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|
|
|
|
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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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|
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Pain Cushion 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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|
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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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|
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Dead Lift 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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|
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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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Bellows Blast 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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|
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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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Tidying Up 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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|
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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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Literally a Sweep 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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|
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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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|
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- Standard sweep. Breaks armor
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Jumping Normals
Dust Devil 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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|
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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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|
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NO SOLICITORS 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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|
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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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|
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Clean Cleave 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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|
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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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Helper Skelter 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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|
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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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|
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3-2-1 Dust-off 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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|
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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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Maidieval Flail 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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|
|
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Startup
|
Active
|
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
May I cut In? Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
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Guard
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Properties
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Damage
|
Meter
|
On Hit
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On Block
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On Pushblock
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|
|
|
|
|
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Startup
|
Active
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Recovery
|
Hit Stun
|
Block Stun
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Hit Stop
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Super Hit Stop
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|
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Hoover Maneuver Toggle Hitboxes Toggle Hitboxes
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Air Throw
|
+ (in air)
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Guard
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Properties
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Damage
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Meter
|
On Hit
|
On Block
|
On Pushblock
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Startup
|
Active
|
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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|
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- Sends the opponent directly sideways and wallbounces them
- Hilgard's Howl starts up faster when cancelled from this move
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A Clean Trick Toggle Hitboxes Toggle Hitboxes
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|
Guard
|
Properties
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Damage
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Meter
|
On Hit
|
On Block
|
On Pushblock
|
|
|
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|
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Startup
|
Active
|
Recovery
|
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.
- Can press any button while she rides to dismount early.
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Formal Challenge 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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|
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Startup
|
Active
|
Recovery
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Hit Stun
|
Block Stun
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Hit Stop
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Super Hit Stop
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|
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Specials
"Feast on their flesh." Toggle Hitboxes Toggle Hitboxes
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Hop To It
|
+
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Guard
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Properties
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Damage
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Meter
|
On Hit
|
On Block
|
On Pushblock
|
|
|
|
|
|
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Startup
|
Active
|
Recovery
|
Hit Stun
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Block Stun
|
Hit Stop
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Super Hit Stop
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|
|
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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 dissipates 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 dissipate, and keep jumping forever until it makes contact.
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"Crush!" Toggle Hitboxes Toggle Hitboxes
|
Marie Go Round
|
+
|
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Guard
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Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
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|
|
|
|
|
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
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|
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- Tetsuzankou
- LP is a projectile-invincible roll that goes through opponents up close.
- 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 or puts airborne opponents into knockdown state on hit(once per combo).
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"Swing big Mr. Hilgard!" Toggle Hitboxes Toggle Hitboxes
|
Hilgard's Haymaker (Air OK)
|
+
|
|
Guard
|
Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
|
|
|
|
|
|
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Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
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|
|
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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 try and stay in front of Marie, if she walks in front of him.
- Skeleton has two hits of armor before going away on hit.
- 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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"Our will burns!" Toggle Hitboxes Toggle Hitboxes
|
Hilgard's Howl
|
+ (Air OK)
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
|
|
|
|
|
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
|
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|
|
|
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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.
- 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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"Hold still! Time... to clean house!" Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
|
|
|
|
|
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
|
|
|
|
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- Slow command throw with a decent hitbox. Pops the opponent into the air behind you for an easy confirm.
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|
Supers
"Here comes the giant fist!" Toggle Hitboxes Toggle Hitboxes
|
Carpal Pummel Level 1
|
+ + (Air OK)
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
|
|
|
|
|
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
|
|
|
|
|
|
|
|
|
- A big punch. Becomes invincible on frame 11, through active frames.
- Unique sliding knockdown that works even if the opponent does not have OTG.
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|
"Let's address this mess." Toggle Hitboxes Toggle Hitboxes
|
Repetitive Skeleton Impact Level 1
|
+ +
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
|
|
|
|
|
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
|
|
|
|
|
|
|
|
|
- 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 down, up, left, or right.
- 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.
- Each unique slam direction used deals a bonus 25 damage, so it's optimal to not repeat slam directions until you've done all four of them.
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|
"Everyone, grant me your power!" Toggle Hitboxes Toggle Hitboxes
|
Weight of Our Will Level 3
|
+ +
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
|
|
|
|
|
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
|
|
|
|
|
|
|
|
|
- Spirit bomb / Oodama. Air OK.
- Travels slowly to the ground, hitting the whole time, then dissipates 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).
|
|
Taunt
"Thank you for coming." Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
|
N/A
|
N/A
|
N/A
|
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
|
|
|
Assist Taunt
|
Automatically done after an assist move
|
|
Guard
|
Properties
|
Damage
|
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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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
|
Hit Stop
|
Super Hit Stop
|
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
|
N/A
|
|
|
- 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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