Akatsuki Blitzkampf/Marilyn Sue

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Background

A professional assassin from mainland China's largest international mafia, the Black Hand. She is a master of assassination techniques based on Pī​guà​quán. She intends increase her influence by taking Akatsuki's Blitz Motor. (from character selection screen)

Read the translation of her arcade mode!

Introduction

Universally considered one of the very best characters in the game (and honestly being the best, in vanilla game at least), Marilyn is a melee specialist who likes to beat others up close and personal utilizing her easy conversion, superior damage, speed, multi-hitting moves, untechable ground throw, mix-ups, cross-up and guessing game, as well as having an easy time with corner carry. Having said that, she feels comfortable in defence too, thanks to her, again, easy conversion, great reflector combos, great anti-airs, special move with a guard point, and better than average defensive options thanks to a partial invul "flash kick" move.

She can somewhat struggle in neutral against the better zoners like Anonym or characters like Soldat who have better normals than her, but it's nothing she can't deal with thanks to her own good normals, specials and strong air approach.

Marilyn is a rushdown type and needs to be very careful in neutral. She is very fun and has ton of options to choose from, and isn't too hard execution-wise once you learn her, but the latter can be a long process, so she can be considered an advanced character, especially if you want to play Mari the most optimal way. What's especially great is that most of Marilyn's follow-ups and combos are very consistent at any range while retaining high damage both with and without meter, even reflector ones. While some are pretty hard, you can swap them with easy and almost optimal versions for the time being or for some situations when you want to be almost 100% sure in not dropping your follow-up or combo. Also, her strings and moves in overall are pretty universal in use, with all being useful one way or another, so everything you learn in midscreen will be familiar in the corner and in neutral game too.

Similar to: Chun-Li, Fei-Long, Rekka Kyo



Strengths Weaknesses
  • Incredible Conversions: Marilyn can convert into a full combo from anywhere on the screen from almost any starter including air throw, 2C low and reflectors. On top, these combos have high damage and corner carry, some even being able to go corner to corner meterless. Meanwhile, her Level 3 super is the third most damaging in the game, possessing very little proration and is easily confirmed into.
  • Strong Pokes: Her pokes are annoying for a lot of the cast to deal with, ranging from j.B being multi-hit, j.C beating many anti-airs, 4B\6B being solid anti-air\anti-ground, j.2C being tricky, and 2C just being amazing.
  • Good Pressure/Mixup Game: While not the best, Marilyn has a high/low game with 5C and 2C although her ability to chain into them is limited. She's also one of the few characters who can tick throw from 5A, she can do mixups with 214[X] and j.2[C] feints, and her ground throw cannot be teched. J.2C is an aerial low and while it can be reacted to, it's tricky to deal with. Finally, she can do staggers to reset pressure or bait reflectors with her plus on block 5A/2A and rekka.
  • Great at Beating Reflector: Since many of her normals are multi-hits and look similar to her single hit normals, she's great at beating reflector attempts.
  • Unique Movement: Marilyn is the only character to possess a wall jump mechanic and a guard point move, giving her more options to approach in neutral and escape pressure. She also has one of the fastest walk speeds and good dashes as well as the fastest jump.
  • Diverse Defense: While she doesn't have a fully invincible meterless DP, Marilyn has a frame 1 guard point 214X, invincible for half of its startup [2]8+A\B, her wall jump which helps with escaping the corner\zoning, and the best reflector combos in the game, even able to get a side switch in the corner.
  • MariUnga.png
  • Low Armor Ratio: Marilyn takes more damage compared to most of the cast.
  • MariUnga.png


All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)

Character Summary

Move list

Special Moves
236A/B/C (EX OK) - Yī​'èrsān Shou: Rekka series
214A/B/C (EX OK) - Kasuishou: Guard point forward charge
[2]8A/B/C (EX OK) - Chouda Karan: Flash kick/rising tackle anti-air
Level 3 Super
A+B+C - Zesshou Kuuchuu Hyakushouken: High damage and easy to confirm combo ender
Unique Attacks
4B, 6B, j.2C
Stats & vitals

  • Armor ratio = 1.025 (second lowest *default)
  • Forward speed = 6.0 dots/F (second fastest default)
  • Backwards speed = 5.0 dots/F (first fastest default)
  • Jump startup - 3F (first fastest default)
  • Backdash duration - 18F (second fastest)
  • Can Wall Jump if touches the wall in mid-air state

*Not counting Wei's buffs or Anonym's post-resurrection armor increase

Quick combo reference

Basic BNB: 2A > 2B > 5B > 236BBB > 236BBB/236CBB distance-dependant (> 214B+C/A+B+C)

Midscreen 5C: 5C > 2B > 5B > 236BBB > 236BBB/236CBB distance-dependant (> 214B+C/A+B+C)

Corner BNB: 2AAA > 2B > 5B > 236B~4B > 2A > 2B > 5B > 236AAA (> 214B+C/A+B+C)

Corner 5C: 5C > 2AAA > 2B > 5B > 236B~4B > 2A > 2B > 5B > 236AAA (> 214B+C/A+B+C)

Reflector: Air Throw, [2]8+C > (214BC/ABC after 2 hits)

Notes on Ausf. Achse

Universal Changes

The nerfs to reflector combos affect her more, since she had the best reflector combos in the game, and many of them used an air throw which now can't be comboed off on midscreen due to Marilyn-specific changes.

Character Changes

Her damage has been reduced overall, notably her 5C combos and level 3.

5C now causes a ground bounce on hit and can't be chained into 2A or 2B. This means that her combos off it do less damage and she isn't effectively plus off it.

Her 2C has more recovery. You can still get combos off it but they're worse and harder. The same applies to j.2C but to a greater extent, it can't be comboed off at all.

Her air throw launches the opponent farther away, so you can only combo off it in corner.

