Skullgirls/Marie

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Story

Driven by tragedy to make a wish on the Skull Heart, Marie Korbel became the infamous Skullgirl and gave herself over to murderous revenge. But now the impossible has happened. The Skull Heart has been destroyed while Marie has been spared. She is a Skullgirl unchained, vowing to break the Skull Heart's cycle of destruction.

Overview

Marie's gameplan revolves primarily around her Dust Bunnies and Hilgard Specials, encouraging a patient playstyle, baiting the opponent to come closer and then engaging on her own terms.


Playstyle
SG mar icon.png Marie has a commanding neutral presence with amazing space control.
Strengths Weaknesses
  • Meterbuild - Marie's combos have some of the highest meterbuild in the game, on top of her neutral game being strongly based around her specials which nets her a very solid "passive income" of meter. This makes her an extremely effective battery character.
  • Normals - Marie possesses a strong set or normals with multiple big and disjointed moves, a 5f 5LK and her jLP which hits multiple times very quickly and has a decent cross-up hitbox.
  • Air Mobility - With various options for air stalling like jMK, her Hilgard specials and a double jump, Marie is very good at staying in the air and engaging the opponent from an advantageus position.
  • Space Control - Marie is very good at controlling space due to her ability to summon Dust Bunnies and Hilgard attacks to cover big areas of the screen. This also makes her a very effective zoner, even if she's not great at playing for chip damage alone.
  • Spirit Bomb - Even though her other supers can be a little cumbersome, Marie's lv3, Weight of Our Will, can be used from the top of the screen to deal extremely high damage. On top of being a safe DHC, if you're able to catch two characters at once with this super in a happy birthday there's a good chance that they'll both be dead with a full combo.
  • Low Damage - While Marie has the potential to deal some good damage in her combos with her lv3, the majority of her hits come from scaled starters like jLP, Lasers (Hilgard's Howl) or Haymaker setups so she'll often require more clean hits for a kill.
  • Weak Defense - Without a traditional DP or a more proper reversal super, Marie struggles a bit when put in defensive situations. 2MP is a decent anti-air, but often fails to hit enemies directly above her, H Marie Go Round has 1 hit of armor but the start-up is too long for it to be a consistent reversal and her invulnerable supers are reactable post-flash so they're likely to lose when the opponent is not commited to an action they can't cancel out of.
  • Awkward DHCs - Repetitive Skeleton Impact (236KK) is a command grab and Carpal Pummel (236PP) causes a very fast knockdown so they can be fairly difficult to work with for other characters. You may need to get creative with your DHCs in order to get decent value.


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 99 55 39



Assists

5HP (default assist)

  • Big normal that pulls the opponent in on hit and restands them.
  • Two hits of lockdown is not too bad.

Hilgard's Haymaker (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.

Hop To It (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 - 550 7.5% -2 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 4--- 29 30 27 12 N/A
  • 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 35 30, 22 9, 15 13, (4 on block, 11 on hit) N/A
  • Long range overhand smash that vacuums on hit.
  • Second hit is a projectile. If Marie cancels from the first hit into a special or super, the second hit will still spawn.
    • The projectile hit ignores the hitstop from the first hit, so it effectively will come out 13f earlier on hit/block than on whiff.
    • This makes 5HP much more unsafe on block/hit.
    • Note that being a projectile, the opponent takes the hitstop but Marie does not, so the "real" hitstun and blockstun are 33 and 19 respectively.
  • More damage than 2HP or 5HK at high scaling, but less than 2HK.
  • Good option after Level 3 anywhere to keep OTG, but the second hit may vacuum them behind you if they're very high.
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 - 350 2.5% +2 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 3 17 21 21 7 N/A
  • A rare 5f normal, and the only 5f kick normal in the game.
  • Marie's fastest normal, and her only plus on block ground normal.
  • 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 - 500 7.5% ±0 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 2 24 25 18 9 N/A
  • 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 N/A
  • Standard launcher, very disjointed.

