P4U2R/Marie: Difference between revisions

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| lore =  
| lore =  
* Exclusive to the Golden version of P4, Marie was an amnesiac resident of the Velvet Room, with a unique specialty in producing copies of Skill Cards, granting Yu new powers.
*Exclusive to the Golden version of P4, Marie was an amnesiac resident of the Velvet Room, with a unique specialty in producing copies of Skill Cards, granting Yu new powers.
It is found out she is not 'One Who Resides Over Power' but rather a fragment born from Izanami-no-Okami. she was the being that drew in The Fog that would appear each time a murder happened. She was prepared to seal herself away to fully close off the TV World from the Human World, but the Investigation Team saved her from such a fate. She is now a guardian deity of Inaba with powers of a nature goddess. She also hosts The Weather on the local news station.
It is found out she is not 'One Who Resides Over Power' but rather a fragment born from Izanami-no-Okami. she was the being that drew in The Fog that would appear each time a murder happened. She was prepared to seal herself away to fully close off the TV World from the Human World, but the Investigation Team saved her from such a fate. She is now a guardian deity of Inaba with powers of a nature goddess. She also hosts The Weather on the local news station.
| quote =  
|quote =  
| summary = is a setplay/all-rounder character who likes to use her traps to keep up her offense.
|summary = is a setplay/all-rounder character who likes to use her traps to keep up her offense.
| pros =  
|pros =  
*'''Item Throw:''' Marie can throw a variety of items to restrict the opponent's options.
*'''Item Throw:''' Marie can throw a variety of items to restrict the opponent's options.
*'''Defensive Buttons:''' She has great normals and a great Furious Action means she is difficult to approach, especially from the air.
*'''Defensive Buttons:''' She has great normals and a great Furious Action means she is difficult to approach, especially from the air.
*'''Easy Execution:''' Marie is blessed with very lenient execution: long hitconfirms and simple combos.
*'''Easy Execution:''' Marie is blessed with very lenient execution: long hitconfirms and simple combos.
*'''Awakening:''' Shining Arrows is one of the best and most spammable Awakening skills in the game.
*'''Awakening:''' Shining Arrows is one of the best and most spammable Awakening skills in the game.
| cons =  
|cons =  
*'''Character-Specific Combos:''' Several combos are character specific, limiting damage output on some characters.
*'''Character-Specific Combos:''' Several combos are character specific, limiting damage output on some characters.
*'''Meter Hungry:''' Her mixups and damage are limited without spending SP.
*'''Meter Hungry:''' Her mixups and damage are limited without spending SP.
*'''Rushdown Vulnerable:''' Marie needs space and time to set up her gameplan.
*'''Rushdown Vulnerable:''' Marie needs space and time to set up her gameplan.
| unique_mechanic1_name= Weather System
|unique_mechanic1_name= Weather System
| unique_mechanic1=
|unique_mechanic1=
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.
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.
*'''Sunny''': Marie's {{MMC|input=236236A|label=[[#Shell of Denial|Shell]]}} super will do 20% more damage in combos and 40% more damage raw, makes Card Super (Hold {{clr|1|A}}) deal more damage as well
*'''Sunny''': Marie's {{MMC|input=236236A|label=[[#Shell of Denial|Shell]]}} super will do 20% more damage in combos and 40% more damage raw, makes Card Super (Hold {{clr|1|A}}) deal more damage as well
Line 41: Line 41:
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 ShutupIhateyouyoustupidjerk 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.  
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 ShutupIhateyouyoustupidjerk 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.  
}}
}}
<br clear="both"/>


==Normal Attacks==
==Normal Attacks==
===<big>{{clr|1|5A}}</big>===
===<big>{{clr|1|5A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5A,5AA,5AAA|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_5A.png| They always forget this is low
*Jump cancelable
P4AU_Marie_5AA.png|
P4AU_Marie_5AAA.png|this autocombo gets safer the longer it goes on for some reason.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Jump cancelable
{{clr|1|5A}} is a quick standing low, and Marie's fastest normal. Used for stagger pressure with {{clr|1|2A}} and {{clr|1|5AA}}.
{{clr|1|5A}} is a quick standing low, and Marie's fastest normal. Used for stagger pressure with {{clr|1|2A}} and {{clr|1|5AA}}.
----
----
* Leaves Marie airborne from frames 5 through 15
*Leaves Marie airborne from frames 5 through 15
{{clr|1|5AA}} is a hop that moves Marie forward. This move is extremely good for stagger pressure and a well-timed OMC can lead to a quick overhead.
{{clr|1|5AA}} is a hop that moves Marie forward. This move is extremely good for stagger pressure and a well-timed OMC can lead to a quick overhead.
----
----
* Jump cancelable
*Jump cancelable
* Dash cancelable
*Dash cancelable
* Auto-combos into A Run Amok ({{clr|1|236A}}).
*Auto-combos into A Run Amok ({{clr|1|236A}}).
{{clr|1|5AAA}} is a large bag swing from Marie. On block Marie has a myriad of options to choose from. She can jump cancel, dash cancel, sweep, or go into a special. As for combos she can finish the auto combo for a safe jump with the auto combo bonus. Additionally, she can finish cancel this into sweep to set up a present on the opponent's wakeup.
{{clr|1|5AAA}} is a large bag swing from Marie. On block Marie has a myriad of options to choose from. She can jump cancel, dash cancel, sweep, or go into a special. As for combos she can finish the auto combo for a safe jump with the auto combo bonus. Additionally, she can finish cancel this into sweep to set up a present on the opponent's wakeup.
{{CloseCard}}
}}


