Skullgirls/Marie

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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
SG mar icon.png Marie has an optional blurb here if we want to put one.
Strengths Weaknesses
  • Pro - brief elaboration
  • Pro - brief elaboration
  • Pro - brief elaboration
  • Con - brief elaboration
  • Con - brief elaboration
  • Con - brief elaboration


Stats

Chains

Standing 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Crouching 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Air 6 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.pngSg hk.png

Movement

Weight Dash Double Jump Airdash IAD Lockout
Light (Medium outside of combos) Step → Run Yes N/A N/A

Wakeup Time

Forward Tech Backward Tech Sliding KD Hard KD Crumple
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

SG mar slp.png
SG mar slp hb.png
Rattan Luck
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 250 2.5% -1 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 2 17 17 14 7 N/A
  • Semi-standard jab due to disjoint and lack of frame advantage.
  • Mostly should be used for end strings in combos, checking/mashing on the opponent where 5LK won't hit, and tick throws.
  • End string starter on Double if using H Haymaker setups due to her making followup 2LP hits whiff when H Haymaker hits (you *can* hit the followups afterwards, but it's not worth it.- Seen).
SG mar smp.png
SG mar smp hb.png
Backhanded Compliment
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 600 7.5% -2 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 4 29 30 27 12
  • 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.
SG mar shp.png
SG mar shp hb.png
Clean Cut
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile (2nd hit) 600, 300 4.5% x2 -15 -29
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
24 2, (19), 1 36 30, 22 9, 15 13, 4
  • 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.
SG mar slk.png
SG mar slk hb.png
Voided Warranty
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 400 2.5% +2 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 3 17 21 21 7
  • 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.
SG mar smk.png
SG mar smk hb.png
Batter-ment
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 550 7.5% ±0 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 2 24 25 18 9
  • Primarily combo fodder button that moves Marie forward and is good at keeping OTG against airborne opponents.
SG mar shk.png
SG mar shk hb.png
Helping Hands
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 750 10% 0 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 4 28 31 19 8
  • Standard launcher, very disjointed.

Crouching Normals

SG mar clp.png
Scrub Scrubber
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Notes go here
SG mar cmp.png
SG mar cmp hb.png
Pain Cushion
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Notes go here
SG mar chp.png
SG mar chp hb.png
Dead Lift
Toggle Hitboxes
Toggle Hitboxes
2HP c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Decent overhead
SG mar clk.png
SG mar clk hb.png
Bellows Blast
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • 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.
SG mar cmk.png
SG mar cmk hb.png
Tidying Up
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Notes go here
SG mar chk.png
SG mar chk hb.png
Literally a Sweep
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Standard sweep. Breaks armor

Jumping Normals

SG mar jlp.png
SG mar jlp hb.png
Dust Devil
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Multihit
SG mar jmp.png
SG mar jmp hb.png
NO SOLICITORS
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • A lot of hitstun
SG mar jhp.png
Clean Cleave
Toggle Hitboxes
Toggle Hitboxes
jHP j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Pulls opponent in.
  • If cancelled after active frames begin, this move will still do both hits even though Marie is now doing something else
SG mar jlk.png
SG mar jlk hb.png
Helper Skelter
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Notes go here
SG mar jmk.png
3-2-1 Dust-off
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • 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
SG mar jhk.png
Maidieval Flail
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Can be held
  • Once released, stops Marie's momentum and sends her a bit backwards
  • Sends the opponent fullscreen. If held, will wallbounce (can combo off that in the corner)
  • Holding will autorelease when fully charged, but actually you can release a bit early and it will still be fully charged

Universal Mechanics

SG mar throw.png
SG mar throw hb.png
May I cut In?
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Notes go here
SG mar airthrow.png
SG mar airthrow hb.png
Hoover Maneuver
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (in air)
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Sends the opponent directly sideways and wallbounces them
  • Hilgard's Howl starts up faster when cancelled from this move
SG mar tag.png
SG mar tag hb.png
A Clean Trick
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Marie moseys in from behind her teammate, and hits the opponent mid.
  • Can press any button while she rides to dismount early.
SG mar snap.png
SG mar snap hb.png
Formal Challenge
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Notes go here

Specials

SG mar qcfp.png
"Feast on their flesh."
Toggle Hitboxes
Toggle Hitboxes
Hop To It Sg 236.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • 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.
SG mar qcbp.png
"Crush!"
Toggle Hitboxes
Toggle Hitboxes
Marie Go Round Sg 214.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • 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).
SG mar qcfk.png
"Swing big Mr. Hilgard!"
Toggle Hitboxes
Toggle Hitboxes
Hilgard's Haymaker (Air OK) Sg 236.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • 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.
"Our will burns!"
Toggle Hitboxes
Toggle Hitboxes
Hilgard's Howl Sg 214.png + Sg k.png (Air OK)
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • 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.
"Hold still! Time... to clean house!"
Toggle Hitboxes
Toggle Hitboxes
Suction Obstruction Sg 236.png + Sg p.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
  • Slow command throw with a decent hitbox. Pops the opponent into the air behind you for an easy confirm.