Crouching Normals

SG mar clp.png
Scrub Scrubber
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 75 .6% -2 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 2 20 19 20 5 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 75 x5, 100 .6% x5, 1.2% -18 x4, -6 -21 x4, -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 1, (4) x4, 1, (16), 2 37, 25 19 x5, 20 16 x6 4 x5, 8 N/A
  • Jab that has followups for each button press, up to 5 extra presses, as the last hit is automatically done.
  • End string fodder due to being more damage than 5LP and is useful for buying time for Hilgard to recover.
  • Horrid frame advantage on contact outside of first hit, can be used to sneak in plink/tick throws, but you have better lights for that.
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
Mid - 500 7.5% -1 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 4 21 23 21 9 N/A
  • Anti-air with low profile a la Annie 2LP, Fukua 2MP, Pea 2LK, etc.
  • Can keep OTG due to speed and how it hits after Air hit H Shoulder, within reason. Although it does not combo into 5HP so yo will have to use 5MK or 2HP.
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
High - 750 10% Ground Bounce -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
22 4 32 25 20 10 N/A
  • Marie summons a skeleton from the ground and German Suplexes it onto the opponent for an overhead.
  • Great overhead due to animation not being very obvious, despite its speed, having plenty of cancel options on hit or block, and coming from crouching state.
  • Amazing combo tool due to its groundbounce, consistency (5HP>L Haymaker isn't universal currently and hits after OTG buttons quicker too), damage, and it just looks cool. Also useful at 170 undizzy, if you have OTG to summon H Haymaker>End String.
  • If Marie kara cancels early into a special, the skeleton looks surprised and pops its head back into the ground. There's even a dedicated voice line for the skeleton when this happens - "Where's my hug?"
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
Low - 300 2.5% +2 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 3 17 21 19 7 N/A
  • 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
Low - 450 7.5% -6 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 8 25 26 25 9 N/A
  • Your other low option/confirm that moves Marie forward, although not as much as it suggests, and is safer if your 2LK is pushblocked than your other mediums.
  • Has niche reset uses.
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
Low Sweep 1000 10% Soft KD (Invuln.) -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 3 25 15 18 10 N/A
  • Very disjointed sweep, OTGs into M Shoulder, and ticks into command throw on block.

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
High - 75 x8 1.29% x8 +23 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 3 x8 14 23 x8 13 x8 3 x8 (4 x8 on block) N/A
  • Albeit slower than most air jabs, it's has easy confirms on contact, chews through armor, is stable in combos (preferably when scaling is maxed), and is a good button to fall with.
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
High - 600 7.5% +7 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 3 23 29 21 11 N/A
  • Send the opponent downward on hit, lots of hitstun so you can land continue the combo (unless done rising) or delay chaining into jMK.
  • Rising overhead on Big Band, Beo (hurtbox allowing), Eliza, and Dahlia.
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
High Projectile (2nd hit) 600, 300 4.5% x2 KD* -12
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 2, (20), 1 13 27, 14 22, 7 10, 4 N/A
  • Halts Marie's momentum during active frames, then slightly sends her up and backwards after.
  • Second hit vacuums the knocks the opponent towards you on hit, make sure to delay after jMK when against light and some medium characters due to the second hit either whiffing completely, or sending the opponent over and behind you.
  • Same behavior as 5HP with cancelling out of it, although you must wait for the second hit to connect to chain into jHK, you will generally route into H Haymaker setups (into falling jMP on lights/meds and jLP/jLK>jMK on Heavies) or j[HK]> L Haymaker/Laser.
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
High - 250 2.5% +4 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 4 15 22 17 9 N/A
  • Good air to air normal, also useful in resets and burst baits.
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
High - 750 / 450 7.5% / 2.5% KD or +4 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 7 19 20 29 13 / 8 N/A
  • Data is for First use / Repeated use before landing.
  • Stops Marie's momentum and sends her upwards and a bit forwards, launching the opponent on hit, good for extending your air time.
  • 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
jHK Guard Properties Damage Meter On Hit On Block On Pushblock
High - 750 10% KD -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15-28, 8 3 27 22 25 9 n/A
j[HK] Guard Properties Damage Meter On Hit On Block On Pushblock
High - 1200 10% Wall Splat -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
29-53,8 3 27 22 25 13 N/A
  • Can be charged to increase damage and change hit property, to a maximum of 53f.
  • Extends Marie's current momentum, charging will slow her falling speed while keeping and horizontal momentum, releasing halts Marie's and sends her a bit backwards.
  • Sends the opponent fullscreen, wall splats when charged, convert with the appropriate Laser when not in the corner, and L Haymaker when in the corner.