===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_2A.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Can be canceled into itself up to three times on block, hit, or whiff.  
*Can be canceled into itself up to three times on block, hit, or whiff.  
Low hitting jab that's only -1 on block, making it Marie's safest normal and a great tool for stagger pressure. Has better scaling than her {{clr|1|5A}} which can be useful in combos.
Low hitting jab that's only -1 on block, making it Marie's safest normal and a great tool for stagger pressure. Has better scaling than her {{clr|1|5A}} which can be useful in combos.
{{CloseCard}}
}}


===<big>{{clr|2|5B}}/{{clr|2|5BB}}</big>===
===<big>{{clr|2|5B}}/{{clr|2|5BB}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5B,5BB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_5B.png|
P4AU_Marie_5BB.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5BB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Jump cancelable on hit
*Jump cancelable on hit
{{clr|2|5B}} is one of Marie's best neutral normals, a really fast button with relatively low recovery. Additionally, it's also one of her best combo starters.
{{clr|2|5B}} is one of Marie's best neutral normals, a really fast button with relatively low recovery. Additionally, it's also one of her best combo starters.
Line 124: Line 76:
*Jump cancelable on hit
*Jump cancelable on hit
{{clr|2|5BB}} is a Fatal Counter. If this is delayed it can be made plus, it's a good blockstring for those who don't know about the gap in between it. It can also gatling into 2B on landing.
{{clr|2|5BB}} is a Fatal Counter. If this is delayed it can be made plus, it's a good blockstring for those who don't know about the gap in between it. It can also gatling into 2B on landing.
{{CloseCard}}
}}


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_2B.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
A really good anti air due to how fast it is. It's a great combo starter for Marie and is additionally a great button for pressure.
A really good anti air due to how fast it is. It's a great combo starter for Marie and is additionally a great button for pressure.
*Air Unblockable.
*Air Unblockable.
*Almost no head invuln, but it's fast enough to where it doesn't matter too much
*Almost no head invuln, but it's fast enough to where it doesn't matter too much
{{CloseCard}}
}}


===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_jA.png|
Quick overhead with a hitbox slightly larger than that of her {{clr|1|5A}}. Good for pressure as it can be canceled into itself several times.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Quick overhead with a hitbox slightly larger than that of her {{clr|1|5A}}. Good for pressure as it can be canceled into itself several times.
{{CloseCard}}


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_jB.png| Great Value Narukami j.2B
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Jump cancelable
*Jump cancelable
A quick air normal that has a large hit box surrounding Marie. Air turn {{clr|2|j.B}} is also great for hitting opponents slightly above you.
A quick air normal that has a large hit box surrounding Marie. Air turn {{clr|2|j.B}} is also great for hitting opponents slightly above you.
 
}}
{{CloseCard}}


===<big>{{clr|2|j.2B}}</big>===
===<big>{{clr|2|j.2B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_j2B.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.2B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Second slowest air normal. Has a much better vertical hitbox than {{clr|2|j.B}}, and slightly less but still respectable horizontal range. Gives knockdown. IAD {{clr|2|j.2B}} is one of Marie's best jump ins.
Second slowest air normal. Has a much better vertical hitbox than {{clr|2|j.B}}, and slightly less but still respectable horizontal range. Gives knockdown. IAD {{clr|2|j.2B}} is one of Marie's best jump ins.
*Bounces you away from the opponent on hit or block.
*Bounces you away from the opponent on hit or block.
*Bounceback can be stopped by following up with {{clr|2|j.B}} or {{clr|3|j.C}}.
*Bounceback can be stopped by following up with {{clr|2|j.B}} or {{clr|3|j.C}}.
{{CloseCard}}
}}


===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_AOA.png|
Universal overhead, takes Marie airborne. Leads to lots of damage and knockdown.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Universal overhead, takes Marie airborne. Leads to lots of damage and knockdown.
{{CloseCard}}


===<big>Sweep</big>===
===<big>Sweep</big>===
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_Sweep.png|
An extremely fast and safe sweep. Ending combos in sweep can lead to safejump ender (run amok) or present pull for oki. This move has very good use in neutral because of its quick startup.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
An extremely fast and safe sweep. Ending combos in sweep can lead to safejump ender (run amok) or present pull for oki. This move has very good use in neutral because of its quick startup.
{{CloseCard}}
<br clear=all/>


==Persona Attacks==
==Persona Attacks==
===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_5C.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Great horizontal and vertical range, optimal counter hit combo starter. Tons of recovery makes it very, very bad to whiff.
Great horizontal and vertical range, optimal counter hit combo starter. Tons of recovery makes it very, very bad to whiff.
*Jump cancelable on hit
*Jump cancelable on hit
*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.
*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.
{{CloseCard}}
}}


