Dead or Alive 5 Last Round/Marie Rose/Move list

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Punch Strings

Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webp High 10 2 17 -5 -5 -2 +32 10 12 15 HiC Only No
A jab with the average speed of 10 frames. Marie takes a small step forward while throwing it out, giving it a deceptively good range for a jab. At -5 frames on block and hit, this move proves lacking for tickthrows.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp High 9 2 17 -6 -6 -2 +32 10 12 15 HiC Only No
Pretty much a carbon copy of the neutral jab, this extension is somewhat good due to Marie making two steps forward, giving it good range. With the only difference being even worse frame advantage on both hit and block, it's advised to not stop on this too often.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webp High 15 2 16 +1 -5 +33 +33 12 15 18 CH, HiC No
This extension is a natural frametrap and is safe on block, making it a good threat to establish. While it can be ducked, Marie can extend into a mid punch instead, so mix those two options up to keep your opponent guessing. Marie will spin around when performing this extension, which will result in switching from closed stance to open stance and vice versa.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webp High 21 5 26 KND -8 ~ -12 KND KND 32 40 48 No No
The last hit of this string is a forward lunge, mostly acting like a copy of 236P. Unsafe on block, but the punish might be less harsh depending on distance. Grants a knockdown on hit and can be used as a quick juggle when you get an unexpected launch and don't react in time with an optimal conversion.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp6DOA5LR Punch Button.webp Mid 12 2 18 -6 -8 +30 +30 15 18 22 CH, HiC No
Just like 5PPP, this extension will act as a natural frametrap. Unsafe on block but has two extensions that will both frametrap and be canceled into the rondo stance.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp6DOA5LR Punch Button.webpDOA5LR Punch Button.webp High 18 2 16 +1 -5 +33 +33 12 15 18 CH, HiC No
A safe on block extension. Can be ducked so you should mix it up with 5PP6PK every now and then.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp6DOA5LR Punch Button.webpDOA5LR Kick Button.webp Mid 17 3 26 KND -5 ~ -6 KND KND 24 30 36 No Yes
A very good extension that will grant a knockdown on hit. Mid kick that's safe on block and tracks your opponent. The only way to actually punish this is to hold it, which is risky.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp2DOA5LR Punch Button.webp Low 20 2 28 -6 -10 +10 +10 18 22 27 CH, HiC No
A low poke extension, it's pretty bad. Being minus on hit and block, you will need to establish the threat of it's two extensions, which can be easily beaten.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp2DOA5LR Punch Button.webpDOA5LR Punch Button.webp High 24 2 23 +26 -3 ~ -4 +26 +26 24 30 36 All No
A high extension, it doesn't track and can be easily ducked. Marie can technically extend into a mid out of this, but it's not too threatening.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp2DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 27 2 29 KND -4 BND BND 26 32 39 No No
A mid extension to the low poke string. It's a jumping mid punch that crushes lows and is safe on block, but at 27f of startup and with an easily recognizable animation, it can be held on reaction by wary opponents. Will put opponent into a bound state on a Counter, allowing you to add some more damage.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Kick Button.webp Mid 16 2 25 +35 -12 JGL JGL 22 27 33 Normal hit only No
An unsafe mid kick extension, mostly there to beat opponents who would try to mindlessly hold the punch extension after 5PP. Because the kick launches, you can use this string as a quick hitconfirm for 5P(P) Hi Counters that will be hard to react to with a critical hold..


