Punch Strings
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | 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? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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8 | 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.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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6 | 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.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
66 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
64 | 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? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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4 | 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.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 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.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 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? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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1 | Low | 20 | 2 | 28 | -6 | -10 | +10 | +10 | 18 | 22 | 27 | CH, HiC | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A copy of 5PP2P.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SS | 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? | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 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.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9 | 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.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 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? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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6 | 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.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
66 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SS | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 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? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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5 | 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.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
426 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
66 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BT | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
67 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
49 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
64 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
46 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
61 | 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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
43 | 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? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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4 | 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.
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Minuet
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8/2 | 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.
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