===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_2C.png|
*Jump cancelable
</gallery>
Kaguya swipes down, pulling airborne enemies to the ground toward Marie. This move is amazing for safe jumps, evil eye setups, and anti-airs. Its big range makes it a better option for anti-airs than 2B at times.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Jump cancelable
Kaguya swipes down, pulling airborne enemies to the ground toward Marie. This move is amazing for safe jumps, evil eye setups, and anti-airs. Its big range makes it a better option for anti-airs than 2B at times,
{{CloseCard}}


===<big>{{clr|4|5D}}</big>===
===<big>{{clr|4|5D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_5D.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Kaguya calls down three daggers to hit the space directly in front of Marie. If done at the right height, all D normals can avoid dps.
Kaguya calls down three daggers to hit the space directly in front of Marie. If done at the right height, all D normals can avoid dps.
*Good for pressure
*Good for pressure
{{CloseCard}}
}}


===<big>{{clr|4|2D}}</big>===
===<big>{{clr|4|2D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_2D.png|
Kaguya calls down three daggers of light to hit halfway between mid and fullscreen.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Kaguya calls down three daggers of light to hit halfway between mid and fullscreen.
{{CloseCard}}


===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|3|j.C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_jC.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Giant sparkly divekick. One of her most used combo starters. Useful for getting out of sticky situations out of Marie.
Giant sparkly divekick. One of her most used combo starters. Useful for getting out of sticky situations out of Marie.
*Decent movement tool when used low to the ground.
*Decent movement tool when used low to the ground.
Line 374: Line 169:
*Incredibly plus on block unless the opponent blocks the move before the movement starts, in which case it is -5.
*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 {{clr|2|2B}}s.
*Head attribute, so it loses to most {{clr|2|2B}}s.
{{CloseCard}}
}}


===<big>{{clr|4|j.D}}</big>===
===<big>{{clr|4|j.D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_jD.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Kaguya calls down three daggers to hit midscreen.
Kaguya calls down three daggers to hit midscreen.
*If you airturn before doing {{clr|4|j.D}}, the daggers will fall about one character width farther away.
*If you airturn before doing {{clr|4|j.D}}, the daggers will fall about one character width farther away.
{{CloseCard}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_GroundThrow.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Marie grabs the opponent and electrocutes them before launching them away.
Marie grabs the opponent and electrocutes them before launching them away.
*Wallsticks in the corner.
*Wallsticks in the corner.
*Shocks the opponent during cloudy weather.
*Shocks the opponent during cloudy weather.
{{CloseCard}}
}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_AirThrow.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Marie electrocutes the opponent in the air before launching them away.
Marie electrocutes the opponent in the air before launching them away.
*Wallbounces in the corner.
*Wallbounces in the corner.
*Shocks the opponent during cloudy weather.
*Shocks the opponent during cloudy weather.
{{CloseCard}}
}}


===<big>Hot Lightning</big>===
===<big>Hot Lightning</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}} (Air OK)'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|2|B}}+{{clr|4|D}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=BD,j.BD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_BD.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="B+D" or input="j.B+D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Kaguya surrounds Marie in electricity that knocks the opponent away.  
Kaguya surrounds Marie in electricity that knocks the opponent away.  
*Takes Marie airborne.
*Takes Marie airborne.
*Shocks during cloudy weather.
*Shocks during cloudy weather.
*Super cancelable on block or hit, but only into Shell of Denial or Shining Arrows.
*Super cancelable on block or hit, but only into Shell of Denial or Shining Arrows.
{{CloseCard}}
}}


===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span>
{{InputBadge|{{clr|1|6A}}+{{clr|3|C}} while blocking}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=6AC
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_5B.png|
Same animation as {{clr|2|5B}}, knocks the opponent far back on hit. Costs 50SP. Effective for escaping pressure, but is extremely unsafe on block.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Same animation as {{clr|2|5B}}, knocks the opponent far back on hit. Costs 50SP. Effective for escaping pressure, but is extremely unsafe on block.
{{CloseCard}}
<br clear=all/>


==[[P4U2.5/Offense#Skills|Skill Attacks]]==
==[[P4U2.5/Offense#Skills|Skill Attacks]]==
===<big>Run Amok</big>===
===<big>Run Amok</big>===
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (Air OK)'''</span>
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236A,j.236A,236B,j.236B,236AB,j.236AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_RunAmok.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Marie's bag pulls at her and smacks into the opponent twice. The 2nd hit of all versions is overhead.
Marie's bag pulls at her and smacks into the opponent twice. The 2nd hit of all versions is overhead.
*Main combo ender for damage or using {{clr|3|j.C}} safejump.
*Main combo ender for damage or using {{clr|3|j.C}} safejump.
*Air version does not provide groundbounce except for SB version in special situations.
*Air version does not provide groundbounce except for SB version in special situations.
*SB version has armored startup that will armor through strikes and throws, even supers.
*SB version has armored startup that will armor through strikes and throws, even supers.
{{CloseCard}}
}}