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp6DOA5LR Kick Button.webp Mid 19 2 25 +15 -9 +15 +15 18 22 27 All No
Another mid kick extension. It's slightly safer than the other one, but offers much less frame advantage. However, it has two extensions you can threaten to make your opponents scared of punishing this on block. Can be canceled into the rondo stance, adding an additional layer to Marie's offense.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp6DOA5LR Kick Button.webpDOA5LR Kick Button.webp Mid 18 3 27 +1 -8 ~ -9 +21 +21 24 30 36 All No
A mid extension to the above string and a natural frametrap. Just like it's predecessor and it's low counterpart, it's unsafe on block so you will need to be smart about mixing these three options up.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp6DOA5LR Kick Button.webp2DOA5LR Kick Button.webp Low 23 2 30 +8 -12 +14 +14 22 27 33 All Yes
A low followup. It's slow and easy to react to since it comes out of a string, but if you do land it, you can setup a 66T mixup. On stunned opponents and on Counters it will inflict a sit-down stun for a guaranteed 6P if they don't stagger escape. If your opponent is escaping this stun, as they should, you should always go for the 66T mixup instead.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Kick Button.webp Mid 14 2 25 +4 -6 +24 +24 23 28 34 All No
A safe on block mid kick extension to 5P. You can use this to beat opponents who try to duck 5PP. Because of the slight step forward on Marie's initial jab, the kick part has a deceptively good range, making it a niche option in neutral.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
9DOA5LR Punch Button.webp High 15 2 16 +1 -5 +33 +33 12 15 18 CH, HiC No
A standalone version of Marie's 5PPP. You can use it as a filler in your juggles and in stun since it offers good frame advantage. Just like it's string version, it will make Marie turn around and switch her stance, which can be useful for setting up some stance-specific combos.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
8DOA5LR Punch Button.webp High 17 3 23 +10 -8 +10 +10 20 25 30 All Yes
A jumping punch, this option will crush lows and is very useful in some light/featherweight specific juggles. This and it's extension can be cancelled into both minuet sidestep and rondo stance. Minuet will avoid throws, putting you at frame advantage and backturned, so it's a strong option to use every now and then.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
8DOA5LR Punch Button.webpDOA5LR Punch Button.webp High, high 15 3, 3 23 +10 -9 +10 +10 10, 10 12, 12 15, 15 All Yes
A multihitting extension. Not much to be said about it other than that it can be canceled into rondo and minuet.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
8DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webp Mid, mid 18 2, 2 26 JGL -9 JGL JGL 6, 20 7, 25 9, 30 All, 1st hit Yes
A final extension and a launcher. Unlike it's predecessors, this cannot be canceled into anything and will get you punished if they block it.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Punch Button.webp Mid 12 2 18 -6 -8 +30 +30 17 21 25 CH, HiC No
A forward lunging elbow. With 12 frames of startup it has an average speed for the fastest mid option, but just like 5P, it's pretty bad on both block and hit. Has a long cancel window, making the followups very delayable.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Punch Button.webpDOA5LR Punch Button.webp High 18 2 16 +1 -5 +33 +33 12 15 18 CH, HiC No
A copy of 5PP6PP.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Punch Button.webpDOA5LR Kick Button.webp Mid 17 3 26 KND -5 ~ -6 KND KND 24 30 36 No Yes
A copy of 5PP6PK.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
66DOA5LR Punch Button.webp Mid 20 2 27 +22 -6 +44 +44 24 30 36 All No
A forward lunging punch to the gut and Marie's critical burst. Goes about twice as far as 6P does thanks to the dash motion.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
64DOA5LR Punch Button.webp Mid 18 3 24 +24 -8 ~ -10 +24 ~ +26 +24 ~ +26 22 27 33 All No
A cutesy overhead punch that actually hits mid. Not too usefeul in neutral and pressure but it will put stunned opponents into a long sit-down stun, guaranteeing a 6P even if they stagger escape.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Punch Button.webp Mid 16 2 23 +6 -8 +25 +25 20 25 30 All No
Another lunging gut punch. Has two extensions and is mostly used on stunned opponents due to it's good frame advantage.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Punch Button.webpDOA5LR Punch Button.webp Mid 17 3 27 +32 -10 ~ -11 JGL JGL 22 27 33 Normal hit only Yes
A tracking mid punch that will launch stunned opponents. It sees usage in Marie's juggles because it will slightly pop airborne opponents upwards, allowing good enders on level 2 and level 3 stuns.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Punch Button.webpDOA5LR Kick Button.webp Mid 20 2 21 +28 -5 +28 +28 20 25 30 All No
A safe mid kick. If you ever get your 4P blocked, this should be your go to frametrap option until they start holding or sidestepping it.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
3DOA5LR Punch Button.webp Mid 14 3 22 -3 ~ -4 -7 ~ -8 +36 ~ +38 +36 ~ +38 18 22 27 CH, HiC No
This is a deceptively good move in Marie's arsenal. This mid punch is only 2 frames slower than 6P but goes slightly further and grants very good advantage on Counters, making it a decent counterpoke to throw out. Although it's usually unsafe on block, getting a shallow hit will actually make it safe, allowing you to mash out against punish attempts for a Hi Counter.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
3DOA5LR Punch Button.webpDOA5LR Kick Button.webp High 19 2 23 +3 -3 +26 +26 21 26 31 All No
A safe high kick extension for 3P. It can be ducked and offers less frame advantage than just 3P on Counters so you should use it sparingly. At only -3 on block you can try going for a sidestep, rondo or minuet to beat opponents who use linear moves. Once they begin using tracking moves or throws, you can start playing mindgames with them.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
2DOA5LR Punch Button.webp Low 14 2 20 0 -3 +4 +4 5 6 7 CH, HiC No
A low poke with average speed. At 0 on hit and only -3 on block, this is not so bad, especially against characters with slower high and mid options. However, it's main usage is as an abare due to it's speed, high crushing properties and a huge pushback on Counters that will reset you and your opponent back to neutral.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
1DOA5LR Punch Button.webp Low 20 2 28 -6 -10 +10 +10 18 22 27 CH, HiC No
A copy of 5PP2P.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
1DOA5LR Punch Button.webpDOA5LR Punch Button.webp High 24 2 23 +26 -3 ~ -4 +26 +26 24 30 36 All No
A copy of 5PP2PP


