P4AU/Marie: Difference between revisions

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Revision as of 03:21, 31 March 2015

Marie
P4U2 Marie Portrait.png

Health: 9,000

Combo Rate: 60%

Persona Cards: 5

Backdash Time: ??

Backdash Invincibility: 1-6



Movement Options
1 Double Jump/Airdash, Dash type: Run
Play-style
Setplay
Full Frame Data
Marie_Frame_Data_(P4AU)

Introduction

P-1 Climax Nickname: "The Antisocial Poet from the Hollow Forest"
Persona: Kaguya
Arcana: Aeon
Backstory:

  • Placeholder

Overview

Pros/Strengths:

  • A variety of items to restrict the opponent's options.
  • Great normals and a great Furious Action means she is difficult to approach, especially from the air.
  • Lenient execution; very long hitconfirms and simple combos.
  • One of the best Awakening skills in the game.


Cons/Weaknesses:

  • Several combos are character specific, limiting damage output on some characters.
  • Very meter-hungry. Mixup and damage are limited without spending SP.
  • Needs space and time to set up her gameplan.


Weather System
Marie possesses a unique mechanic in the form of a weather system. The current weather is indicated by a small picture over her SP Meter. There are four possible types of weather that give Marie different buffs. The weather starts off Sunny and will automatically change to a new weather at the start of a new round based on the weather the previous round ended in. The weather of the next round will be one of the next two weathers after the one the previous round ended in according to the order below (sun>cloud/rain, rain>snow/sun, etc). The weather of the next round is decided based on the weather the round ended in and the tens digit of the clock when the round ends. If the tens digit is odd, the next round will start with the weather two after the weather the previous round ended in (round ends in rain with 53 seconds on the clock, so next round starts with sunny weather). If the tens digit is even, it will be the next weather after what the previous round ended in (round ends with cloudy weather and 67 seconds on the clock, so next round starts with rainy weather). The weather can be manually changed using her Ihateyouidiotyouretheworst SP skill by holding the button assigned to each weather type. Also worth noting is that in a Marie mirror match, if one Marie changes the weather, then the weather will change for both players.

  • Sunny: Her non-awakening SP Skills will deal 20% more damage
  • Cloudy: Summoning a cloud from Marie's bag will make 2 clouds come out instead of one. Her DP and Throw will also inflict shock status on the opponent
  • Rainy: Gives Marie a buff that passively regenerates her HP, makes awakening super shoot additional beams, and increases damage of rainy Ihateyouidiotyouretheworst
  • Snowy: Gives Marie a buff that passively regenerates her SP, makes snow Ihateyouidiotyouretheworst freeze opponent on hit


External References:


Move List

Normal Attacks

5A
5A
P4AU Marie 5A.png
P4AU Marie 5AA.png
P4AU Marie 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 Low 6 - - -3 -

Standing low. One of Marie's most common starters.

5AA 400 Any 12 - - -2 -

Second attack of her auto combo, used for stagger pressure

5AAA 1000 Any 11 - - -1 -

Third attack of her autocombo, special cancelable and safe.

5B/5BB
5B/5BB
P4AU Marie 5B.png
P4AU Marie 5BB.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5B 500 Any 10 - - -20 Chest

Chest attribute, so beaten by sweeps. Most often used ground normal due to range and ability to lead into j.C loops or air combo depending on if the opponent is airborne or not.

5BB 600 Any 11 - - -3/+7 -

Fatal Counter. Can be delayed to be made plus on block.

2A
2A
P4AU Marie 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160 Low 7 - - -1 -

Can be canceled into itself up to three times on block, hit, or whiff.

2B
2B
P4AU Marie 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 AUB 9 - - -8 -

Quick anti-air that can lead into big damage and meter gain.

  • Air Unblockable.
  • Almost no head invuln.
j.A
j.A
P4AU Marie jA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
200 High 7 - - - -

Quick overhead with a hitbox slightly larger than that of her 5A. Good for pressure as it can be canceled into itself several times.

j.B
j.B
P4AU Marie jB.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 High 10 - - - -

Quick air normal. Great horizontal range makes it good as an air to air, but its lack of vertical range makes it less useful against grounded opponents.

j.2B
j.2B
P4AU Marie j2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 High 12 - - - -

Second slowest air normal. Has a much better vertical hitbox than j.B, and slightly less but still respectable horizontal range. Gives knockdown.

  • Bounces you away from the opponent on hit or block.
  • Bounceback can be stopped by following up with j.B or j.C.
All Out Attack
All Out Attack
A+B
P4AU Marie AOA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- High 29 - - -18 -

Universal overhead, takes Marie airborne. Leads to lots of damage and knockdown.

Sweep
Sweep
2A+B
P4AU Marie Sweep.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 Low 10 - - -4 -

Fast, safe sweep. Used as combo ender for present pull, eye placement, or airturn backdash j.2B safejump.


Persona Attacks

5C Persona Required
5C Persona Required
P4AU Marie 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
900 Any 13 - - -21 -

Great horizontal and vertical range, optimal counter hit combo starter. Tons of recovery makes it very, very bad to whiff.

