Buttface Posted October 14, 2014 Posted October 14, 2014 someone mentioned it might be possible earlier, but I can confirm we definitely have safejumps off air hit 2C knockdown and close sweeps with j.B
Buttface Posted October 14, 2014 Posted October 14, 2014 does anyone know what SB Bright Arrow actually does?
RurouniLoneWolf Posted October 14, 2014 Posted October 14, 2014 I remember before release people were saying that the SB versions of all her supers just did more damage. Haven't tested it myself yet to see if it does anything else.
Valin Posted October 14, 2014 Posted October 14, 2014 does anyone know what SB Bright Arrow actually does? Gives it invincibility so it can't be destroyed right when you activate. It's the only safe way to use it in neutral. Sent from my SCH-I545 using Tapatalk
Wild Candy Posted October 15, 2014 Posted October 15, 2014 so I have some questions.  What are you guys doing in neutral? Like, I often use j.D/2D to keep them from approaching, and then take that chance to summon something that'll help me break in.  Also, what do Marie's oki set ups, particularly in the corner look like?  Also, what's Marie doing for her pressure and block strings?
Buttface Posted October 16, 2014 Posted October 16, 2014 in neutral use 2D/j.2D, presents if possible (some characters can punish neutral present pulls), eyes to pull them closer, 236CD, and 5B/j.B/j.2B throw in j.C occasionally, but don't rely on it  oki setups are generally eye/present setups or safejump stuff in the corner she can do SB presents to force them to block, short hop, or roll she can also do hugely extended blockstrings with eyes like https://www.youtube.com/watch?v=jrbB84-SXpc  for pressure you can continue after sweep with 5B or 5A depending on range or you can jump cancel 2B for j.C/j.B/j.2B you can also do stuff with 5BB, but be careful, they can DP out if you do it if you delay the 5BB it's plus but they can DP between 5B and 5BB if you don't, they can DP or CH with fast moves between 5BB and an attempted followup
Ichipoo Posted October 17, 2014 Posted October 17, 2014 Marie's wiki page says that her execution is "fairly lenient." How true is this?
TD Posted October 17, 2014 Posted October 17, 2014 She requires practice but most of her combo routes either timing and spacing based or simply character specific. Her combo parts when broken down are very simple to understand. Again, there are some things you need to know, like when to juggle 5bb on an air foe, when sweep 236b can be used in a combo, when jc can be used to continue a combo (and on which characters), why you need to whiff jc in certain standing combos, and so on. It is easy to get strong damage off certain starters once you do a little training. At 50 heat it is easier than ever for damage. Marie's hardest point in my opinion is her oki setups. Mostly because she has quite a few tools that need to be used in a certain way, depending on the character and situation.
mMarikom Posted October 18, 2014 Posted October 18, 2014 I'm a Yukari main Rise sub looking for one more character to round things out. People have said Marie in terms of traps resembles Rachel...can someone give me an idea of her playstyle and learning curve? She looks really fun but I'm not too sure if I wanna take the time to pick her up
TD Posted October 18, 2014 Posted October 18, 2014 She does resemble a less zoning/mixup version of rachel, but doesn't have an over-reliance on a special meter (wind). Though, weather does have to be managed using your system resources. The idea is the same. Get space in the beginning of the round so you can setup, work with your first setup to set the pace of the match. There are plenty of variations to this strategy because both character has a hefty set of tools, which is what make both characters well rounded. Rachel definitely does have a better neutral than Marie though. In neutral she has 5b, jc, jd, and her air b specials to get respect. Each tool beats different things and loses to others so matchups play w heavy role in what you use here. A normals are point blank priority moves and are important when her normals would be too slow, or in pressure. Summons are the eyes, chocolate, and clouds. Cloud controls the air, cocoa and eyes control the ground. Each has a set of properties, either they move painfully slowly to the foe, or pulls the foe painfully slowly toward itself. So you inch your way in. Like Rachel's frog people will try to roll from chocolate or jump over, making your punishing decisions important, and clouds people will super jump over and block/attack, or just stay grounded, again making your decisions important. Eyes absorb certain projectiles, and explode after 4 sec/Marie manually detonates them. It is best used in oki setups though. Of course, the more items on the screen the better your chances of getting in. With meter, 214a ab will get cocoa and cloud out and the same time. 236cd determines the fate of a grounded foe; in 26 frames if they are still on the ground they will either get hit by or block the megatama. Invul moves are punishable depending on the move used. Marie is not invul during this, will lose to dp 's and attacks so best used as ranged disruption. Card super is her only other fast full screen projectile. Not counting awakening super due to the initial startup. Weather is a mostly passive mechanic with very simple effects. Sunny give the most damage to all her supers. Level 2 card super damage is like 2k right? Usually the best round ender and always the worst round starter, otherwise useful. Cloudy grants two slow clouds on a cloud summon, also gives dp and level 2 cloud super paralysis effect. Rainy regenerates hp very slowly over time. Needs a buff imo. Level 2 probably the worst of the level 2 card super, wastes time I guess for 200 hp gain? Probably the worst weather right now Snowy gains sp at a slow, steady rate, very very useful all around, level 2 freezes the foe for a long time, the only one to provide extended damage after using so can do lv2 snow into lv1 sun for max damage and 100 meter. Likely the best usage. Level 2 is gotten by having a weather and choosing that weather via card super in a row. Level 1 always just changes the weather and blow the foe up with damage depending on the new weather. Overall passive effects you really just want snow but the others are useful. Round 1 always starts with sunny weather. Round 2 weather is always determined by the previous weather. I think surf covered this in a previous post in this forum. If you always want snow at the beginning I think you need to end the round with rain? Not too sure about this mechanic. There are plenty more options, properties, and strategies on this character that has been shared throughout this topic. These are the basics. Overall Marie has a simple game plan with a lot of unorthodox ways of going about it. You're going to have to learn her quirky move properties in order to succeed with her.