===<big>It's All Yours</big>===
===<big>It's All Yours</big>===
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214A/B,214AB,214A/B > D|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_ItsAllYours.png|Entering Stance
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A/B" or input="214AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Present pull stance. {{clr|1|A}} version pulls chocolate, {{clr|2|B}} version pulls cloud(s), and SB version pulls both and does so faster.
Present pull stance. {{clr|1|A}} version pulls chocolate, {{clr|2|B}} version pulls cloud(s), and SB version pulls both and does so faster.
*Can be canceled with {{clr|4|D}}
*Can be canceled with {{clr|4|D}}
* {{clr|4|D}} is great for resetting pressure because of it's low recovery.
*{{clr|4|D}} is great for resetting pressure because of it's low recovery.
*Can pull present faster by hitting {{clr|1|A}} or {{clr|2|B}}, button pressed does not change present pulled.
*Can pull present faster by hitting {{clr|1|A}} or {{clr|2|B}}, button pressed does not change present pulled.
*Can press {{clr|3|C}} during stance to pull Igor, an air unblockable fatal counter move.
*Can press {{clr|3|C}} during stance to pull Igor, an air unblockable fatal counter move.
{{CloseCard}}
}}


===<big>Dance, Fallen Angels</big>===
===<big>Dance, Fallen Angels</big>===
<span class="input-badge">'''It's All Yours > {{clr|1|A}}'''</span>
{{InputBadge|It's All Yours > {{clr|1|A}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214A > A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_DanceFallenAngels.png|Good for oki and controlling ground space
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A > A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Pulls a present that will bounce along the ground until reaching the opponent, at which point chocolate will pop out and lick the opponent.
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.
*Great for oki and generally limiting the opponent's movement, especially in the corner.
*{{clr|1|A}} and {{clr|2|B}} version triggers automatically after 4 seconds and can be avoided by jumping or rolling
*{{clr|1|A}} and {{clr|2|B}} version triggers automatically after 4 seconds and can be avoided by jumping or rolling
*{{clr|1|A}} maintains the same speed throughout and is good for locking down opponents midscreen on knockdown.
*{{clr|1|A}} maintains the same speed throughout and is good for locking down opponents midscreen on knockdown.
*{{clr|1|B}} Bounces faster after 2 bounces, making it good for opponents who like to keep away.
*{{clr|2|B}} Bounces faster after 2 bounces, making it good for opponents who like to keep away.
*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.
*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.
{{CloseCard}}
}}


===<big>Memories of Grief</big>===
===<big>Memories of Grief</big>===
<span class="input-badge">'''It's All Yours > {{clr|2|B}}'''</span>
{{InputBadge|It's All Yours > {{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214B > B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_MemoriesOfGrief.png|Good for restricting opponent's air movements
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214B > B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Pulls a cloud that hovers in the air over the opponent.
Pulls a cloud that hovers in the air over the opponent.
*{{clr|1|A}} and {{clr|2|B}} version shocks on hit.
*{{clr|1|A}} and {{clr|2|B}} version shocks on hit.
Line 603: Line 267:
*SB version shocks on block.
*SB version shocks on block.
*In cloudy weather, an additional cloud comes out to hover over you.
*In cloudy weather, an additional cloud comes out to hover over you.
{{CloseCard}}
}}


===<big>Her Name Is "Hope" (Pandora)</big>===
===<big>Her Name Is "Hope" (Pandora)</big>===
<span class="input-badge">'''It's All Yours > {{clr|3|C}}'''</span>
{{InputBadge|It's All Yours > {{clr|3|C}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214A > C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_HerNameIsHopePandora.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A > C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Marie cancels her normal present pull and instead pulls out an Igor jack-in-the-box to launch the opponent high into the air.
Marie cancels her normal present pull and instead pulls out an Igor jack-in-the-box to launch the opponent high into the air.
*If you do SB Its All Yours into this, it ignores air unblockable prevention. Meaning you could do an air blockstring into an air unblockable
*If you do SB Its All Yours into this, it ignores air unblockable prevention. Meaning you could do an air blockstring into an air unblockable
Line 629: Line 279:
*Air Unblockable
*Air Unblockable
*whiffs on Kanji, Sho, Minazuki, Labrys, Shadow Labrys, Teddie, Rise, and Junpei unless they're airborne or doing certain attacks.
*whiffs on Kanji, Sho, Minazuki, Labrys, Shadow Labrys, Teddie, Rise, and Junpei unless they're airborne or doing certain attacks.
{{CloseCard}}
}}


===<big>Stigma of Condemnation</big>===
===<big>Stigma of Condemnation</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236C,236D,236CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_StigmaOfCondemnation.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Places a magatama that instantly explodes on the screen. {{clr|3|C}} version places it right in front of Marie, {{clr|4|D}} version places it midscreen, and SB version tracks to wherever the opponent is on the ground.
Places a magatama that instantly explodes on the screen. {{clr|3|C}} version places it right in front of Marie, {{clr|4|D}} version places it midscreen, and SB version tracks to wherever the opponent is on the ground.
*S-Hold is {{clr|3|C}} version
*S-Hold is {{clr|3|C}} version
Line 656: Line 291:
*{{clr|4|D}} version goes a bit further, and is good for keeping opponents away.
*{{clr|4|D}} version goes a bit further, and is good for keeping opponents away.
*SB version is a very useful fullscreen punish/meaty, and is plus on block.
*SB version is a very useful fullscreen punish/meaty, and is plus on block.
{{CloseCard}}
}}