  • Dash cancelable on block and hit. Dash cancel on block is -5, so characters with 5 frame jabs like Akihiko can mash and hit you even if you dash cancel into blocking as soon as possible.
5D Persona Required
5D Persona Required
P4AU Marie 5D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400*3 Any - - 42 Total - -

Kaguya calls down three daggers to hit the space directly in front of Marie.

  • Good for pressure
2C Persona Required
2C Persona Required
P4AU Marie 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
900 Any 16 - - -19 -

Kaguya swipes down, pulling airborne enemies to the ground toward Marie.

  • Best knockdown along with sweep.
  • Useful anti air that can lead into big damage.
2D Persona Required
2D Persona Required
P4AU Marie 2D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400x3 Any - - 42 Total - -

Kaguya calls down three daggers of light to hit halfway between mid and fullscreen.

j.C Persona Required
j.C Persona Required
P4AU Marie jC.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
500,100*4 Any 13 - - +13/-5 Head

Giant sparkly divekick. One of her most used combo starters.

  • Using this move is a commitment, so don't throw it out carelessly.
  • Incredibly plus on block unless the opponent blocks the move before the movement starts, in which case it is -5.
  • Head attribute, so it loses to most 2Bs.
j.D Persona Required
j.D Persona Required
P4AU Marie jD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400*3 Any - - 42 Total - -

Kaguya calls down three daggers to hit midscreen.

  • If you airturn before doing j.D, the daggers will fall about one character width farther away.


Universal Mechanics

Ground Throw
Ground Throw
C+D
P4AU Marie GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 Throw - - - - -

Marie grabs the opponent and electrocutes them before launching them away.

  • Wallsticks in the corner.
  • Shocks the opponent during cloudy weather.
Air Throw
Air Throw
j.C+D
P4AU Marie AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 Throw - - - - -

Marie electrocutes the opponent in the air before launching them away.

  • Wallbounces in the corner.
  • Shocks the opponent during cloudy weather.
Hot Lightning Persona Required
Hot Lightning Persona Required
B+D (air OK)
Damage Guard Startup Active Recovery Frame Adv. Attribute
900 Any 13 - - -25 -

Kaguya surrounds Marie in electricity that knocks the opponent away.

  • Takes Marie airborne.
  • Shocks during cloudy weather.
  • Super cancelable on block or hit, but only into Shell of Denial or Shining Arrows.
Guard Cancel Attack
Guard Cancel Attack
P4AU Marie 5B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Same animation as 5B, knocks the opponent far back on hit. Costs 50SP. Effective for escaping pressure, but is extremely unsafe on block.


Skill Attacks

Run Amok
236A/B (air OK)
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 600,300 Any,High 10 - - -4 -
B 700,350 Any,High 22 - - +2 -
SB 700,350 Any,High 22 - - +2 -

Marie's bag pulls at her and smacks into the opponent twice.

  • Main combo ender for damage or using j.C safejump.
  • Air version does not provide groundbounce except for SB version in special situations.
  • SB version has armored startup.
It's All Yours
214A/B
P4AU Marie ItsAllYours.png
Entering Stance
P4AU Marie DanceFallenAngels.png
Good for oki and controlling ground space
P4AU Marie MemoriesOfGrief.png
Good for restricting opponent's air movements
P4AU Marie HerNameIsHopePandora.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Present Stance - - - - - - -

Present pull stance. A version pulls chocolate, B version pulls cloud(s), and SB version pulls both and does so faster.

  • Can be canceled with D
  • Can pull present faster by hitting A or B, button pressed does not change present pulled.
  • Can press C during stance to pull Igor, an air unblockable fatal counter move.
"Dance, Fallen Angels"
A during "It's All Yours"
- - - - - - -
"Dance, Fallen Angels" SB - - - - - - -

Pulls a present that will bounce along the ground until reaching the opponent, at which point chocolate will pop out and lick the opponent.

  • Great for oki and generally limiting the opponent's movement, especially in the corner.
  • A version triggers automatically after 4 seconds and can be avoided by jumping or rolling
  • SB version has no timer and will change direction if rolled or jumped, though it can still be avoided by doing either at the right time.
Memories of Grief
B during "It's All Yours"
- - - - - - -
"Memories of Grief" SB - - - - - - -

Pulls a cloud that hovers in the air over the opponent.

  • B version shocks on hit.
  • SB version shocks on block.
  • In cloudy weather, an additional cloud comes out to hover over you.
Her Name is "Hope (Pandora)"
C during "It's All Yours"
1000 - - - - - -

Marie cancels her normal present pull and instead pulls out an Igor jack-in-the-box to launch the opponent high into the air.