The third A and B rekka have more recovery, meaning you can't do 236XXX>236CXX in midscreen anymore. However, 236A is now -4, making it mostly safe on block.


Complete Changelog

Universal Mechanics

Throws

Ground Throw
4/5/6+A+B
ABK-Mary-5AB.png
Damage Guard Startup Adv Hit Adv Block
2000~ N/A 5 KD N/A

Marilyn's grabs the opponent and pushes him forward with some secret Chinese Sith force push technique. Untechable.

Aerial Throw
j.4/5/6+A+B
ABK-Mary-jAB.png
Damage Guard Startup Adv Hit Adv Block
2000~ N/A 3 KD N/A

Marilyn gently throws her opponent out of the air. Techable, but can be followed-up into full combo at any position before they do.

Reflectors

Standing Reflector
4/5/6+B+C
ABK-Mary-5BC.png
Damage Guard Startup Adv Hit Adv Block
500~\625~ (counter hit) High/Low 7 KD +3

Uppercut, animation uses the second hit of her 2B. Leads to full combos at any range. Kinda on the shorter end.

Crouching Reflector
ABK-Mary-5BC.png
Don't ask me why those two are the same (MariUnga.png is the answer).
Don't ask me why those two are the same (MariUnga.png is the answer).
Damage Guard Startup Adv Hit Adv Block
400~\500~ (counter hit) High/Low 7 KD +3

Same as above.

Jumping Reflector
j.4/5/6+B+C
ABK-Mary-jBC.png
Don't look at her ass, look at her combos.
Don't look at her ass, look at her combos.
Damage Guard Startup Adv Hit Adv Block
500~\625~ (counter hit) ? 7 KD +2

Air knockdown, animation is the same as j.C. Leads to full combos at any range too. MariUnga.png

Normal Moves

5A
ABK-Mary-5A.png
ABK-Mary-2AA.png
Version Damage Guard Startup Adv Hit Adv Block
5A 450~ High/Low 4 +1 +1

Bitch slap. Very fast startup and recovery, safe on block, but is very short and has even less reach than 2A. Cancellable into any special, but window for this is small and hitstun is only enough to confirm, out of specials, into 236A or 236B+C\Level 3. However, optimal chain will be into 5B with 236BBB>suitable-rekka-BnB follow-up. Can be used as an occasional anti-mashing move, anti-air (not the best hitbox\damage but is the fastest unless EX flash kick), as juggle in some combos and as a setup for mind games on block (most notably tick throw due to being +1). Can be used as link after landing j.A\B\C to continue comboing, but at close range 2A will give better combos. Chains into itself and 5B.

5AA 747~ High/Low 4 +1 +1

Knockdowns mid-air opponents if both hits land and you can combo afterwards. Not very useful.

5B
ABK-Mary-5B.png
Damage Guard Startup Adv Hit Adv Block
500~\871~ (1\2 hits) High/Low 7 +0 -2

Two-hit hand stabs, moves Marilyn forward a bit. Decent range, fast startup, fast recovery on whiff, very small - on block. Cancelable into any special on either of hits if they're landed or blocked. After landing any of the two (or both), has enough hitstun to be confirmed into 236BBB>suitable-rekka-BnB (super useful, fish for it in neutral) or 214A>214A (only for showing off) with 214+B+C or Level 3 super enders (the latter one if only close enough to the corner), or just into any raw EX\Level 3 (showing off again). Can be used as link after landing j.A\B\C to continue comboing (not optimal since you can use 2A or 2B instead), useful as a frametrap due to speed and safeness, and it's also your safest blockstrings ender. Knockdowns mid-air opponents if both hits land and you can combo afterwards. Chains into 5C overhead.

5C
ABK-Mary-5C.png
Jam Kuradoberi moment but better.
Jam Kuradoberi moment but better.
Damage Guard Startup Adv Hit Adv Block
600~\1045~\1339~ (1\2\3 hits) High 22 -2 -6

Three-hit pinwheel-like move, moves Marilyn forward by 1\3 of the current screen (which helps greatly on midscreen and in corner combos). One of the easiest of overheads to combo from, you can just slap it as a starter and then do any suitable BnB adding 650-800~ damage to the latter, you don't even need any links for that since you can chain it into 2A or 2B. Being multi-hit it can be hard to reflect, and it can throw people out of armor or reversals on the following hit(s) even if they ignored the first one(s). Unfortunately, you can chain it only after 5B, so given pretty clear telegraph of 5C there's little way to mix into it. Having said that, it can work as a nice raw button on midscreen since it moves you forward a great deal and people usually expect it in the corner, but doing so carries obvious risks on whiff. Knockdowns mid-air opponents and you can't combo afterwards. Chains into 2A (great for corner and to gain +1F) or 2B (great for midscreen). OTG.

2A
ABK-Mary-2A.png
Damage Guard Startup Adv Hit Adv Block
350~\573~\746~ (1\2\3 hits) High/Low 4 +1 +1

Low-profile jab that looks like it hits low but doesn't (like all the 2As in this game), you will use it a lot more than 5A since it gives you better combos and easier juggles. Cancellable into any special the same as 5A, can be used as link just the same, frame data is identical. Range is decent and is a bit further than 5A, but be careful using it on midscreen if you're not close enough, since it can push the opponent too far away letting them to react to 2B in 2A>2B string, or the same may happen with 5B - cancel into 236A (after 2A) or 236B (after any hit of 2B\5B) with rekka-BnB follow-up if you see it's about to happen. Chains into itself (great for corner) and 2B (great for midscreen and corner). OTG.