===<big>Abysmal Evil Eye </big>===
===<big>Abysmal Evil Eye </big>===
<span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (then {{clr|3|214C}}/{{clr|4|D}} again)'''</span>
{{InputBadge|{{clr|3|214C}}/{{clr|4|D}} (then {{clr|3|214C}}/{{clr|4|D}} again)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214C/D (Set),214C/D (Detonate),214CD (Detonate)|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_AbysmalEvilEye.png|Good for negating projectiles and for oki
P4AU_Marie_AbysmalEvilEyeDetonate.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=Set Eye|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214C/D (Set)")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=C/D|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214C/D (Detonate)")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=SB|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214CD (Detonate)")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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.
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.
*{{clr|3|C}} version places the eye close, {{clr|4|D}} version places the eye mid, SB version places the eye far.
*{{clr|3|C}} version places the eye close, {{clr|4|D}} version places the eye mid, SB version places the eye far.
Line 702: Line 307:
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.
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.
*Eye detonation has tuns of blockstun, allowing for extended blockstrings.
{{CloseCard}}
}}
<br clear=all/>


==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
===<big>Shell of Denial</big>===
===<big>Shell of Denial</big>===
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (Air OK)'''</span>
{{InputBadge|{{clr|1|236236A}}/{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236A,j.236236A,236236B,j.236236B,236236AB,j.236236AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_ShellOfDenial.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Marie creates a shell around her, knocking enemies away to the other side of the screen.
Marie creates a shell around her, knocking enemies away to the other side of the screen.
*Reversal super with invuln startup
*Reversal super with invuln startup
*Does more damage in sunny weather
*Does more damage in sunny weather
*SB version recovers fast enough to punish rolls and makes DPs safe on block
*SB version recovers fast enough to punish rolls and makes DPs safe on block
{{CloseCard}}
}}


===<big>ShutupIhateyouyoustupidjerk</big>===
===<big>ShutupIhateyouyoustupidjerk</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236C,236236D,236236CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_ShutupIhateyouyoustupidjerk.png|Yes, that's the actual name.
P4AU_Marie_ShutupIhateyouyoustupidjerk_2.png|A = Sunny, B = Rainy, C = Cloudy, D = Snowy
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236D" or input="236236CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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.
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 sunny weather is chosen when already in sunny weather.
Line 759: Line 332:
*Shocks on hit if cloudy is chosen when already in cloudy weather.
*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.
*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.
{{CloseCard}}
}}
<br clear=all/>


==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
===<big>Shining Arrows</big>===
===<big>Shining Arrows</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}} (Air OK)'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214214C/D,214214CD,214214C Shot,214214D Shot|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_ShiningArrows.png|
P4AU_Marie_ShiningArrowsAttack.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214CD" or input="214214C Shot" or input="214214D Shot")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Kaguya appears along with three magatamas. Pressing {{clr|3|C}} or {{clr|4|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. {{clr|3|C}} beams start on Marie's side of the screen, {{clr|4|D}} beams start from the opponent's side.
Kaguya appears along with three magatamas. Pressing {{clr|3|C}} or {{clr|4|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. {{clr|3|C}} beams start on Marie's side of the screen, {{clr|4|D}} beams start from the opponent's side.
*Fatal Counter Recovery
*Fatal Counter Recovery
Line 792: Line 348:
*{{clr|4|D}} version automatically shoots all the beams from Marie's side of the screen.
*{{clr|4|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.
*Incredibly useful for mixing up the opponent, setting up unblockables, and more.
{{CloseCard}}
}}
<br clear=all/>


==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
===<big>Musubi no Ikazuchi</big>===
===<big>Musubi no Ikazuchi</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=222CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Marie_IK.png|if you're Marie's opponent consider getting hit by this so you don't have to play her anymore
P4AU_Marie_IK_Cinematic.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="222CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Marie summons a ball of energy that vacuums the opponent in and instantly kills them.
Marie summons a ball of energy that vacuums the opponent in and instantly kills them.
*Unlike Akihiko's IK, Marie's is blockable.
*Unlike Akihiko's IK, Marie's is blockable.
*Can be used to punish some DPs or supers, but not much else.
*Can be used to punish some DPs or supers, but not much else.
 
}}
{{CloseCard}}
<br clear=all/>


==Colors==
==Colors==
Line 848: Line 386:
*[http://www.dustloop.com/ Character Video Thread]
*[http://www.dustloop.com/ Character Video Thread]


<br clear="both"/>
==Navigation==
==Navigation==
<center>{{Character Label|P4U2R|Marie|36px|P4AU_Marie_portrait.png}}</center>
<center>{{Character Label|P4U2R|Marie|36px|P4AU_Marie_portrait.png}}</center>

Revision as of 21:11, 26 September 2022



Overview
While Marie's page for this version is in need of updating, there exists some complete resources covering the character:

Marie intro: https://www.notion.so/P4U2-Remaster-Intro-to-Marie-5565ac469cd948c8aec4a941416d8a19#a406ae52d5dd48f692ad1393730aa93f

Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.
Overview

Marie is a setplay/all rounder character. She's super quick and has many fast and long reaching normals. Additionally, she has many specials that can hit from a variety of ranges. Combine this with her variety of safejumps and oki options, and Marie becomes an extremely scary character in the right hands.