Supers

"Here comes the giant fist!"
Toggle Hitboxes
Toggle Hitboxes
Carpal Pummel
Level 1
Sg 236.png + Sg p.png + Sg p.png (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.
"Let's address this mess."
Toggle Hitboxes
Toggle Hitboxes
Repetitive Skeleton Impact
Level 1
Sg 236.png + Sg k.png + Sg k.png
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.
"Everyone, grant me your power!"
Toggle Hitboxes
Toggle Hitboxes
Weight of Our Will
Level 3
Sg 214.png + Sg p.png + Sg p.png
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

SG mar taunt.png
"Thank you for coming."
Toggle Hitboxes
Toggle Hitboxes
A Moment's Time 2.gif + Sg hk.png + Sg mk.png + Sg lk.png + 2.gif
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 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
  • 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.

Colors

SG mar color1.png SG mar color2.png SG mar color3.png SG mar color4.png SG mar color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Original alternate color palette.
Color 4
SGColor4.png
Original alternate color palette.
Color 5
SGColor5.png
Original alternate color palette.

SG mar color6.png SG mar color7.png SG mar color8.png SG mar color9.png SG mar color10.png
Color 6
SGColor6.png
Original alternate color palette.
Color 7
SGColor7.png
Original alternate color palette.
Color 8
SGColor8.png
Based on
Color 9
SGColor9.png
Based on
Color 10
SGColor10.png
Based on

SG mar color11.png SG mar color12.png SG mar color13.png SG mar color14.png SG mar color15.png
Color 11
SGColor11.png
Based on
Color 12
SGColor12.png
Based on
Color 13
SGColor13.png
Based on
Color 14
SGColor14.png
Based on
Color 15
SGColor15.png
Based on

SG mar color16.png SG mar color17.png SG mar color18.png SG mar color19.png SG mar color20.png
Color 16
SGColor16.png
Based on
Color 17
SGColor17.png
Based on
Color 18
SGColor18.png
Based on
Color 19
SGColor19.png
Based on
Color 20
SGColor20.png
Based on

SG mar color21.png SG mar color22.png SG mar color23.png SG mar color24.png SG mar color25.png
Color 21
SGColor21.png
Based on
Color 22
SGColor22.png
Based on
Color 23
SGColor23.png
Based on
Color 24
SGColor24.png
Based on
Color 25
SGColor25.png
Based on

SG mar color26.png SG mar color27.png SG mar color28.png SG mar color29.png SG mar color30.png
Color 26
SGColor26.png
Based on
Color 27
SGColor27.png
Based on
Color 28
SGColor28.png
Based on
Color 29
SGColor29.png
Based on
Color 30
SGColor30.png
Based on

File:SG mar color31.png
Color 31
SGColor31.png
Based on


Intro Poses

File:SG intropose marL.jpg Intro pose 1:
Hold
Sg lp.png OR Sg lk.png

Intro pose description.

Voice line placeholder!

Voice line placeholder 2...

File:SG intropose marM.jpg Intro pose 2:
Hold
Sg mp.png OR Sg mk.png

Intro pose description.

Voice line placeholder!

Voice line placeholder 2...

File:SG intropose marH.jpg Intro pose 3:
Hold
Sg hp.png OR Sg hk.png

Intro pose description.

Voice line placeholder!

Voice line placeholder 2...

Win Poses

File:SG winpose marLP.jpg Intro pose 1:
Hold
Sg lp.png

Win pose description.

Voice line placeholder!

Voice line placeholder 2...

File:SG winpose marMP.jpg Intro pose 2:
Hold
Sg mp.png

Win pose description.

Voice line placeholder!

Voice line placeholder 2...

File:SG winpose marHP.jpg Intro pose 3:
Hold
Sg hp.png

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
SG mar color1.png
PlayerName United States
United States
NY
Active Marie 5LP / Filia 5LP / Cerebella 5LP
Playstyle blurb
Example Play
SG mar color2.png
PlayerName European Union
European Union
Active Marie 5LP / Filia 5LP / Cerebella 5LP
Playstyle blurb
Example Play
SG mar color3.png
PlayerName Japan
Japan
Active Marie 5LP / Filia 5LP / Cerebella 5LP
Playstyle blurb
Example Play


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other