2B
ABK-Mary-2B.png
Damage Guard Startup Adv Hit Adv Block
400~\697~ (1\2 hits) High 7 -6 -8

Two upward hand stabs, moves Marilyn forward a bit more than 5B. Same as 5B, is cancelable into any special on either of hits if they're landed or blocked. After landing any of the two (or both), has enough hitstun to be confirmed just the same as 5B does. Compared to 5B, has the same startup, 6 more total frames, pretty much the same horizontal range, but has much more recovery and is a lot more unsafe on block, so chaining into safer 5B on block is highly advised. Can be used as link after landing j.A\B\C to continue comboing. Mainly used as a combo tool and anti-reflector mixup due to two-hits and fast enough startup. Decent anti-air due to hitbox and low-profile, but her other tools work better for that. Be wary of using it too far on midscreen since the second hit may miss or 5B in 2B>5B string may be reacted to due to pushback from 2B - cancel into 236A\B with rekka-BnB follow-up if you see it's about to happen. Knockdowns mid-air opponents if both hits land and you can combo afterwards. Chains into 5B, which is staple for your blockstrings and BnBs.

2C
ABK-Mary-2C.png
Wonder why she has the most amount of sprites in the game?
Wonder why she has the most amount of sprites in the game?
Damage Guard Startup Adv Hit Adv Block
1100~ Low 11 KD -4

Low-profile sweep. One of Marilyn's two lows and her best poke, as well as one of the best lows in the game but cannot be chained into. Fast, good guard damage, nice range and only -4 on block with strong pushback makes it very safe unless reflected. Safe from certain crouching reflectors at far distance. Can be used as link after landing j.C to continue comboing (but other links will give you much better combos) or after blocked j.A\B\C for high\low mix-up, can be used as part of ground blockstring mixups (but again, you cannot chain into 2C), good neutral tool. Causes knockdown, but can be followed-up with [2]8+C on midscreen if done close enough to the opponent or with 236A>A>A or [2]8+C near corner with 214+B+C or Level 3 super enders ([2]8+C can do max 2 hits then you do super). Good frametrap due to low recovery. Good move to build meter on whiff since you can easily spam it due to fast startup and recovery, Marilyn stays in place, you get low-profile and you may hit an approaching opponent due to it being a strong low overall. Mind that hitbox of this move can be avoided at long ranges even without a jump, just with raising of ones feet with an attack for example. OTG.

j.A
ABK-Mary-jA.png
Damage Guard Startup Adv Hit Adv Block
450~ High 4 -4 -4

Jumping punch. Very fast startup, not much range, hitbox is not high enough to hit most crouching characters (can hit only Kanae, Fritz, Wei and Blitztank). Good air-to-air\ground-to-air. You can cancel it into j.2C\j.2[C] on block or hit, or even perform one of them after whiff if you are high enough in mid-air. Chains into j.B.

j.B
ABK-Mary-jB.png
Damage Guard Startup Adv Hit Adv Block
600~\971~ (1\2 hits) High 5 VB VB

Jumping double kick, Marilyn's second best poke. Startup is only 1F slower than j.A but hurtbox is much bigger, so don't totally dismiss j.A in close range. Works as a decent (and Mari's only) cross-up thanks to hitbox on behind. Nice range, lots of active frames due to multi-hit and nice pushback if blocked in mid-air makes this move great for jump-ins or poking. Two hits also make for some anti-parry shenanigans, as the second hit won't come out at all depending on the height you do it from (sometimes both hits won't come out). You can cancel it into j.2C\j.2[C] on block or hit (first hit, second or both). Good move to build meter on whiff - it may give less meter than j.C but is safer. As previously said, knockdowns mid-air opponents if both hits land and you can combo afterwards.

j.C
ABK-Mary-jC.png
Damage Guard Startup Adv Hit Adv Block
1350~ High 9 VB VB

Jumping downward arm swipe. Short range but fast startup, good hitbox and great damage. Adds around 1000~ damage to your BnBs if used as starter, this is your opener for the most damaging combos. Deals ton of guard damage if blocked in mid-air and good guard damage on the ground too. Causes decent pushback on block both on ground and in mid-air. You can't cancel it into j.2C\j.2[C], but j.C>2C link works as a great overhead>low mix-up nonetheless. Gives the most amount of meter out of Mari's air moves on whiff and hit, so if you want meter spam it instead of j.B if you feel it is safe, as well framedata\hitbox are pretty good to beat opponent's approach. Knockdowns mid-air opponents on hit and you can't combo afterwards.

Command Normals

高端脚 - Koutankyaku
4B
ABK-Mary-4B.png
Damage Guard Startup Adv Hit Adv Block
1100~ High/Low 7 -2? -8?

An upwards kick. Amazing anti-air, can hit standing characters too if they are close or extend their hurtbox enough, but won't hit anyone crouching but Blitztank. Good range, good damage, fast startup, very fast recovery on whiff, thus nice frame trap. Great guard damage if blocked in mid-air. Safe from certain reflectors if hits with the tip. If opponent is close enough, can be followed-up with an Air Throw into full combo, though AT can be throw-teched, but it's always worth trying. Also is Marilyn's best ground move for building meter on whiff, since it's even faster to spam than 2C and Marilyn stays in place too, choose it instead of 2C if you're expecting a jump-in or want a bit faster meter gain, also is faster and safer for the latter than air normals.

側端脚 - Sokutankyaku
6B
ABK-Mary-6B.png
Damage Guard Startup Adv Hit Adv Block
1100~ High/Low 7 -2? -8?

Forwards thrust kick, another Marilyn's poke, pretty generic. The same move as 4B, but done at a different angle and moves Mari forward around the same distance as 5B does. Everything the same about 4B applies (except for an anti-air, AT and meter whiff building parts)+is used as juggle in the most damaging corner combos, even against Blitztank it's a better juggle than 4B due to forward movement. Small guard damage if blocked on the ground and causes a bit of pushback. As a ground poke, 2C is better all around except being 4F slower, and it is harder to simply avoid the hitbox of 6B which can come in handy from time to time. Safe from certain reflectors if hits with the tip (?).

