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*Reversal super with invuln startup | *Reversal super with invuln startup | ||
*Does more damage in sunny weather | *Does more damage in sunny weather | ||
* | *Air OK | ||
*SB version recovers fast enough to punish rolls and makes DPs safe on block | |||
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Revision as of 03:24, 31 March 2015
Marie |
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Health: 9,000 Combo Rate: 60% Backdash Time: ?? Backdash Invincibility: 1-6
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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:
- Japanese Name: Placeholder
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
Normal Attacks
5A
5A |
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5B/5BB
5B/5BB |
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2A
2A |
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2B
2B |
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j.A
j.A |
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j.B
j.B |
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j.2B
j.2B |
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All Out Attack
All Out Attack A+B |
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Sweep
Sweep 2A+B |
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Persona Attacks
5C
5C |
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5D
5D |
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2C
2C |
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2D
2D |
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j.C
j.C |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw C+D |
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Air Throw
Air Throw j.C+D |
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Hot Lightning
Hot Lightning B+D (air OK) |
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Guard Cancel Attack
Guard Cancel Attack |
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Skill Attacks
Run Amok 236A/B (air OK) |
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It's All Yours 214A/B |
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Stigma of Condemnation 236C/D |
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Abysmal Evil Eye 214C/D (214C/D to Activate) |
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SP Skill Attacks
Shell of Denial
Shell of Denial 236236A/B (air OK) |
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ShutupIhateyouyoustupidjerk
ShutupIhateyouyoustupidjerk 236236C/D |
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Awakened SP Skill Attacks
Shining Arrows 214214C/D (air OK) |
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Instant Kill
Musubi no Ikazuchi 222C+D |
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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: |
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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
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Click [★] for character's full frame data