Marie has a solid neutral game, with normals such as 5BP4AU Marie 5B.pngGuardAllStartup10Recovery23+9LAdvantage-20, j.2BP4AU Marie j2B.pngGuardHighStartup12Recovery19 []Advantage-, 5CP4AU Marie 5C.pngGuardAllStartup13Recovery34Advantage-21, 2CP4AU Marie 2C.pngGuardAllStartup16Recovery33Advantage-19, and SweepP4AU Marie Sweep.pngGuardLowStartup10Recovery18Advantage-4 keeping the opponents on their toes at almost all times. 5B being the most notable here due to its 10f startup with a large hitbox and can be made safe by cancelling into delayed 5BBP4AU Marie 5BB.pngGuardAllStartup11Recovery8+8LAdvantage-3 or special cancel. Stigma of Condemnation (236C/D)P4AU Marie StigmaOfCondemnation.pngGuardAllStartup14RecoveryTotal 41Advantage-7 is also notably good for neutral as it's very fast, knocks down, and has a deceptively large hitbox.

It's All Yours (214A/B)P4AU Marie ItsAllYours.pngGuardStartupRecoveryTotal 48Advantage- is a very versatile move in Marie's kit. For starters, Marie can cancel it immediately pressing D as soon as she reaches in her bag, this is dubbed a "Bag Cancel" and is used by many players to reset pressure or make moves safe on block. The Dance Fallen AngelsP4AU Marie DanceFallenAngels.pngGuardAllStartup53~169RecoveryTotal 29Advantage+96 follow-up is amazing for oki midscreen, and the SB version provides nice lockdown in the corner. Her Name Is "Hope" (Pandora)P4AU Marie HerNameIsHopePandora.pngGuardAir UnblockableStartup12RecoveryTotal 46Advantage- is good for catching jumps and any reversals that put the opponent airborne. Notably, it also provides shock on hit.

Marie becomes scary in pressure as the aforementioned 214A/B and bag cancels keep the opponent in a bad state. However, her greatest tool is Abysmal Evil Eye (214C/D)P4AU Marie AbysmalEvilEye.pngGuardStartupRecoveryTotal 39Advantage-, which doubles as an anti-zoning tool due to its projectile absorption and a great pressure tool. It does high damage, can be self-detonated or detonate by itself, and has plenty of blockstun. In fact, combined with her other tools, Marie ends up having the most freeform pressure in the game.

Marie's a strong character herself, but her biggest flaw is that she needs space to set up most of her gameplan. Not only that, but she's pretty honest, lacking in any real strong mixup or super strong gimmicks. Regardless, that doesn't make her a weak character at all. Marie is still a solid character that's easy for anybody to pick up.

 Marie  Marie is a setplay/all-rounder character who likes to use her traps to keep up her offense.

Pros
Cons
  • Item Throw: Marie can throw a variety of items to restrict the opponent's options.
  • Defensive Buttons: She has great normals and a great Furious Action means she is difficult to approach, especially from the air.
  • Easy Execution: Marie is blessed with very lenient execution: long hitconfirms and simple combos.
  • Awakening: Shining Arrows is one of the best and most spammable Awakening skills in the game.
  • Character-Specific Combos: Several combos are character specific, limiting damage output on some characters.
  • Meter Hungry: Her mixups and damage are limited without spending SP.
  • Rushdown Vulnerable: Marie needs space and time to set up her gameplan.

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.

  • Sunny: Marie's ShellP4AU Marie ShellOfDenial.pngGuardAllStartup4+(64 Flash)+3Recovery37+6LAdvantage-17 super will do 20% more damage in combos and 40% more damage raw, makes Card Super (Hold A) deal more damage as well
  • Cloudy: Summoning a cloud from Marie's bag will make 2 clouds come out instead of one. Her DP, Throw, and Card Super (Hold C) will also inflict shock on the opponent
  • Rainy: Gives Marie a buff that passively regenerates her HP, makes Shining Arrows shoot additional beams, and increases damage of Card Super (Hold B)
  • Snowy: Gives Marie a buff that passively regenerates her SP, makes Card Super (Hold D) freeze opponent on hit
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 ShutupIhateyouyoustupidjerk 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.
P4U2R Marie Nameplate.png
P4U2 Marie Portrait.png
Health
9,000
Backdash
20F (1~6F Inv All)
Persona Cards
5
Combo Rate
65%
Fastest Attack
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.

Normal Attacks

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 Low 6 3 13 -3 Foot
5AA 400 All 10 6 18 -2 Body 5~15 Foot
5AAA 1000 All 11 3 15 -1
  • Jump cancelable

5A is a quick standing low, and Marie's fastest normal. Used for stagger pressure with 2A and 5AA.


  • Leaves Marie airborne from frames 5 through 15

5AA is a hop that moves Marie forward. This move is extremely good for stagger pressure and a well-timed OMC can lead to a quick overhead.