Spam test: on midscreen hit it will push the opponent away and will never whiff on subsequent attempts if no other movement is involved, on corner hit it will push Marilyn away and subsequent attempt might whiff on the very maximum spacing, but the next one will hit due to forward movement on whiff, and except very max range is still very consistent to spam (both is tested against only Akatsuki) - but of course you can get reflected or blocked.

俯衝後掃腿 - Fushou Kousoutai
j.2C
ABK-Mary-j2C.png
Version Damage Guard Startup Adv Hit Adv Block
j.2C 1400~ Low 10* KD -4

Marylin drops straight down out of the air and does her 2C but with more damage, so everything the same about it applies. Pretty fast. Note that you don't have to be at max jumping height to do j.2C, you just need to be considered in mid-air state after jump. Marilyn's jump has only 3 frames of startup, and you can do this move really close to the ground which can help your guessing game offering an option of doing it at different heights. Nice anti-air bait if they think that you are trying to jump-in. You can try to bait something with it after whiffed j.A, or you can do low mixup after j.A\j.B on block.

  • Startup observation: 10-frame startup from the moment Marilyn lands.
j.2[C] - - - - -

Fushou Kousoutai Feint - j.2[C]: Marilyn drops straight down out of the air but does not do her 2C on land. Everything about j.2C applies except what is related to the 2C motion. Recovery after feint is very fast and then you're free to do anything you may do in neutral. Another part of your guessing game.

Special moves

一二三掌 - Yī​'èrsān Shou
236X>X (or 4X)>X 4th picture depicts 4X option, not EX!
ABK-Mary-236X.png
ABK-Mary-236XX.png
ABK-Mary-236XXX.png
ABK-Mary-236X4X.png
Version Damage Guard Startup Adv Hit Adv Block
一掌 - Isshou 600~\700~\800~ (A\B\C) High/Low 9/13/17 -5 -9

The first hit of her "one, two, three" series, Marilyn's rekka. First hit of any version is OTG.

  • Note that you need only to press A, B, or C to do the second and third hits, no need to do the whole 236 again, and combination of hits may be any you like (i.e. 236B, then A, then C for example). You can hold forward direction as well while doing it which is convenient.
  • A has the lowest damage, range and startup, while C has the highest. Recovery is the same between all versions.
  • You can combo from 236C but the second and third C-hits won't confirm before the opponent recovers. However, you can combo after the third C-hit due to wallsplat.
  • In Marilyn's rekka-into-rekka BnBs, depending on the distance, you will need to change which version you use for the second rekka, for example 236BBB>236CBB.
  • A note on 236A: using this raw on midscreen is a gimmick, but an interesting one, as it is fast and can have a bit more range than your usual combo starters, as well as raw rekka into rekka is a good damage. Same applies to 236B that has even more range and damage, but is noticeably slower. 236C is even more slow and risky. Same applies to the corner: raw 236A or 236B into 4X launcher can lead to the full corner combo, but the launcher is -13 on block.
  • If blocked on first hit, all versions have a decent pushback, so they actually can be somewhat safe even while being -9. Second and third hits have more noticeable minus, so stop after the first hit being blocked.
  • When full rekka is done against standing opponent (i.e. not in juggle state) you can immediately confirm into level 3 no matter the position (pretty unga yeah). If in juggle state, then you need to be close to the corner.
二掌 - Nishou 445~\519~\797~ (A\B\C) High/Low 11/13/15 -9 -13

Second hit of the series.

  • If second hit is C it won't combo.
  • Second and third A\B hits need to be inputed very quickly since the hitstun on the first hit is small, and the opponent may recover to block or reflect you.
三掌 - Sanshou 736~\785~\1781~ (A\B\C) High/Low 11/13/23 KD -19/-19/-5?

Final hit of the series.

  • 236C used as final hit does not combo off anything, is noticeably slower, deals 3 hits instead of 1 with around ~1000 more of total damage, and inflicts lots of guard damage too. May be used for guard crush purposes in strings, as it is safe on block due to pushback and -5, and if they decide to push buttons after the first 2 hits of the rekka-series they'll may get punished for it. Can be used on midscreen for neutral game shenanigans. On hit, you can even full combo off it at any range, but all in all this move is way too risky unless your opponent is extremely passive.
掛掌 - Keshou 593~ High/Low 13 KD -13

... > 4X followup, can be used only after Isshou. Launcher.

  • You will do this move in combos near or in the corner and all versions are exactly the same.
EX 2836~ High/Low 7 KD -4/-21*

特攻一二三掌 - EX Yī​'èrsān Shou - 236+B+C: Autocombo super.

  • You will use this only for cancelling your unsafe stuff (namely 214X and [2]8+X) and for showing-off. Not enough invincibility frames to use it as reversal, small guard damage too. If you cancel 214X on hit with this, then you can combo into 236BBB with 214+B+C\Level 3 ender or, if done from the corner, into 214B with 214+B+C ender.
  • *[1]
架推掌 - Kasuishou
214 A/B/C/B+C
ABK-Mary-214X.png
Enter the gorilla. MariUnga.png
Enter the gorilla. MariUnga.png
ABK-Mary-214BC.png
~ ~ ~ ~ ~

Unga charge. Marilyn temporarily enters an autoguard state and palm rushes forward (looks like Sanshou but with her glowing blue).