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
1DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 27 2 29 KND -4 BND BND 26 32 39 No No
A copy of 5PP2PP+K


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
236DOA5LR Punch Button.webp High 17 5 26 KND -9 ~ -12 KND KND 32 (48) 40 (51) 48 (51) No No
A lunging punch with close hit properties. Close hit damage is listed in brackets. It's mainly used after getting a bound or to whiff punish your opponents in neutral due to the huge range combined with fast startup. The advantage will vary depending on range and since you are always punishable anyway, you should always buffer a 5P after getting this blocked to potentially Hi Counter opponents that mistakenly used the wrong throw to punish you.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
214DOA5LR Punch Button.webp Mid 20 3 23 +36 -10 ~ -11 JGL JGL 22 27 33 Normal hit only No
A mid punch launcher, pretty much only seen in combos as it's the best punch launcher she has. Because Marie's best launchers are usually kicks, it's good to use this every now and then to discourage opponents from critical holding.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
SSDOA5LR Punch Button.webp Mid 25 2 23 +25 -8 +25 25 18 22 27 All No
A punch followup to your sidestep. Looks and behaves like 4P does.


Kick Strings

Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Kick Button.webp High 12 2 23 +3 -3 +26 +26 21 26 31 All No
A very fast high kick with good frame advantage and good range.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Kick Button.webpDOA5LR Kick Button.webp Mid 20 2 26 +23 -9 +23 +23 20 25 30 All No
A great extension to 5K, will combo from it even on normal hit and offers a sit-down stun, guaranteeing 6P even if the opponent uses stagger escape. It can be delayed a lot so it's decent for pressure, although it's unsafe and doesn't track so use this with caution. Has an issue where the extension will whiff if 5K wasn't done close enough.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
9DOA5LR Kick Button.webp High 15 3 24 +35 -12 ~ -13 +35 +35 20 25 30 All No
A high hitting hopkick type of attack that will crush lows. Can be used for oki to avoid low wakeup kicks and gives a lot of frame advantage. It's unsafe but has a safe extension. If you hold 4 after 9K, you will recover with your back to the opponent.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
9DOA5LR Kick Button.webpDOA5LR Kick Button.webp Mid 21 2 23 +26 -6 ~ -7 +26 +26 26 32 39 All No
A safe extension to 9K. If you're using this for oki then you should always do the full string, as 9K will whiff after crushing the low wakeup kick, but 9KK will punish it.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
8DOA5LR Kick Button.webp Mid 16 3 24 +35 -13 JGL JGL 20 25 30 Normal hit only No
A mid kick with good frame advantage on normal hit but very unsafe on block. If you hit a Counter with it or use it on a stunned opponent, you will launch them for a juggle so mix this up with 214P and 7K to keep the opponent guessing.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
7DOA5LR Kick Button.webp High 17 2 21 +39 -13 JGL JGL 20 25 30 Normal hit only No
A fast high kick. Being very unsafe on block and with no extensions it's mainly used in combos to launch the opponent and is one of Marie's best launchers, if not the best launcher. Recovers in backturn.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Kick Button.webp Mid 17 2 25 +15 -9 +15 +15 18 22 27 All No
A decently fast mid kick, it's unsafe on block but has extensions which can discourage the opponent from going for a throw punish. Not a lot of frame advantage on hit so you should almost always go for the extensions, as good stagger escape will make combos impossible. You can cancel into rondo stance on hit and on block.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Kick Button.webpDOA5LR Kick Button.webp Mid 18 3 27 +1 -9 +21 +21 24 30 36 All No
A mid kick extension. Offers more frame advantage but is also unsafe on block.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Kick Button.webp2DOA5LR Kick Button.webp Low 23 2 30 +8 -12 +14 +14 22 27 33 All Yes
A low kick extension. Although it's a copy of 5PP6K2K, there is less time to react due to way smaller amounts of moves that happen before the low. Unfortunately, it's still slow so it can still be reacted to by wary opponents. Stagger escape will make combos impossible but you can go for the 66T mixup both on hit and Counters. Don't overuse this.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