  • Fatal Counter
  • Air Unblockable
  • whiffs on Kanji, Sho, Minazuki, Labrys, Shadow Labrys, Teddie, Rise, and Junpei unless they're airborne or doing certain attacks.
Stigma of Condemnation Persona Required
236C/D
P4AU Marie StigmaOfCondemnation.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 700 Any 16 - - -7 -
D 700 Any 73 - - - -
SB 700 Any 26 - - +3 -

Places an exploding magatama on the screen. C version places it right in front of Marie and explodes immediately, D version places it right in front of Marie and explodes after ~1.5 seconds, and SB version tracks to wherever the opponent is on the ground and explodes after ~0.5 seconds.

  • S-Hold is C version
  • Useful for ending combos or blockstrings if you want to keep the opponent away from you.
  • D version can be used to set up a crossup after a knockdown.
  • SB version is a very useful fullscreen punish/meaty
Abysmal Evil Eye
214C/D (214C/D to Activate)
P4AU Marie AbysmalEvilEye.png
Good for negating projectiles and for oki
P4AU Marie AbysmalEvilEyeDetonate.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Set Eye - - - - 39 Total - -

Places an eye on the screen that vacuums the opponent and will either auto-detonate after ~3.5 seconds, or manually detonate when Marie does the move again.

  • C version places the eye close, D version places the eye mid, SB version places the eye far.
  • C and SB versions will autocorrect if they would otherwise go offscreen, D version will not.
  • Vacuum is helpful for breaking up an opponent's blockstring.
  • Absorbs projectiles! Eyes can absorb almost all projectiles, even Minazuki's wave super. Most of the exceptions are multi hitting projectiles like Margaret's 236C/D, Elizabeth's 236A/B, Adachi's 5D, and supers like Yu's Ziodyne/Yukari's Magarula. It will also not absorb any of Yukiko's Agi specials, though it can absorb a single agidyne (a single hit from the twirling persona will also dissipate the eye).
C 1200 Any 17 - - +16 -
D 1200 Any 17 - - +16 -
SB 1200 UB 17 - - - -

Placed eye explodes, knocking the opponent into the air. Can be done manually by repeating the input for an already placed eye, or it will happen automatically after ~3.5 seconds

  • Eye detonation has tuns of blockstun, allowing for extended blockstrings.


SP Skill Attacks

Shell of Denial
Shell of Denial
236236A/B (air OK)
P4AU Marie ShellOfDenial.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 1500 Any 4+1 - - -17 -
B 2000 Any 4+13 - - -17 -
SB 2000 Any 4+1 - - -5 -

Marie creates a shell around her, knocking enemies away to the other side of the screen.

  • Reversal super with invuln startup
  • Does more damage in sunny weather
  • Pushes the opponent back a fair amount, making it pseudo-safe unless instant blocked or used when the opponent is in the corner, though a few characters have that are fast enough and cover enough space to punish it.
ShutupIhateyouyoustupidjerk Persona Required
ShutupIhateyouyoustupidjerk Persona Required
236236C/D
P4AU Marie ShutupIhateyouyoustupidjerk.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C Varies Any 4+10 - - -38 -
D Varies Any 4+35 - - -38 -
SB Varies Any 4+10 - - -38 -

Marie throws four cards, and then damage is dealt based on current weather conditions and the button held during the super. Most commonly used combo ender, does lots of damage and controls the weather.

  • Does more damage if sunny weather is chosen when already in sunny weather.
  • Does more damage if rainy weather is chosen when already in rainy weather, but proration is poor, so sun is better for ending a combo in these cases.
  • Freezes on hit once per combo if snow is chosen when already in snowy weather. Can use this to combo super into itself.
  • Shocks on hit if cloudy is chosen when already in cloudy weather.
  • Cards beat out a lot of projectiles and work as a full screen punish for many things, but they can't beat anything that eyes can't absorb, including eyes themselves.


Awakened SP Skill Attacks

Shining Arrows Persona Required
214214C/D (air OK)
P4AU Marie ShiningArrows.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - 4+27 - - - -
D - - 4+27 - - - -
SB - - 4+27 - - - -

Kaguya appears along with three magatamas. Pressing C or D will use a magatama to create a beam that will travel across the screen on the same vertical plane as the opponent. Beams come from one direction and then pass back toward their origin. C beams start on Marie's side of the screen, D beams start from the opponent's side.

  • Fatal Counter Recovery
  • Persona moves can't be used until all magatamas have been shot.
  • Rainy weather makes each beam pass across the screen an additional time.
  • Hitting Marie or Kaguya will end the super and remove all beams.
  • SB version of the super makes Kaguya invuln, so hitting/grabbing Marie is the only way to end the super early.
  • C and SB version let you manually shoot the beams.
  • D version automatically shoots all the beams from Marie's side of the screen.
  • Incredibly useful for mixing up the opponent, setting up unblockables, and more.


Instant Kill

Musubi no Ikazuchi Persona Required
222C+D
P4AU Marie IK.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
29094 Any 26+35 - - - -

Marie summons a ball of energy that vacuums the opponent in and instantly kills them.

  • Unlike Akihiko's IK, Marie's is blockable.
  • Can be used to punish some DPs or supers, but not much else.


Strategy

General Tactics

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.


Tips and Tricks

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only