  • The only move in the game with such a mechanic. No, Blitztank's super armor, Kanae's command counter stance and Wei's Level 3 super armor is a different deal, as well as all that stuff with invincible frames.
  • Taking hits while autoguarding counts as if they were blocked high, so you don't receive hitstun and blockstun, but you do receive guard damage, chip damage, Marilyn can be KO'd by the latter as usual (her sprite hilariously continues to glow blue while she is down), she can be guard broken, thrown, and opponent can cancel his attacks against Marilyn's "armor" as if blocked.
  • Dies to all lows.
  • 214A is fast but the autoguard lasts very short, while 214C is slow but will plow almost through everything that is not a low. Since an autoguard state in all versions has less amount of frames than startup of the move, mind your timing for your autoguard to not go off sooner than opponent's move hits you before you hit him (hello 25% damage buff from counter hit (yep, that was 2870+25%)).
  • Has good vertical hitbox thus can be used as an anti-air, but not recommended due to horrible recovery on whiff\block and that it's still can be jumped over or parried. Still, it has reasonable pushback and deals ton of guard damage if blocked in mid-air.
  • Wallslams, any version can be followed up with 214A if you are in range and then with 214+B+C (with or without delay depending on your position) or Level 3 super enders (the latter if only close enough to the corner).
  • Very unsafe on block and whiff, but cancelling it on block with 236B+C leaves you in -4 which is mostly safe. Don't throw it in neutral just because.
  • Being really unsafe, 214X actually works best in defence, as reaction and punishment tool, or when you are already in and doing pressure mindgames. While approaching, your best choice with using it is to bait some reaction with feints (see move below; you can also use feint versions simply as a replacement for forward dash), or to punish opponent's unsafe stuff.
  • Since 214A is so fast, it can be used to punish reflected EX projectiles like Akatsuki's 236B+C or you can punish gaps in blockstrings when you don't have blockstun.
  • In combos with 214A ender, input Level 3 only after you will clearly see that 214A has landed, otherwise you may do feinted version (since ABC input) and drop the combo. Similar situation is about 214A itself - don't hold it to not input feint if you don't want to, just press once.
  • Any version let's you to confirm into Level 3 on hit without any follow-up (unga moment) depending on the initial distance from which you've performed 214X. For example, 214A minimal range for that is very small, when 214B can confirm into Level 3 off at least round start range. However, you must press ABC immediately after hit, so you need to have clear read\punish, not to mention that Marilyn has a ton of other, more optimal ways to confirm into her Level 3.
Version Damage Guard Startup Adv Hit Adv Block
A 1600~ High/Low 13 KD -20
  • 1~8f autoguard
B 1700~ High/Low 17 KD -20
  • 1~12f autoguard
C 1800~ High/Low 21 KD -20
  • 1~16f autoguard
EX 2456~ High/Low 15 KD -25

Your preferred super ender, think about multi-hit+more range+more autoguard 214X (well, more autoguard than A\B at least). Is used literally almost in every combo depending on delay amount or no delay at all, see "Combos" section. Fast, travels more than half of the current screen, has a lot of autoguard, good raw damage, but still dies to all lows and using it raw is not advised. Each hit raises the opponent higher, so if he is already high, not every hit will land or you can even cross-up yourself in the corner, thus you need proper delay. On the other hand, you may not worry about confirming it even if opponent is very low to the ground - almost always every hit will land.

  • 1~2f invincible, 1~14f autoguard
  • Holding the attack buttons (i.e. not directions) can delay the startup to 44f.
Feint ~ ~ ~ ~ ~

Marilyn cancels her palm strike just before she was about to deal damage, exactly after startup ends.

  • Another great part of your guessing game. If you remember how much of Marilyn's normals can be cancelled, how much chains there is, and that most of her multi-hitting moves can be cancelled on either of hits, then you can imagine how much you can do with that.
  • Mostly you will use it in blockstrings, but it's a great frame trap to bait things out in neutral too. When used in blockstrings, remember to alternate between feint and non-feint, since the opponent may try to mash out, and be flexible about which move you cancel and on which hit if it's a multi-hitting one. Also, you can use it as anti-air to ignore opponent's jump-in attacks with your autoguard while at the same not worrying about how unsafe non-feinted version is, same goes to ignoring ground attacks for being more safe\wanting a different punish than non-feinted 214X.
挑打下欄 - Chouda Karan
[2]8+A/B/C/B+C
ABK-Mary-(2)8A.png
"RISING TACO"
"RISING TACO"
- - - - -

Marilyn makes a spin swinging her arms and launching herself in the air. That's her "flash swing kick".

  • This move has charged input to which you need get used to. Remember that you can buffer charge while another things are in effect, like move animations, knockdown, or even round start, for charging matters only how long you are holding down-button. Very good example is 2C\j.2C>[2]8+C follow-up - since you need to hold down anyway while doing 2C\j.2C, you will already charge [2]8+C enough while their animation is going on, and when animation of 2C\j.2C is done, you just need to stop holding down and need to press 8+C.
Version Damage Guard Startup Adv Hit Adv Block
A 1342~ High/Low 5 KD -23
  • A is fast, leaves you in place, hits 2 times, however your opponent needs to parry only one hit to knock you out of it. Invul ends on the last frame before the startup so you can get meatied. Hits behind you too. Very unsafe on block, but is pushes you back a fair bit on hit or block, so it's actually not that bad to use as a raw move. Can be followed-up with [2]8+B+C (every hit will land only if you were close enough), 214B+C (only if delayed enough; a lot harder to time right and does less damage than the first option) or Level 3 super on hit immediately after the first hit connects. Can be cancelled with 236B+C on block immediately after the first hit to make it -4 and mostly safe. Has a lot less total frames than B and C versions, so whiffs are less punishing. Can be useful as a wakeup option if opponent is close enough, can catch someone trying to get out of your corner pressure too.
B 1536~ High/Low 6 KD -36
  • B hits 3 times, has huge hitbox, hits high in the air (can hit on the ground too) and leaves Marilyn more than half of the current screen away. Invul ends on the last frame before the startup so you can get meatied. Can be followed-up and cancelled the same as A-version. Has noticeable recovery after landing on the ground unlike A and C versions. Does a lot of guard damage if all hits are blocked in mid-air. Can be useful as a wakeup option or anti-air, can hit opponents on the ground too.
  • Due to air launch, you can move above grounded opponents who're attacking you, which can be both good and bad (mostly bad due to whiff recovery).
C 1731~ High/Low 7 KD -35
  • C hits 4 times, has huge hitbox, actually moves Marilyn forward a great deal before releasing the hitbox and leaves her on about 1\3 of the current screen. Has no invul. Can be followed-up and cancelled almost the same as A and B versions. If used as a raw move, you may follow-up it the same as A and B versions, with the difference that every hit of [2]8+B+C follow-up will land no matter the initial distance. However, if used in combos, you may follow-up\cancel C-version either on the first or the second hit (better on the second one for more damage), and you don't need to delay 214B+C at all.
  • Due to how much forward Marilyn moves on startup and due to air launch, she may just move below mid-air opponent without hitting him or move above grounded opponent who attacks her, thus crossing him up, so be careful with using C-version in close range - in some situations it may help you to dodge stuff, in others it may leave you open for punish.
  • Does a lot of guard damage if all hits are blocked in mid-air. Is used in majority of Marilyn's BnBs as a follow-up. Can be useful as a wakeup option or anti-air, also great tool to punish stuff on distance due to how much of forward movement it has and that its hitbox will beat pretty much anything, be it either on the ground or in the air.
EX 3267~ High/Low 3 KD -57
  • Goes straight up. One of the fastest moves in the game (3 frames of startup), completely invul (first 6 frames) and a lot of damage (but 500-700~ less than close reflector combo with 214B+C ender). Fine wakeup or reversal tool if the opponent is close enough, read your opponent or hold back+down to wait and see what he's up to, since it's a charged input - sad, but it's your only real reversal that can't be meatied, and despite fast startup, superflash can let your opponent to react. You can follow-up non-ex [2]8+X with it as was said above. That's said, given how good Marilyn's close-ranged reflector combos are, in some situations you may want to just use the reflector - on the other hand, if you use [2]8+B+C, then you don't need to care about high\low mix-ups or throws.