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
Throw 50% Damage Scaling 0, 100x5, 500 5%, 0% x5, 8% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 1 28 N/A N/A N/A N/A
  • Gives a guaranteed Bunny/Hilgard summon.
  • Converts into L Shoulder OTG 5LK when near corner, otherwise you only get to convert into H Shoulder on Beo, Band, Cats, Pea, and PW.
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
Air Throw 50% Damage Scaling 0, 100x3, 700 5%, 0% x3, 8% Wall Splat N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 18 N/A N/A N/A N/A
  • Wallsplats the opponent, convert with the proper Laser based on distance from the corner, or falling jMP if in the corner.
  • 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
Mid Tag 500 10% KD -27
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
27-140 4 40 22 16 8 N/A
  • Marie rides in and does a kickflip to hit the opponent, she will continue to ride until getting in range of the opponent to attack or if any face button is pressed.
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
Mid Snapback 0 -100% N/A -16
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 + 3 3 22 14 17 13 9
  • Marie pulls off her hand like a glove to hit the opponent.
  • Standard rules for snaps, but sporting a great hitbox.

Specials

SG mar qcfp.png
"Feast on their flesh."
Toggle Hitboxes
Toggle Hitboxes
Hop To It Sg 236.png + Sg p.png
Summon Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 N/A 25 N/A N/A N/A N/A
Dust Bunny Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 75x7 (35x7) 2% x7 +89 +92
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
41 per leap, 7 x9 30 x9 33 x9 3 x9 N/A
  • Will fill out the missing data later. - Seen
  • LP version places it close, MP halfscreen, HP fullscreen.
  • 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).
    • Dust bunny does not interact with other projectiles, but can be reflected as one.
    • The bunny will dissipate after one jump, if it makes contact with the opponent, or if Marie is hit.
    • If the bunny connects with the opponent, it will lock the opponent in place, allowing Marie to set up as she pleases.
      • If Marie has taunted, her next bunny will not dissipate, and keep jumping forever until it makes contact.
  • Before the bunny jumps, Marie can hit it with 2LK to launch it forwards. It will attack when it lands.
SG mar qcbp.png
"Crush!"
Toggle Hitboxes
Toggle Hitboxes
Marie Go Round Sg 214.png + Sg p.png
Sg lp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Proj.) (Frame 2) N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
1 26 10 N/A N/A N/A N/A
Sg mp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 500 (150) (2.5%) 10.8% +6 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
22 3 22 26 25 8 N/A
Sg hp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Armor (2 Hits) 800 / 800 (200) (2.5%) 11.34% Stagger (+37/+52 CH) or KD (vs air) (Once per combo), ±0 -22
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
22 3 32 24 (First use)/ 29 (Second use) 12 18 (12 on block) N/A
  • Tetsuzankou.
  • LP is a projectile-invincible roll that goes through opponents up close. Active frames refers to the invul period, rather than an attack.
  • MP is an attack that leaves them standing, is plus on block, and can be linked into 5LK on hit. Useful for resetting pressure.
  • HP is an armored attack that staggers grounded opponents on hit or puts airborne opponents into knockdown state on hit(once per combo), can link into 2MP or 5MK on high air hits to keep OTG, or use OTG 2HK> M Shoulder.
SG mar qcfthrow.png
SG mar qcfthrow hb.png
"Hold still! Time... to clean house!"
Toggle Hitboxes
Toggle Hitboxes
Suction Obstruction Sg 236.png + Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab Invuln. (Throw), 55% Damage Scaling 300, 1000 (2.5%) 3%, 10% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 6 31 N/A N/A N/A N/A
  • Slow command throw with a decent hitbox and good active frames, good for Marie's reset/mixup game.