66DOA5LR Kick Button.webp Mid 20 2 23 +26 -7 +48 +48 22 27 33 All No
A lunging kick to the gut. It's safe on block and offers insane frame advantage on Counters so you can sometimes throw it out to counterpoke the opponent.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Kick Button.webp Mid 16 2 21 +28 -5 +28 +28 20 25 30 All No
A fast kick to the gut. Safe on block and with good frame advantage, use this on stunned opponents to mix them up. Despite the forward movement, the range is lacking so it doesn't see much use in neutral.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
3DOA5LR Kick Button.webp Mid 14 2 25 +4 -6 +24 +24 23 28 34 All No
A mid kick to the side. Safe on block and with slightly more range and speed than 4K, this can be used as a counterpoke every now and then.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
2DOA5LR Kick Button.webp Low 14 2 25 -3 -8 +18 +18 10 12 15 All No
A fast kick to the shins. It's unsafe on block and puts you at disadvantage on it so use this sparingly. If you somehow get a counter with this, you can try going for the 66T mixup, although you will need to delay it slightly.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
SSDOA5LR Kick Button.webp Mid 27 2 25 +24 -6 +24 +24 23 28 34 All No
A kick followup to the sidestep. It looks like 3K but does more damage and offers more frame advantage on normal hit at the cost of being much slower. Safe on block.


Two Buttons Moves

Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 21 2 29 KND -4 BND BND 26 32 39 No No
A low crushing mid punch. It's very safe on block and puts the opponent into a bound on Counters so it's great to throw out whenever you feel like a low is coming. Can be used on oki to jump over low wakeup kicks.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp High 16 2 23 +26 -4 +26 +26 24 30 36 All No
A short range elbow to the face. Safe on block and can be canceled into both rondo or minuet. Canceling into rondo as fast as possible will put you at -1 frame advantage but can be thrown during the spin so use that cancel with caution and mix your options up.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
1DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 30 2 37 KND -7 (+15) KND KND 28 (80) 35 (80) 42 (80) No Yes
Marie's power blow. If it's available, you can charge it up to go into the power blow animation on hit or gain lots of frame advantage on block at the cost of much longer startup. Values in brackets are for the charged version of this move. The charge animation can be canceled into a sidestep by pressing either 8 or 2.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
214DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 25 4 31 KND (JGL) -12 KND (JGL) KND (JGL) 40 50 60 No No
Marie's power launcher. Values in brackets are for the charged version of this move. Useless outside of combos.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Hold Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 21 2 26 +23 -9 +35 +35 20 25 30 All Yes
A tracking mid kick. Unsafe on block but offers good frame advantage on hit and will put your opponents into the limbo stun on Counters or in combos. Unfortunately, due to the lengthy startup, it's hard to set it up if they utilize stagger escape.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
3DOA5LR Hold Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 23 3 23 +25 ~ +26 -9 ~ -11 +25 ~ +26 +25 ~ +26 24 30 36 All No
A high crushing forward roll that ends in a mid kick. It has a lot of range compared to the rest of Marie's kit which, combined with the high crush, makes it a great gap closer. Unfortunately it's unsafe on block so only use it when you feel like they won't be blocking.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
2DOA5LR Hold Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Low 23 2 30 +8 -12 +14 +14 22 27 33 All Yes
A standalone version of 5PP6K2K and 6K2K. Since this one comes out by itself and not as a part of a string, it will be harder to react to if the opponent isn't looking out for it, making it the best version of this move. It tracks and has deceptively good range due to the small jump forward Marie does before sweeping. As always, go for the 66T mixup on hit.