Super Move

絶招空中百衝拳 - Zesshou Kuuchuu Hyakushouken
A+B+C
ABK-Mary-ABC.png
ABK-Mary-KONO.png
KONO KONO KONO KONO KONO KONO KONO KONO
KONO KONO KONO KONO KONO KONO KONO KONO
Damage Guard Startup Adv Hit Adv Block
5703~ High/Low 7 KD -6

Marilyn's Level 3 super: a standing uppercut, 99 fists and a dragon kick. One of the easiest Levels 3 in the game to confirm. Maybe even the easiest.

  • Only 7 frames of startup and full invul on first 4 frames.
  • Comboes almost from any landed hit\string.
  • Has very little proration on top of being the third most damaging Level 3 in the game (but 1st is Fritz and 2nd is Kanae, both have very big scaling if comboed), and using something like the easiest corner BnB with j.C as starter you will get 8246 damage against 1.000 armor ratio characters if Health difference system is not involved (the best combo will give 8443). Yes, without counter hit. And if Health difference is involved...
  • Do not put this at the end of a blockstring and think it will work and don't try to use it as reversal, it will get beat out by almost anything. Well, actually you can try to do it against slower chars like Fritz or against close meaties, but be careful and man, it is so easy to reliably confirm it by other means anyway.
  • Keep in mind that it leaves your opponent behind you (thus can throw him out or in the corner depending on your position) and gives him a bit more than 1 bar of meter by itself not counting possible hits or combos before it. The best is to use it as sure kill or when your opponent already has max or almost max meter. However, even feeding of meter can become an advantage, if you think that your opponent will be more predictable with it than without it, since huge life swing made by Level 3 combo can make him nervous enough to carelessly throw out, for example, easily punishable metered reversal, and Mari has enough stuff to bait and punish things with.

General Strategy

--- Marilyn Tutorial video for 1.1.3.1 SP1. This video alone can make you a good Marilyn player.

Please see "Moves" section for elaborated information about usefulness of each of her moves. Know Marilyn's moveset very well since she has no useless moves.

Don't forget that Mari is the only character in the game who can wall jump. This is done by jumping to the wall at any height and then pressing forward (4 or 6), depending on which direction you are facing (i.e. press right when jumping to the left wall and left when jumping to the right wall). You can hold\press any other direction too, it will not mess with 4\6 input. Wall jump while Marilyn descends to the ground is also possible, but only after normal jump, nothing else. Maximum amount of travelling distance from wall jump is a bit more than half of the current screen. This is very useful property for your mobility and great tool to get out of the corner, you can dodge some nasty stuff like Soldat's\Adler's EX fireballs too, but your opponent may try to punish it, so be careful. You can combine it with j.2C\j.2[C] shenanigans too. Showcase. Also, Marilyn's wall jump has glitch which is hard to do, but it can push your opponent out of the corner and gives you some dirty opportunities (hey, that's dishonest), please see 5:30 in Marilyn Tutorial video.

Despite having great offence, against characters who can't force you to come in (non-zoners or the ones with easily reflectable projectiles) or\and if you have more current health than they do, you can freely rotate between rushdown and more defensive play, since Marilyn's easy conversion allows to make huge damage almost from anything (including reflectors), when one careful hit can lead to a combo with Level 3 ender which will pretty much delete opponent's healthbar, as well as she has great moves to build meter on whiff with. You don't really need to commit to unsafe stuff and trades.

Like many characters in the game, Marilyn has a taunt from which she can cancel (a lot sooner than her voice line ends), so you can try to use it as a bait alongside flex. It's never optimal though, just a funny option. MariHoho.png

Ctrekoz's Marilyn online matches playlist. Back then, in the first 4 matches against Fritz, I didn't knew some of the tech that I learned while rewriting this page (most notably 2nd corner BnB), but it's still a good showcase of how Marilyn is played, and also lets you to look at Fritz's matchup.