  • Pops the opponent into the air behind you for an easy confirm into microdash OTG 5LK if a starter, or 2HK> M Shoulder if done in a combo.
SG mar qcfk.png
"Swing big Mr. Hilgard!"
Toggle Hitboxes
Toggle Hitboxes
Hilgard's Haymaker (Air OK) Sg 236.png + Sg k.png
Sg lk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 650 (150) (2.5%) 7.5% +31 +18
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10, 10, 19-25 2 38 30 17 9 N/A
Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile, Armor {Hilgard, 1 hit) 850 (200) (2.5%) 7.5% KD +26
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10, 10, 44-53 2 38 26 17 9 N/A
Sg hk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile, Armor (Hilgard, 2 hits) 1000 (300) (2.5%) 7.5% Sliding KD +33
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10, 10, 83-95 2 38 12 17 17 N/A
  • Startup is listed as: Time for Hilgard to spawn > Time till Hilgard is actionable > Attack startup. Recovery is Marie after summoning Hilgard.
  • Hilgard must recover/dissipate before he is able to be summoned again.
  • Marie summons Mr. Hilgard to punch the opponent, acting independently form Marie, leaving herself free to act when she finishes the animation.
    • Hilgard is spawns on frame 11 and is invul until startup (summoning period). During startup for the M and H versions, he will try to stay in front of Marie if she moves ahead of him.
    • Hilgard goes away when Marie is hit or his armor is broken.
    • Air version will override Marie's current air momentum with a slow float, keeping the direction of her momentum, before returning her to her previous speed.
      • Will continue to float, even if she would normally land. If she is this low to the ground, she will be considered grounded and any combo will start in stage 3: Stage 2 while floating during L Haymaker>L Haymaker hits>Marie lands and is now in stage 3.
  • Sg lk.png
    • Hilgard attacks in front of him and leaves them standing, allowing Marie plentiful time to convert into a combo on hit or go for a mixup on block. Primary combo piece after 2HP or j[HK] in the corner.
    • Can be used to reset pressure, albeit with a gap.
  • Sg mk.png
    • Armored until active frames end.
    • Hilgard charges his haymaker for half a second, before rushing the up to halfscreen to strike the opponent, knocking them down on hit.
  • Sg hk.png
    • Armored until active frames end.
    • Hilgard charges for a little over a second, then charges at the opponent up to fullscreen, sending the opponent into a sliding knockdown on hit. Highest damage special, try to fit this in when you can (such as jHP(1) > H Haymaker falling jMP or 2HP> H Haymaker OTG 2LP/5LK).
  • As an assist, Marie will stay in the summoning animation until Hilgard finishes the attack or his armor is broken.
"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
Mid Projectile, Invuln. (Full) (Hilgard) 400 x3 (150 x3) (2.5%) 3.15% x3 KD +56
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6, 10, 45/54/61 8, (4), 8, (4), 8 42 25 x3 28 x3 4 x3 N/A
  • Startup is listed as: Time for Hilgard to spawn > Time till Hilgard is actionable > Attack startup (L/M/H). Recovery is Marie after summoning Hilgard.
  • Hilgard must recover/dissipate before he is able to be summoned again.
  • Marie summons Mr. Hilgard to fire a laser at the opponent, causing a set of delayed explosions popping the opponent in the air on hit and locking them down on block.
    • Ground version goes away from Marie, while the Air version goes towards her.
    • Hilgard goes away when Marie is hit.
    • Air version will override Marie's current air momentum with a slow float, keeping the direction of her momentum, before returning her to her previous speed.
  • Light travels in front of Marie, Medium covers halfscreen, and Heavy goes fullscreen.
  • As an assist, Marie will stay in the summoning animation until Hilgard finishes the attack or Marie is hit.