Buttface Posted October 18, 2014 Posted October 18, 2014 -Sunny: 236236A/B super does more damage, card super does more damage if you don't change weather, damage modifier is 1.2x, highest damage from weather super -Cloudy: DP and throw shock, cloud present produces two clouds instead of one second cloud hovers over you, level 2 cloudy super shocks, lowest damage off weather super. shock lasts 2.5 seconds -Rainy: slow HP regen, extra beam off each magatame fired from awakening super, level 2 rain heals a small amount and does more damage than level 2 sunny when used raw, but due to proration it will generally do less than level 1 sunny if used at the end of combos, level 1 rainy has second lowest damage -Snow: SP regen by 5SP per 2 seconds, level 2 snow freezes on hit, second highest base damage, try to be in snow a lot  next round weather based on round end weather, works on the "next 2" basis (will be one of the next two weathers, like A->B/C or C->D or A) sunny->cloudy/rain cloudy->rain/snow rain->snow/sunny snow->sunny/cloudy   She's really easy to pickup since she mostly relies on like 3 basic combos that are basically just mixed with each other There are two SB versions of presents, if you do 214AB~A/B you pull both presents and the recovery is shorter if you do 214A/B~AB you get an SB version of the present you pulled with enhanced properties  SB chocolate will autocorrect direction if jumped over or rolled (but it can still be tricked and avoided) and it has no timer before autotrigger SB cloud will shock on block    As for her playstyle, you want to use your items to aid your somewhat mediocre neutral so that you can get in, get a knockdown, and sometimes that's enough to win a match because items really help limit people's wakeup options and keep them locked down She has great corner carry, a standing low, safejumps off almost every combo, j.C which has good movement and is usually plus on block, blockstring extension through the huge blockstun provided by eyes, unblockable setups, crazy good oki with her awakening super, and dirty OMC mixups
mMarikom Posted October 18, 2014 Posted October 18, 2014 Wow two great detailed explanations. I'm definitely going to give her a shot. Much appreciated. Combo thread looks developed too. Is there a skype group for Marie?
So-Called-Chaos Posted October 20, 2014 Posted October 20, 2014 is there a difference between 214A+B<A/B and 214A/B<A+B? as in like pressing A+B twice? so far it just seems like spending an extra 25 SP for nothing lol I know 214 A+B sends out both the chocolate and cloud but what does pressing A+B after It's All Yours do?
TD Posted October 20, 2014 Posted October 20, 2014 It gives the items stronger properties. Chocolate autocorrects itself if the foe gets past it, unlike the meter less version. The cloud shocks even on block unlike the meter less version. They are situationally useful, if you know how to use the items well and know how the foe likes to deal with them, this could take the foe by surprise.
Buttface Posted October 20, 2014 Posted October 20, 2014 SB version of chocolate also has no timer or at least a much longer timer before autotriggering, while the normal version will trigger automatically after 4 seconds
Buttface Posted October 21, 2014 Posted October 21, 2014 We've been challenged to a 10v10 against by the Adachi DL players on 10/25 around 7pm EST http://challonge.com/AdachiVMarieDL  here's the Marie team http://challonge.com/teams/team-adioooos
RurouniLoneWolf Posted October 21, 2014 Posted October 21, 2014 Real Talk: Are there even 10 Marie players in existence? lol. Â Unfortunately, someone of my skill level is of no use for these sort of things so I'll have to pass.
ErenJaeger Posted October 21, 2014 Posted October 21, 2014 I'd join if I wasn't already doing a tournament that same day. I would like to see TD and Buttface play though.
So-Called-Chaos Posted October 21, 2014 Posted October 21, 2014 guys please post videos of the tournament lol
Pen_Ninja Posted October 21, 2014 Posted October 21, 2014 I'd help out but I'm feeling like my connection won't be the best.
RurouniLoneWolf Posted October 21, 2014 Posted October 21, 2014 Not a lot of takers so far. Come on, guys. Don't make me sign up. No one wants to see me play ;.;
Buttface Posted October 21, 2014 Posted October 21, 2014 I've asked sonicfox and bace, and sonicfox is up for it  and no, I don't know of 10 good US Marie players this'll be interesting to say the least
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