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 as it may be subject to change, if updated.
Some information, such as colour/palette references, could be filled out right now.
(Outline of how this character plays goes here)
Strengths |
Weaknesses
|
- Has a Suplex
- Pro Skater
- Pro - brief elaboration
|
- Con - brief elaboration
- Con - brief elaboration
- Con - brief elaboration
|
Stats
Chains
Standing
|
5 Buttons: → → → → or
|
Crouching
|
5 Buttons: → → → → or
|
Air
|
6 Buttons: → → → → →
|
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.
236HK (default assist)
- Charging fullscreen punch. The skeleton has two hits of armor
- The skeleton waits for a long time before punching, but Marie is vulnerable the whole time. If Marie is hit, the skeleton will go away
236LP
- Dust bunny lockdown. If Marie is hit, the dust bunny goes away
Move List
Standing Normals
Rattan Luck Toggle Hitboxes Toggle Hitboxes
|
5LP
|
s.
|
|
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).
|
|
Backhanded Compliment Toggle Hitboxes Toggle Hitboxes
|
5MP
|
s.
|
|
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
|
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.
|
|
Clean Cut Toggle Hitboxes Toggle Hitboxes
|
5HP
|
s.
|
|
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
|
N/A
|
|
|
- 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.
|
|
Voided Warranty Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
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
|
N/A
|
|
|
- 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.
|
|
Batter-ment Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
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
|
N/A
|
|
|
- Primarily combo fodder button that moves Marie forward and is good at keeping OTG against airborne opponents.
|
|
Helping Hands Toggle Hitboxes Toggle Hitboxes
|
5HK
|
s.
|
|
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
Scrub Scrubber Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
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.
|
|
Pain Cushion Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
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.
|
|
Dead Lift Toggle Hitboxes Toggle Hitboxes
|
2HP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
800
|
10%
|
Ground Bounce
|
-15
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
22
|
4
|
32
|
25
|
20
|
10
|
N/A
|
|
|
- German Suplex
- 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(the only crouching overhead in the game)!
- 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.
|
|
Bellows Blast Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
350
|
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.
|
|
Tidying Up Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
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.
|
|
Literally a Sweep Toggle Hitboxes Toggle Hitboxes
|
2HK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
Sweep
|
1100
|
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
Dust Devil Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
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.
|
|
NO SOLICITORS Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
650
|
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.
|
|
Clean Cleave Toggle Hitboxes Toggle Hitboxes
|
jHP
|
j.
|
|
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.
|
|
Helper Skelter Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
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.
|
|
3-2-1 Dust-off Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
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.
|
|
Maidieval Flail Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
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
May I cut In? Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
|
|
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.
|
|
Hoover Maneuver Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (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.
|
|
A Clean Trick Toggle Hitboxes Toggle Hitboxes
|
|
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.
|
|
Formal Challenge Toggle Hitboxes Toggle Hitboxes
|
|
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
"Feast on their flesh." Toggle Hitboxes Toggle Hitboxes
|
Hop To It
|
+
|
|
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
|
75x9 (35x9)
|
2% x9
|
+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.
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"Hold still! Time... to clean house!" Toggle Hitboxes Toggle Hitboxes
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- 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.
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"Swing big Mr. Hilgard!" Toggle Hitboxes Toggle Hitboxes
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Hilgard's Haymaker (Air OK)
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+
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Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
700 (150)
|
(2.5%) 7.5%
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+31
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+18
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Startup
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Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
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Super Hit Stop
|
10, 10, 19-25
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2
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38
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30
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17
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9
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N/A
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|
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Guard
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Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
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Mid
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Projectile, Armor {Hilgard, 1 hit)
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950 (200)
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(2.5%) 7.5%
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KD
|
+26
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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10, 10, 44-53
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2
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38
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26
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17
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9
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N/A
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Guard
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Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
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Mid
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Projectile, Armor (Hilgard, 2 hits)
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1200 (300)
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(2.5%) 7.5%
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Sliding KD
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+33
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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10, 10, 83-95
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2
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38
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12
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17
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17
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N/A
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- 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.
- 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.
- 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.
- 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.
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"Our will burns!" Toggle Hitboxes Toggle Hitboxes
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Hilgard's Howl
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+ (Air OK)
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Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
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Mid
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Projectile, Invuln. (Full) (Hilgard)
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400 x3 (150 x3)
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(2.5%) 3.15% x3
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KD
|
+56
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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6, 10, 45/54/61
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8, (4), 8, (4), 8
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42
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25 x3
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28 x3
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4 x3
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N/A
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- 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.
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Supers
"Here comes the giant fist!" Toggle Hitboxes Toggle Hitboxes
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Guard
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Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
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High
|
Projectile, Invuln. (Full) (Frame 11), 55% Minimum Scaling
|
2500 (350)
|
-100%
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Hard KD (+70 / +68 (vs air))
|
-22
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Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
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Super Hit Stop
|
14+1
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10
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49
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50
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16
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5
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8
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- * 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.
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"Let's address this mess." Toggle Hitboxes Toggle Hitboxes
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Repetitive Skeleton Impact Level 1
|
+ +
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Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Command Grab
|
Invuln. (Full), 45% Minimum Scaling
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800, 900, 1000, 1100, 1200, 1300, 1400
|
-100% + 100%xN
|
KD
|
N/A
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Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10 + 2
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6
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45
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N/A
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N/A
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N/A
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1
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- 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.
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"Everyone, grant me your power!" Toggle Hitboxes Toggle Hitboxes
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Weight of Our Will Level 3
|
+ + Air OK
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Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
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Projectile, Invuln. (Full), 55% Minimum Scaling
|
130 xN, 3750
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-300%
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KD
|
+62
|
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Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
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5 + 0
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4xN, 28
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Until Landing
|
26 xN
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19 xN
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2xN, 25
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1
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- Spirit bomb, 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).
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Taunt
"Thank you for coming." Toggle Hitboxes Toggle Hitboxes
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|
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
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- Marie curtseys. Her next 236P dust bunny will keep hopping forever until it makes contact
- Can hold 2 to stay in the curtsey pose for an arbitrary amount of time
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Assist Taunt
|
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
|
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- Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
- Longer recovery → more time to punish the assist.
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Colors
Intro Poses
Win Poses
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
General
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Characters
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Mechanics
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Other
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