Backturned Moves

Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webp High 12 2 17 -5 -5 -2 +32 10 12 15 HiC Only No
Pretty much just a 5P done out of backturn, with all the same extensions. Due to having to come out of backturn, it's 2 frames slower than normal 5P.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
2DOA5LR Punch Button.webp Low 16 2 20 0 -3 +4 +4 5 6 7 CH, HiC No
A copy of normal 2P but slower by 2 frames due to coming out of backturn.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Punch Button.webp Mid 20 2 32 +28 -12 JGL JGL 24 30 36 Normal hit only Yes
A heavy-hitting launcher out of backturn. Unsafe on block so it should only be used in combos unless you are certain it will hit.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Kick Button.webp High 15 3 27 +21 -12 +21 +21 22 27 33 All Yes
Marie's take on Street Fighter's tatsumaki senpukyaku. It crushes lows and tracks but is very unsafe on block, although it has extensions.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Kick Button.webpDOA5LR Kick Button.webp High 11 2 23 +46 -10 +46 +46 18 22 27 All Yes
Marie will spin twice. Just like BT5K, it will track and crush lows while being less punishable on block, although it will still get you punished.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Kick Button.webpDOA5LR Kick Button.webpDOA5LR Kick Button.webp Mid 20 3 26 KND -5 ~ -7 KND KND 24 30 36 No Yes
The final spin. This one tracks but doesn't crush lows. Knockdowns on hit and is safe on block against most of the cast. Shallow hits will give you more frame advantage, making it safe on block against everyone.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Kick Button.webp Mid 19 2 25 +15 -9 +15 +15 18 22 27 All No
A copy of 6K with the same extensions and the ability to cancel into rondo. A vital combo piece for juggles after 7K on opponents in level 2 and level 3 stuns.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
2DOA5LR Kick Button.webp Low 22 3 26 +17 -12 ~ -13 +17 KND 24 30 36 Normal hit, CH Yes
The lolita sweep, Marie will get extremely low to the ground and sweep the opponent with a tracking low kick. It's unsafe on block and the lengthy startup combined with a very obvious animation make it easy to react to. If you somehow get a hit or a Counter with this, you should go for the 66T mixup, as good stagger escape will make combos impossible. On Hi Counter you will get a knockdown.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 20 2 31 +17 -6 +40 +40 24 30 36 All No
Marie's critical blow in backturn. It's a safe on block mid punch with insane frame advantage on Counters so it's good to throw out when establishing a backturned OH mixup.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Hold Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 24 2, 2 17 JGL -11 ~ -12 JGL JGL 16, 20 20, 25 24, 30 No No
Marie's second launcher in backturn. She will do a short roll first, crushing highs, then kick the opponent into the air from below. Doesn't see much use outside of level 1 stun combos or feather/super lightweight specific critical burst combos.


Throws

Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Throw Button.webp High 5 2 23 KND X KND KND 45 56 67 No Yes
Marie's 5f throw, switches sides but can be broken. Has a different animation when done close to the wall that won't switch sides and will do more damage.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Throw Button.webp High 7 2 24 KND X KND KND 50 62 75 No Yes
Marie's 7f throw and 8f punish. Switches sides.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Throw Button.webp High 10 2 25 KND X KND KND 56 70 84 No Yes
Marie's 10f throw and 11f punish.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
426DOA5LR Throw Button.webp High 12 2 26 KND X KND KND 62 77 93 No Yes
Marie's 12f throw and 13f punish.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
66DOA5LR Throw Button.webp High OH 16 3 31 KND X KND KND 40 50 60 No Yes
An offensive hold, primarily used in mixups and pressure. Switches sides.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
BTDOA5LR Throw Button.webp High OH 16 2 26 +18 X +18 +18 0 0 0 No Yes
An offensive hold performed out of backturn, puts you at frame advantage and guarantees a 6P.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
2DOA5LR Throw Button.webp Low 5 2 22 KND X KND KND 50 62 75 No Yes
Marie's 5f crouching throw and 6f punish on crouching opponents.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
3DOA5LR Throw Button.webp Low OH 10 3 30 KND X KND KND 50 62 75 No Yes
A 10f low offensive hold that also acts as 11f punish on crouching opponents.


