P4U2R/Marie: Difference between revisions

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===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
{{InputBadge|{{clr|1|6A}}+{{clr|3|C}} while blocking}}
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
{{P4U2R Move Card
{{P4U2R Move Card
|input=6AC
|input=6AB
|description=
|description=
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.
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.

Revision as of 14:44, 28 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+B while blocking

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 All 17 3 21+14L -21 1~21 Guard Strike

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.