Numpad notation
|
=
|
|
=
|
|
|
|
up-back |
up |
up-forward
|
back |
neutral |
forward
|
down-back |
down |
down-forward
|
|
- 236 =
- 214 =
- 623 =
- 421 =
- [4]6 = (hold for 35 frames),
- [2]8 = (hold for 35 frames),
- 360 =
|
- (N) = Multi-hit move hits only N times. May be omitted if all hits are used.
- xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
- [X] = Hold down X
- ]X[ = Release X
- X~Y = X then Y done in quick succession
- X/Y = X or Y
- !X = X triggers a burst
- OTG = Following move hits off the ground, after a red bounce
- CH = Counter hit
- fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
- sj = Super jump
- dj = Double jump
- jc = Jump cancel
- ADC = Airdash cancel
- IAD = Instant airdash
- TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
|
- Character Weight Classes
- Light: Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella
- Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune, Black Dahlia
- Heavy: Double, Big Band
|
Hit Confirms
- 2LK 5MP - Low, advancing mid hitconfirm that does good damage.
- 2LK 2MK - Double advancing low, but has a lot of recovery so if the 2LK is pushblocked the 2MK is likely to whiff and become extremely unsafe.
- 2lpxN - Beats armor and pushblocks but very vulnerable to PBGC reversals. Great for sticking to your opponent and initiating pressure.
BnB Combos
Beginner
A basic ground chain combo ending in sweep. Unsafe on block.
2LK 5MP 5MK 2HK
A basic ground chain combo ending in a special cancel. Also unsafe on block, so don't do the Marie Go 'Round (214HP) if you notice your opponent is blocking. Instead, you can do Hilgard's Haymaker (236LK) to restart your pressure.
2LK 5MP 5MK 5HP 214HP
A basic ground chain combo ending in a super. You can either cancel the special move into the super, or you can do the super more slowly; 214HP staggers the opponent for about one second.
2LK 2MK 5HP 214HP 236PP
A simple combo chaining multiple strings. Great option for starting out and getting used to Marie's longer combos. (video)
2LK 5MP 5MK 5HP 214HP
5MP 5MK 5HP 236LK
5LK 5MP 5MK 5HK
jLP jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
Intermediate
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 5MP 5MK 5HP 214HP
- 2HP 236LK
- 5MP 5MK 2HP 236LP
- 5LK 5MP 5MK 5HP 236HK
- dash 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
6864
|
1
|
Anywhere
|
Universal
|
- Simple BnB that works on everyone, anywhere on the screen.
- After 236HK, you can choose to reset with a delayed 214LP for a strong left/right mixup.
- Use 5LP instead of 2LPx6 on Double.
|
(video)
|
Advanced
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 5MP 5MK 2HP 236LK
- 5MP 214HP
- 236LPLK
- OTG 2HK 214MP
- 5LK 5MP 5HK
- jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
7741
|
1
|
Anywhere
|
Lights/Mediums
|
- Main BnB, does very close to her maximum damage.
- Final aerial string doesn't work on heavy characters.
|
(video)
|
- 2LK 5MP 5MK 2HP 236LK
- 5MP 214HP
- 236LPLK
- OTG 2HK 214MP
- 5LK 5HK
- jMK jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
7795
|
1
|
Anywhere
|
Mediums/Heavies
|
- Small variation of the main BnB that works on heavy characters.
- Use 5LP instead of 2LPx6 on Double.
|
(video)
|
Conversions
Chaining into 5HP on the ground will pull the opponent in and restand them. This is useful when comboing off random hits, and also off Marie moves that pop the opponent into the air like 2HP overhead and 236LK+LP command grab. j.HP is also a good tool to pull the opponent in and convert off high air hits (for example Ms. Fortune H Fiber Upper assist).
5HP
- 236LK +36
- 214MP link 5LK (once per combo due to infinite prevention system)
- 214HP +52 stagger once per combo (+0 second time if not super cancelled)
Air throw
- Cancel into 214HK. The explosions will pull the opponent back in, and you can run up and continue the combo. May save OTG if you're high enough.
- In the corner you can just OTG with 5lk for a full stage 2 pick-up.
Ground throw
- 236LK. Consumes OTG. Can continue combo in the corner; midscreen you need an assist to continue.
- OTG into 5LK. Corner only but gives you a stage 2 combo.
- 214MP link into 5LK. Saves OTG in the corner.
- 214HP (character specific). It's the only way to initiate a combo from throw midscreen, but only works on the following characters:
- Ms. Fortune
- Robo-Fortune
- Peacock
- Painwheel
- Beowulf
- Big Band
Enders
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP - Standard combo ender. Works anywhere and doesn't require any summons.
- 2LPx6 5LK MP 5MK 5HP 214MK 236PP - Optimal midscreen ender. Character specific and hard to time correctly.