Supers

"Here comes the giant fist!"
Toggle Hitboxes
Toggle Hitboxes
Carpal Pummel
Level 1
Sg 236.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Projectile, Invuln. (Full) (Frame 11), 55% Minimum Scaling 2000 (350) -100% Hard KD (+70 / +68 (vs air)) -22
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14+1 10 49 50 16 5 8
  • * Marie summons a giant fist, literally, from above her to smash the opponent. Hits overhead!
  • Unique hard knockdown that works even if the opponent does not have OTG, as long as the move is not used as an OTG.
  • Absurdly high minimum damage for a level 1, very useful in the corner for meter dump routes.
    • Not stable for HBD combos or DHCs due to the how the move hits.
  • Is a projectile, for some reason, so it can be reflected by Bella and avoided with moves that are projectile invul.
"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
Command Grab Invuln. (Full), 45% Minimum Scaling 675, 775, 875, 950, 1075, 1150, 1250 -100% + 100%xN KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 + 2 6 45 N/A N/A N/A 1
  • Marie summons a hand from the ground to grab the opponent, being able to command where to slam the opponent upon success.
    • Pick direction to slam opponents, up to 3 times, with down, up, left, or right. Each unique slam will deal an extra 25 damage for the first 3.
    • If you hit no directions, the move will end with a forward slam.
      • If holding a button while picking the final direction, Marie will spend an additional bar to slam them one more time (up to 4).
  • Ok reversal due to invul and hitbox, but is post-flash actable like Daisy Pusher, so it's better used if your opponent has committed to something (or punishing landings).
  • Allows followups like OTG sweep> M Shoulder, or dash 5MP/5MK for OTGless, if in the corner you can go into whatever you please.
"Everyone, grant me your power!"
Toggle Hitboxes
Toggle Hitboxes
Weight of Our Will
Level 3
Sg 214.png + Sg p.png + Sg p.png Air OK
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile, Invuln. (Full), 55% Minimum Scaling 130 xN, 3750 -300% KD +62
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 + 0 4xN, 28 Until Landing 26 xN 19 xN 2xN, 25 1
  • Spirit bomb / Oodama, need I say more?
  • Travels slowly to the ground, while Marie lands, then dissipates with a big blast when it touches the ground, launches the opponent very high with plenty of time to convert however you please. 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."
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. If you press and hold HP after holding taunt for 120 frames, she begins converting red life to meter at a slow rate.
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
Based on Sakuya Izayoi from Touhou Project.
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
Based on Peacock. Includes vacuum as Avery.
Color 8
SGColor8.png
Based on Marie's enraged/"300%" boss form.
Color 9
SGColor9.png
Based on Ashley from WarioWare.
Color 10
SGColor10.png
Based on Dusa from Hades.

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 Beatrix LeBeau from Slime Rancher.
Color 12
SGColor12.png
Based on Princess Luna from My Little Pony: Friendship is Magic.
Color 13
SGColor13.png
Based on Luigi from Luigi's Mansion. Includes vacuum as Poltergust 5000.
Color 14
SGColor14.png
Based on Noelle from Genshin Impact.
Color 15
SGColor15.png
Based on Toph from Avatar: the Last Airbender.

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 Ansem from Kingdom Hearts.
Color 17
SGColor17.png
Based on Marina from Splatoon.
Color 18
SGColor18.png
Based on La Chilindrina from El Chavo del Ocho.
Color 19
SGColor19.png
Based on SWEETHEART from Omori.
Color 20
SGColor20.png
Based on Death Prophet from Dota 2.

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 Rachel Alucard from BlazBlue.
Color 22
SGColor22.png
Based on Curly Sue from Ragnarok Online.
Color 23
SGColor23.png
Based on Jolyne Cujoh from Jojo's Bizarre Adventure. Includes vacuum as Stone Free.
Color 24
SGColor24.png
Based on The Doll from Bloodborne.
Color 25
SGColor25.png
Based on Goku from Dragon Ball. Includes vacuum as Flying Nimbus + Power Pole.

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 Oersted from Live a Live.
Color 27
SGColor27.png
Based on Vile from Mega Man X.
Color 28
SGColor28.png
Based on Rose from Street Fighter.
Color 29
SGColor29.png
Based on Alice from Disney's Alice in Wonderland. Includes vacuum as Cheshire Cat.
Color 30
SGColor30.png
Based on Sans from Undertale.



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