  • Jump cancelable
  • Dash cancelable
  • Auto-combos into A Run Amok (236A).

5AAA is a large bag swing from Marie. On block Marie has a myriad of options to choose from. She can jump cancel, dash cancel, sweep, or go into a special. As for combos she can finish the auto combo for a safe jump with the auto combo bonus. Additionally, she can finish cancel this into sweep to set up a present on the opponent's wakeup.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 3 9 -1 Foot

5B/5BB

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5B 500 All 10 3 23+9L -20 Chest
5BB 600 All 11 4 8+8L -3 Head
  • Jump cancelable on hit

5B is one of Marie's best neutral normals, a really fast button with relatively low recovery. Additionally, it's also one of her best combo starters.


  • Jump cancelable on hit

5BB is a Fatal Counter. If this is delayed it can be made plus, it's a good blockstring for those who don't know about the gap in between it. It can also gatling into 2B on landing.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 Air Unblockable 9 3 20 -11 Body 7~11 Head

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 7 3 9 Head

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 High 10 3 15 Head

j.2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
500 High 12 4 19 [] Head

Second slowest air normal. Has a much better vertical hitbox than j.B, and slightly less but still respectable horizontal range. Gives knockdown. IAD j.2B is one of Marie's best jump ins.

  • 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

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
500 High 29 2 31 -18 Body 10~29 Guard Strike

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 Low 10 3 18 -4 Foot 3~12 Chest

Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 All 13 4 34 -21 Body Persona 1~Until Active All

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 16 3 33 -19 Body Persona 1~Until Active All

5D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400×3 All ?? P(10)P(10)P Total 49 Projectile

2D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400×3 All ?? P(10)P(10)P Total 54 Projectile

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400, 80×4 All 13 3×14 6 Head

Giant sparkly divekick. One of her most used combo starters. Useful for getting out of sticky situations out of Marie.

  • Decent movement tool when used low to the ground.
  • 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

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400×3 All ?? P(10)P(10)P Total 54 Projectile

Universal Mechanics

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 200, 100×3, 600 Throw 5 3 25 Throw

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 200, 100×3, 900 Throw 4 3 20 Throw

Hot Lightning

Persona Required B+D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
BD 500, 100×4 All 13 3×5 33+12L -25 Projectile 1~15 All
j.BD 500, 100×4 All 16 3×5 Until L+12 Projectile 1~18 All

Guard Cancel Attack

6A+C while blocking

No results
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

Skill Attacks

Run Amok

236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 600,300 All,High 10 6(20)2 24 -4 Body, Head
j.236A 500, 250 All,High 10 7(Until L-2)2 22 -2 Head
236B 700, 350 All, High 22 6(24)2 24 -4 Body, Head
j.236B 600, 300 All, High 10 7(Until L-2)2 22 -2 Head
236AB 700, 350 All, High 21 6(24)2 18 +2 Body, Head 5~14 Guard Strike
j.236AB 600, 300 All, High 22 7(Until L-2)2 18 +2 Head

Marie's bag pulls at her and smacks into the opponent twice. The 2nd hit of all versions is overhead.

  • 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 that will armor through strikes and throws, even supers.

It's All Yours

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A/B Total 48
214AB Total 39
214A/B > D Total 15

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
  • D is great for resetting pressure because of it's low recovery.
  • 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

It's All Yours > A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200, 100×5 All 53~169 4{(4)4}×5 Total 29 +96 Projectile

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 and B version triggers automatically after 4 seconds and can be avoided by jumping or rolling
  • A maintains the same speed throughout and is good for locking down opponents midscreen on knockdown.
  • B Bounces faster after 2 bounces, making it good for opponents who like to keep away.
  • 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

It's All Yours > B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 All 21 60 Total 29

Her Name Is "Hope" (Pandora)

It's All Yours > C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1000 Air Unblockable 12 6 Total 46 4~13 H

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

  • If you do SB Its All Yours into this, it ignores air unblockable prevention. Meaning you could do an air blockstring into an air unblockable
  • 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

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 700 All 14 3 Total 41 -7 Chest+Projectile
236D 700 All 14 3 Total 41 -7 Chest+Projectile
236CD 700 All 26 3 Total 43 +3 Chest+Projectile

Places a magatama that instantly explodes on the screen. C version places it right in front of Marie, D version places it midscreen, and SB version tracks to wherever the opponent is on the ground.

  • S-Hold is C version
  • Useful for ending combos or blockstrings if you want to keep the opponent away from you.
  • D version goes a bit further, and is good for keeping opponents away.
  • SB version is a very useful fullscreen punish/meaty, and is plus on block.

Abysmal Evil Eye

214C/D (then 214C/D again)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C/D (Set) Total 39
214C/D (Detonate) 1200 All 17 6 Total 39 +16 Projectile
214CD (Detonate) 1200 Unblockable 17 6 Total 39 Projectile

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).
  • SB version has a much stronger vacuum, and SB detonate is unblockable.