Combos

Combo terminology

Symbol Meaning
> Cancel from the previous move to the following move
land The player must land
, Link from the previous move to the following move
dl./delay Delay before using the following move
nj.X Neutral Jump
AA Anti-Air, must hit an airborne opponent
[X] Hold the input
(X) Optional input
[X]*N Repeat (sequence) N number of times

Ctrekoz's playlist of Marilyn's Combos (except AA ones) and Tech (each combo has a comment)

Ctrekoz's playlist of Marilyn's misc Combos and Tech without descriptions (some of it is just showing-off)


Notes:

  • Combos that starts off any number of 2A can also be started with any jumping normal or 5C (no 5C if AA).
  • Some combos listed here don't work in AA, refer to the bottom of this section and to "Notes on Ausf. Achse" at the page's start.
  • CH damage will be listed on Reflector combos because a successful Reflector will very often CH. However, the combos themselves always work, whether or not the opponent got counter hit
  • Damage values takes into account the option that costs the least meter

Midscreen

Note: ABC enders only work when close to the corner.

Combo Damage Position Video Notes
2A > 2B > 5B > 236BBB, 236CBB > (214BC/ABC) 2567~ Cornered
Round Start
Link

BnB that goes corner-to-corner. 2A can be done twice at point-blank, but if started with 5C then you should ommit 2A. 236CBB has to be delayed sometimes when going for 214BC ender - this applies to all double rekka combos. ABC ender can also be done right after the first rekka.

2A > 2B > 5B > 236BBB*2 > (214BC/ABC) 2544~ Round start
Close to corner
Link

A variant of the previous combo for when Marilyn is closer to the corner.

2A > 2B > 5B > 236BBB, 2A > 2B > 5B > 236AAA > (214BC/ABC) 2863~ Close to corner Link

Rekka combo when close to the corner. If you fear that 236BBB is too close to the corner, use 236B~4X instead.

2A > 2B > 5B > 236BBB, 2A > 6B, 2A > 2B > 5B > 214A > (214BC/ABC) 3064~ Close to corner Link

A harder but more damaging rekka combo when close to the corner. Same rules as before about 236BBB.

j.2C, [2]8C(2) > (214BC/ABC) 2431~ Anywhere Link

Simple combo off j.2C hit if the opponent was close enough to Marilyn. Also works with regular 2C, although it does less damage.

214X, 214A > (dl.214BC/ABC) 2766~ Midscreen Link

To catch mashers or those careless in neutral. The second 214A may whiff at certain spacings. ABC ender can also be done right after the first 214X, but weakier versions require you to stand closer.

Corner

Combo Damage Video Notes
2AAA > 2B > 5B > 236B~4B, dl.2A > 2B > 5B > 236AAA > (214BC/ABC) 2598~ Link

Corner BnB. Since it's easier than the next combo, it is best suited for new Marilyn players, laggy matches in netplay or the ones seeking consistency. The delayed 2A can be replaced with 5A for a bit more damage and harder combo. 236AAA can be replaced by 236BAA for a bit more damage and harder combo as well.

2AAA > 2B > 5B > 236B~4B, dl.2A > 6B, 2A > 2B > 5B > 214A > (214BC/ABC) 2802~ Link

Harder corner BnB that grants more reward. Learn this for optimal damage. Same observation as before concerning dl.2A.

j.2C, 236AAA > (214BC/ABC) 2195~ Link

Corner combo off her sweep. Also works with 2C. 236AAA won't work at longer ranges, and can be replaced with [2]8+C (confirm meter enders after 2 hits) for consistent reach, easier input, but a bit less damage and worse oki.

(Reflector), Air Throw, 2A > 2B > 5B > 214A > (214BC/ABC) 3157 Link

Used either after a Reflector against close opponents, or when catching an opponent trying to jump their way back to midscreen.

Reflector Combos

Note: Many of these combos are only doable in Vanilla ABK, see if "Works in AA".

Combo Damage Position Video Notes
Reflector, Air Throw, [2]8C(2) > (214BC/ABC) 2861~ Midscreen\Corner Link

Simple and optimal Reflector combo for when the opponent was close to Marilyn. Also works with raw Air Throw. Works in AA (corner only).

Reflector, Air Throw, 2B(1) > 214A > (214BC/ABC) 2684~ Midscreen Link

Failsafe combo in case you don't have enough time to charge [2]8C for the previous combo. Linking into 2B(1) is tight. 214BC might need to be delayed depending on your distance to the corner.

Reflector > 214C, 214B > (214BC) 2660~ Midscreen Link

Midscreen Reflector combo for when the opponent is further away from Marilyn. 214C must be buffered in order to connect. Works in AA.

Reflector, 214A*2 > (dl.214BC/ABC) 2465~ Midscreen Link

Alternative route for the same scenario as before. The second 214A has to be done as fast as possible. Works in AA.

Air Reflector, dl.5B > 236CBB > (214BC/ABC) 1993~ Midscreen Link

Go-to midscreen Air Reflector combo with great corner carry. The closer you were to the ground, the more 5B has to be delayed. If done when cornered, 214BC has to be delayed.

Air Reflector, [2]8C(1) > [2]8BC/ABC 3328~ Midscreen Link

Metered midscreen Air Reflector combo. [2]8C can be done with two hits, but it depends on your initial height - the higher you were, the more likely the second hit to become airborne and uncancellable. Only really used for confirming into level 3, which can be done regardless of position. [2]8BC ender is very inconsistent. Works in AA.

Air Reflector, 2C, [2]8C(2) > (214BC/ABC) 2060~ Midscreen Link

Harder midscreen Air Reflector combo that trades corner carry for damage.

Reflector, microwalk 6B, 2A > 2B > 5B > 214A > (214BC/ABC) 2309~ Corner Link

Go-to corner Reflector combo from far away.

Reflector > 214[A], 2A > 6B, 2A > 2B > 5B > 214A > (214BC/ABC) - Corner -

Much harder combo for the same situation as previously, that's honestly only here for completion's sake.

Reflector > 214[A], 5A, Air Throw, 2B > 5B > 214A > (214BC/ABC) - Corner -

Same as before.