- 2LPx6 5LK 5MP 5MK 5HP 214LK 236PP 2HK(burstable) - Optimal corner ender. 2HK can be replaced by another super to meterdump or finish off a character without using a DHC.
- 2LPx6 5LK 5MP 5MK 5HP 236LK 2HK(burstable) - Optimal meterless ender.
Combos By Starter
2LK
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 5MP 5MK 5HP 214HP
- 2HP 236LK
- 5MP 5MK 2HP 236LP
- OTG 5LK 5MP 5MK 5HP 236HK
- dash 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
6864
|
1
|
Anywhere
|
Universal
|
- Simple BnB that works on everyone, anywhere on the screen.
- After 236HK, you can choose to reset with a delayed 214LP for a strong left/right mixup.
- Use 5LP instead of 2LPx6 on Double.
|
(video)
|
- 2LK 5MP 5MK 5HP 214HP
- 2HP 236LK
- 5MP 5MK 5HK
- jMK jHP
- dj jLK jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
7001
|
1
|
Anywhere
|
Universal
|
- OTGless combo from a 214HP confirm.
- Replace jLK with jLP on heavies.
- 5LP instead of 2LPx6 on Double.
|
(video)
|
- 2LK 5MP 5MK 2HP 236LK
- 5MP 214HP
- 2HP 236LK
- dash 5LK 5MP 5MK 5HK
- jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
7109
|
1
|
Anywhere
|
Universal
|
- OTGless BnB, not the most damaging but very reliable and doesn't side switch.
- For the combo to work on heavy characters skip 5MK before the 5HK and add a jMK before the jHP.
- 5LP instead of 2LPx6 on Double.
|
(video)
|
- 2LK 5MP 5MK 2HP 236LK
- 5MP 214HP
- 2HP 236LK
- dash 5HK
- jMK jHP
- dj jLK jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
7268
|
1
|
Anywhere
|
Lights/Mediums
|
- Slightly better OTGless route.
- A bit harder and doesn't work on heavies.
|
[(TBA)]
|
- 2LK 5MP 5MK 5HP 214HP
- dash 5HK
- jMK j[HK] OTG 214HK
- dash 5LK 5MP 5MK 5HK
- jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
7262
|
1
|
Anywhere
|
Lights/Mediums
|
- Laser BnB from 214HP confirm. Keeps same side and corner carries.
- If you're too close to the corner after the first 5HK, use L laser instead of H.
|
(video)
|
- 2LK 5MP 5MK 5HP 214HP
- 236LPLK
- OTG 2HK 214MP
- 5LK 5HK
- jMK jHP
- dj jLK jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
7520
|
1
|
Anywhere
|
Universal
|
- Optimal route from 214HP confirm.
- Replace jLK with jLP on heavies.
- 5LP instead of 2LPx6 on Double.
|
(video)
|
- 2LK 5MP 5MK 2HP 236LK
- dash 5HK
- jMK j[HK] OTG 214HK
- dash 5MP 214HP
- 5LK 5HK
- jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
7514
|
1
|
Anywhere
|
Lights/Mediums
|
- Good midscreen BnB for when you don't want to side switch and corner carry, but the final air string doesn't work on heavies.
- If you're too close to the corner after the first 5HK, use L laser instead of H.
|
(video)
|
- 2LK 5MP 5MK 2HP 236LK
- 5MP 214HP
- 236LPLK
- OTG 2HK 214MP
- 5LK 5MP 5HK
- jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
7741
|
1
|
Anywhere
|
Lights/Mediums
|
- Main BnB, does very close to her maximum damage.
- Final aerial string doesn't work on heavy characters.
|
(video)
|
- 2LK 5MP 5MK 2HP 236LK
- 5MP 214HP
- 236LPLK
- OTG 2HK 214MP
- 5LK 5HK
- jMK jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
7795
|
1
|
Anywhere
|
Mediums/Heavies
|
- Small variation of the main BnB that works on heavy characters.
- Use 5LP instead of 2LPx6 on Double.
|
(video)
|
- 2LK 5MP 5MK 2HP 236LK
- 5HK
- jMK j[HK] j236LK
- 5LK 5MP 5MK 5HK
- jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214LK 236PP
- 2HK(burstable)
|
7633
|
1
|
Corner
|
Lights/Mediums
|
- Maintaining corner doesn't allow routing into command grab, so you lose a bit of damage compared to the optimal midscreen routes.
- Saves OTG, but doesnt work on heavies.
|
(video)
|
- 2LK 5MP 5MK 2HP 236LK
- 5HK
- jMK j[HK] OTG j214LK
- backdash 5MP 214HP
- 5LK 5HK
- jLK jMK
- jLP
- 2LPx6 5LK 5MP 5MK 5HP 214LK 236PP
- 2HK(burstable)
|
7451
|
1
|
Corner
|
Universal
|
- Lower damage corner combo but works on heavies.
|
(video)
|
- 2LK 5MP 5MK 2HP OTG 236MK
- 5HK
- jMK j[HK] OTG j236LK
- 5MP 214HP
- 5LK 5HK
- jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214LK 236PP
- 2HK(burstable)
|
7905
|
1
|
Corner
|
Lights/Mediums
|
- Corner optimal.