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

236236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 1500 All 4+(64 Flash)+3 6 37+6L -17 1~14 All
j.236236A 1500 All 4+(64 Flash)+3 6 29 1~14 All
236236B 2000 All 4+(64 Flash)+13 6 37+6L -17 1~24 All
j.236236B 2000 All 4+(64 Flash)+13 6 29 1~24 All
236236AB 2000 All 4+(64 Flash)+3 6 37+6L -17 1~14 All
j.236236AB 2000 All 4+(64 Flash)+3 6 29 -17 1~14 All

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
  • SB version recovers fast enough to punish rolls and makes DPs safe on block
Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236A 1000 100 50 5
j.236236A 1000 100 50 5
236236B 1000 100 50 5
j.236236B 1000 100 50 5
236236AB 1000 100 50 5
j.236236AB 1000 100 50 5

236236A:

  • Damage in Sunny:1800
  • Minimum damage 450
  • Sunny Minimum Damage: 540


j.236236A:

  • Damage in Sunny: 1800
  • Minimum damage: 450
  • Sunny Minimum Damage: 540


236236B:

  • Damage in Sunny: 2400
  • Minimum damage: 600
  • Sunny Minimum Damage: 720


j.236236B:

  • Damage in Sunny: 2400
  • Minimum damage: 600
  • Sunny Minimum Damage: 720


236236AB:

  • Damage in Sunny: 2400
  • Minimum damage: 600
  • Sunny Minimum Damage: 720


j.236236AB:

  • Damage in Sunny: 2400
  • Minimum damage: 600
  • Sunny Minimum Damage: 720

ShutupIhateyouyoustupidjerk

Persona Required 236236C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 500, varies All 4+(50 Flash)+10 Until Hit Total 76 -38 4~33 All
236236D 500, varies All 4+(50 Flash)+35 Until Hit Total 101 -38 4~63 All
236236CD 500, varies All 4+(50 Flash)+10 Until Hit Total 76 -38 1~38 All

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.
Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236C 0 600 50 4
236236D 0 600 50 4
236236CD 0 600 50 4

236236C:

  • Other~Sun: Damage = 2234, Minimum Damage= 983, P1=0, P2=500
  • Sun~Sun: Damage = 2234. Minimum Damage= 983. P1=0. P2=500
  • Other~Cloudy: Damage = 2017. Minimum Damage= 514. P1=0. P2=500
  • Cloudy~Cloudy: Damage = 2017, Minimum Damage= 514. P1=0. P2=500
  • Other~Rainy: Damage = 2133, 93×15, Minimum Damage= 797. P1=0. P2=500
  • Rainy~Rainy: Damage = 2118, 40×31, Minimum Damage= 810. P1=0. P2=500
  • Other~Snow: Damage = 1908. Minimum Damage= 488. P1=0. P2=500
  • Snow~Snow: Damage = 1908. Minimum Damage= 488. P1=0. P2=500


236236D:

  • Other~Sun: Damage = 2450. Minimum Damage= 1087. P1=0. P2=500
  • Sun~Sun: Damage = 2450. Minimum Damage= 1087. P1=0. P2=500
  • Other~Cloudy: Damage = 2230. Minimum Damage= 556. P1=0. P2=500
  • Cloudy~Cloudy: Damage = 2230. Minimum Damage= 556. P1=0. P2=500
  • Other~Rainy: Damage = 500,218, 109*15. Minimum Damage= 882. P1=0. P2=500
  • Rainy~Rainy: Damage = 500,113, 56*31. Minimum Damage= 877. P1=0. P2=500
  • Other~Snow: Damage = 2125. Minimum Damage= 540. P1=0. P2=500
  • Snow~Snow: Damage = 2125. Minimum Damage= 540. P1=0. P2=500


236236CD:

  • Weather specific data is the same as the D version

Awakened SP Skill Attacks

Shining Arrows

Persona Required 214214C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C/D Total 4+(75 Flash)+26 1~12 All
214214CD Total 4+(75 Flash)+14 1~4 All
214214C Shot 400×2 All ?? 65(10)65
214214D Shot 400×3 All ?? 65(10)65(10)65

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.
  • C and SB version let you manually shoot the beams, and Kaguya will teleport to Marie as she shoots them.
  • 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.
Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214214C/D
214214CD
214214C Shot 0 600 50 4
214214D Shot 0 600 50 4

214214C/D:

  • Air version is in recovery until landing
  • C version creates 3 shots that player can fire by pressing C/D
  • D version automatically fires 3 shots
  • All versions go across the screen 2 times, unless the weather is rain, where it increases to 3.


214214CD:

  • Air version has total recovery 30
  • Creates 3 shots that player can fire by pressing C/D
  • Each shot goes across the 2 times, however when the weather is rain it increases to 3


214214C Shot:

  • Press C for shot that starts from the left side of the screen
  • Press D for shot that starts from the right side of the screen
  • Minimum damage 120 per hit


214214D Shot:

  • Press C for shot that starts from the left side of the screen
  • Press D for shot that starts from the right side of the screen
  • Minimum damage 120 per hit

Instant Kill

Musubi no Ikazuchi

Persona Required 222C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
29094 All 26+(80 Flash)+35 100 Total 201 -111 1~77 All

Colors


External References

Navigation

 Marie



To edit frame data, edit values in P4U2R/Marie/Data.