Air Reflector, 5A > 6B, 2A > 2B > 5B > 214A > (214BC/ABC) 2402~ Corner Link

Corner Air Reflector BnB.

Air Reflector, 5A, Air Throw, 2B > 5B > 214A > (214BC/ABC) 2756~ Corner Link

Way more inconsistent combo than the previous one with higher damage. At least it looks sick.

Ausf Achse Combos

Combos for Ausf Achse Marilyn. Unlike most characters, her combos were heavily affected in the transition. This is only listing routes that changed. Note: Air Throw combos are still doable, as long as they are done in the corner.

Combo Damage Position Video Notes
2A > 2B > 5B > 236B~4X, 2A > 236BBB > (214BC/ABC) - Cornered
Round Start
-

Rekka combos does less damage and have less corner carry, but they're still good.

2A > 2B > 5B > 236BB > 236BC, {214A > 214BC}/[2]8C - Cornered
Round Start
-

Metered variant of the previous combo. This was possible in Vanilla but there were no reasons to go for this route.

5C, 2A > 236BBB > (214BC/ABC) - Midscreen -

Midscreen overhead BnB. Since 5C now ground bounces, it cannot longer be slapped at the beginning of any combos for absurd damage on hit.

5C, 2A > 6B, 2AA > 2B > 5B > 214A > (214BC/ABC) - Corner -

Corner overhead BnB, which is just the regular corner BnB after 236B~4B.

5C, 2A > delay > 2A > 2B > 5B > 236AAA > (214BC/ABC) - Corner -

Easier and more consistent version of the previous combo.

2C > [2]8B(1) > (214BC/ABC) - Corner -

Marilyn can no longer combo off of j.2C in Ausf Achse. Sweep combos were also removed, and are now only doable in the corner, when close to the opponent.

Matchups

Frame Data

source
KD - Knockdown
VB - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
            4/5/6+A+B  |  22   |    5    |   KD   |    --    |
          j.4/5/6+A+B  |  21   |    3    |   KD   |    --    |
                5+B+C  |  17   |    7    |   KD   |    +3    |
                c.B+C  |  17   |    7    |   KD   |    +3    |
                j.B+C  |  18   |    7    |   KD   |    +2    |
                  A+C  | 128   |   --    |   --   |    --    | cancellable after 32F
              Normals  ---------------------------------------
                   5A  |  14   |    4    |   +1   |    +1    |
                   5B  |  28   |    7    |   +0   |    -2    |
                   5C  |  55   |   22    |   -2   |    -6    |
                  c.A  |  14   |    4    |   +1   |    +1    |
                  c.B  |  34   |    7    |   -6   |    -8    |
                  c.C  |  30   |   11    |   KD   |    -4    |
                  j.A  |  19   |    4    |   -4   |    -4    |
                  j.B  |  23   |    5    |   VB   |    VB    |
                  j.C  |  30   |    9    |   VB   |    VB    |
              5A > 5A  |  14   |    4    |   +1   |    +1    |
            c.A > c.A  |  14   |    4    |   +1   |    +1    |
      Command Normals  ---------------------------------------
                   4B  |  24?  |    7    |   -2?  |    -8?   | *UV
                   6B  |  24?  |    7    |   -2?  |    -8?   | *UV
                 j.2C  |  VB   |   10*   |   KD   |    -4    | landing recovery 29F, *starts on 10th F upon landing
               j.2[C]  |  VB   |   --    |   --   |    --    | landing recover 12F? *UV
             Specials  ---------------------------------------
                236+A  |  33   |    9    |   -5   |    -9    |
                236+B  |  37   |   13    |   -5   |    -9    |
                236+C  |  41   |   17    |   -5   |    -9    |
              236 > A  |  39   |   11    |   -9   |   -13    |
              236 > B  |  41   |   13    |   -9   |   -13    |
              236 > C  |  43   |   15    |   -9   |   -13    |
        236 > ... > A  |  45   |   11    |   KD   |   -19    |
        236 > ... > B  |  47   |   13    |   KD   |   -19    |
        236 > ... > C  |  47?  |   23    |   KD   |    -5?   | *UV
        236 > 4+A/B/C  |  39   |   13    |   KD   |   -13    | 
                214+A  |  48   |   13    |   KD   |   -20    | 1~8F autoguard
                214+B  |  52   |   17    |   KD   |   -20    | 1~12F autoguard
                214+C  |  56   |   21    |   KD   |   -20    | 1~16F autoguard
              214+[A]  |  26?  |   --    |   --   |    --    | 1~8F autoguard, *UV
              214+[B]  |  28?  |   --    |   --   |    --    | 1~12F autoguard, *UV
              214+[C]  |  30?  |   --    |   --   |    --    | 1~16F autoguard, *UV
               [2]8+A  |  43   |    5    |   KD   |   -23*   | 1~4F invincible, *if 1 hit was blocked
               [2]8+B  |  62   |    6    |   KD   |   -36*   | 1~5F invincible, *if 2 hits were blocked
               [2]8+C  |  61   |    7    |   KD   |   -35*   | no invincibility?, *UV, *if 2 hits were blocked 
       EX and Level 3  ---------------------------------------
              236+B+C  |  35   |    7    |   KD   | -4 / -21 | 1~2F invincible, (-4) if first hits were blocked,
                                                               (-21) if autocombo was blocked
              214+B+C  |  63   |   15    |   KD   |   -25    | 1~2F invincible, 1~14F superarmor, see *1
             [2]8+B+C  |  79   |    3    |   KD   |   -57*   | 1~6F invincible, *if 3 hits were blocked
                A+B+C  |  28   |    7    |   KD   |    -6    | supeflash 40F, 1~4F invincible
       *1 By holding the attack buttons, you can delay the startup up to 44F (making the whole move 93F).

Trivia

Marilyn's Ending
  • Her fighting style as stated in her background information is based on 劈挂拳 (pī​guà​quán​) - Piguaquan "Chop-Hanging Fist". [2]


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