- Pretty difficult and character specific, generally not worth it.
- OTG 236MK doesn't work on Bella and Robo.
|
(video)
|
- 2LK 5MP 5MK 2HP 236LK
- 214HP
- 236LPLK
- OTG 2HK 214MP
- 5LK 5HK
- jHP
- jMK jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214LK 236PP
- 2HK(burstable)
|
8092
|
1
|
Anywhere
|
Mediums/Heavies
|
- Max damage one bar route. Only breaks 8k by ending on the corner with the optimal ender.
- Does 7955 with the midscreen ender.
- 5LP instead of 2LPx6 on Double.
|
(video)
|
- 2LK 5MP 5MK 2HP 236LK
- 5MP 214HP
- 236LPLK
- OTG 2HK 214MP
- 5LK 5HK
- jMK jHP(1) 236HK 214PP
- dash 2LPx6 5LK 5MP 5MK 5HP 236LK
- 2HK(burstable)
|
10519
|
3
|
Anywhere
|
Universal
|
- Simple and efficient way to incorporate lv3 into the main BnB.
- 5LP instead of 2LPx6 on Double.
|
(video)
|
Counter Hit Punishes
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- MCH 5MP 5MK 2HP 236LK
- 5MP 214HP
- 236LPLK
- OTG 2HK 214MP
- 5LK 5MP 5HK
- jMK jHP
- dj jLK jHP(1) 236HK
- jLP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
8351
|
1
|
Anywhere
|
Lights/Mediums
|
- Main counter hit/punish route.
|
(video)
|
- MCH 5MP 5MK 2HP 236LK
- 5MP 214HP
- 236LPLK
- OTG 2HK 214MP
- 5LK 5MP 5HK
- jHP
- jMK jHP(1) 236HK
- jMP
- 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP
|
8329
|
1
|
Anywhere
|
Mediums/Heavies
|
- CH route variation that works on heavies.
- 5LP instead of 2LPx6 on Double.
|
(video)
|
Happy Birthday Corner Carry
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 5MP 5MK 2HP 236LK
- dash 5MP 214HP
- dash 5HK
- jMK j[HK] OTG j214HK
- dash jMP
- dash 5LK 5HK
- jLP jLK
- dash 5LP 5LK 5MP 5MK 2HP 236PK
|
5838
|
1
|
Anywhere
|
Lights/Mediums
|
- Double and Band are likely to fall out of the 236LK, use the 214HP route on them.
|
(video)
|
- 2LK 5MP 5MK 5HP 214HP
- dash 5MK 5HK
- jMK j[HK] OTG j214HK
- dash jMP
- dash 5LK 5MP 5HK
- jLP jLK
- dash 5LP 5LK 5MP 5MK 2HP 236PK
|
5581
|
1
|
Anywhere
|
Universal
|
- Universal but carries a bit less than the 236LK starter route.
|
(video)
|
- 2LK 5MP 5MK 2HP 214LP
- dash OTG 5MP 5MK 5HK
- jLK jMP
- dash 5LK 5MP 5MK 5HK
- jLP jMP
- dash 5LP 5LK 5MP 5MK 2HP 236PK
|
4991
|
1
|
Back to the corner
|
Universal
|
- Side switch route.
- Easiest way to get the double snap if you have your back to the corner.
|
(video)
|
Double Snap
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Snap
- dash 2LP 5LK 5MP 5MK 5HK (uncombo) 236LK
- repeat [5MP 214HP > 5HK 236LK]
|
N/A
|
N/A
|
N/A
|
Lights/Mediums
|
- Optimal meterbuild and speed.
|
(video)
|
- Snap
- dash 2LP 5LK 5MP 5MK 5HK (uncombo) 214HP
- repeat [OTG 5LK 5MP 5MK 5HK (uncombo) 214HP]
|
N/A
|
N/A
|
N/A
|
Universal
|
- Better option for Double and Band.
|
(video)
|
Midscreen Assist Kill
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- repeat [5LK 5MP 5HK 214LP]
|
N/A
|
N/A
|
N/A
|
Lights/Mediums
|
- Easiest one.
- Doesn't work on heavies.
|
(video)
|
- repeat [dash 5MP 5HK 236LK > dash 5MP 214HP]
|
N/A
|
N/A
|
N/A
|
Universal
|
- Harder to get consistently, but works on heavies.
|
(video)
|
General
|
|
Characters
|
|
|
|
Mechanics
|
|
Other
|
|