Holds

Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
7DOA5LR Hold Button.webp High 0 18 12 KND X KND KND 62 77 93 No Yes
Standard hold.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Hold Button.webp Mid P 0 18 12 KND X KND KND 62 77 93 No Yes
Switches sides.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Hold Button.webp Mid K 0 18 12 KND X KND KND 62 77 93 No Yes
Standard hold.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
1DOA5LR Hold Button.webp Low 0 18 12 KND X KND KND 62 77 93 No Yes
Standard hold. Switches sides against low kicks.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
67DOA5LR Hold Button.webp High P 0 18 12 +16 X +16 +16 20 24 29 No Yes
Expert hold. Puts the opponent into backturn, guaranteeing a 6P.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
49DOA5LR Hold Button.webp High K 0 18 12 +20 X +20 +20 37 46 55 Yes Yes
Expert hold. Puts the opponent into a sit-down stun, guaranteeing a 6P.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
64DOA5LR Hold Button.webp Mid P 0 18 12 +16 X +16 +16 15 18 22 No Yes
Expert hold. Puts the opponent into backturn, guaranteeing a 6P.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
46DOA5LR Hold Button.webp Mid K 0 18 12 +58 X +58 +58 40 50 60 Yes Yes
Expert hold, switches sides. Puts the opponent into faint stun and Marie into backturn for an easy guaranteed juggle.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
61DOA5LR Hold Button.webp Low P 0 18 12 JGL X JGL JGL 34 41 50 Yes Yes
Expert hold. Launches the opponent, guaranteeing a juggle.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
43DOA5LR Hold Button.webp Low K 0 18 12 +20 X +20 +20 37 46 55 Yes Yes
Expert hold. Puts the opponent into a sit-down stun, guaranteeing a 6P.


Stances

Rondo

Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Hold 0 25 10 +15~+25 X +15~+25 +15~+25 0 0 0 Yes Yes
A stance that acts as a mid and high hold at the same time. Upon successfully holding opponent's strike, they will be put into a stun. The frame advantage depends on the timing in which the strike is held, earlier holds granting more advantage. You can hold down 4 to recover back-turned.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webp High P 16 3 28 +5 -4 +40 +40 15 18 22 Yes Yes
A high punch out of rondo stance, can be easily buffered or delayed. Safe on block so it's not that bad to throw out if you didn't get a parry out of your rondo and need something to discourage the opponent from trying to punish it.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp Mid P 27 2 32 +28 -12 JGL JGL 24 30 36 Yes Yes
A mid punch that can either act as a launcher or a stun starter. It's very bad on block so you should only use it for combos, although it is a natural frametrap so you can try to use it on opponents who try to take their turn or punish after ducking the preceding high every now and then.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Kick Button.webp Mid K 16 2 24 +16 -3 +25 +25 20 25 30 Yes No
A combo starting mid kick and a vital juggle piece for Marie. Being only -3 on block, it's very good, although overreliance on this move can lead to the opponent sidestepping or holding it. Recovers back-turned. If your opponent tries to take their turn with a high or punish with a throw, you can do back-turned 2K in order to avoid both of these options. However, keep in mind that this is a gimmick and a knowledge check, as any mid will punish you no matter what you try to do, so against experienced opponents you should do a fuzzy guard or a backdash instead.


Minuet

Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
8/2DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Special 0 0 ? X X X X X X X X X
Minuet is Marie's command sidestep and an absolute beast of a move. Because she's airborne during this move, she cannot be thrown, which is usually a universal counter to sidestepping. This move is so good it almost feels unfair at times, very easily getting out of the way of many moves - abuse this. Recovers back-turned, allowing Marie to run a back-turn mix or get a back-turn punish if she avoids a move with it. The evasiveness gets better the closer you are to your opponent, even avoiding wakeup kicks at point-blank range.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid P/K 45 11 64 KND -21 KND KND 40 (60) 50 (64) 60 (64) No No
The startup listed is the combined startup of minuet and then doing the followup as quick as possible, meaning this is actually much faster than 45f. Combined with Minuet's close range evasiveness and the close it property of this, it's a good button to use for whiff punishing after dodging attacks with Minuet. It is, however, extremely punishable on block, so use this with caution. Sometimes you might want to avoid doing this and go for a backturned OH/mid mixup or just backdash away to stay safe and potentially force another whiff. The values listed in brackets are applied during a close hit.