2A / 5A > 5AA > 5B / 2B > 5C > 2A+B
Basic hitconfirm on the ground into sweep. Easy solid combo for oki. Most meter efficient for characters that can't be j.C looped.
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| content = | | content = | ||
Meterless extension that works on most of the cast. Does great damage for standing characters for little resources used. Also provides a safejump and oki if chose to do so. | Meterless extension that works on most of the cast. Does great damage for standing characters for little resources used. Also provides a safejump and oki if chose to do so. | ||
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Character Specific Variation = | |||
{{TheoryBox | |||
| Title = j.C loop (Char Specific) | |||
| Oneliner = You like character specific? What if we made it even MORE specific. | |||
| Difficulty = {{clr|3|Intermediate}} | |||
| Anchor = j.CLoopSpecific | |||
| Recipe = {{clr|1|5AA}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|5C}} >(delay) {{clr|2|5BB}} > jC(9)> {{clr|3|j.C}} > {{clr|1|2A}} > {{clr|2|2B}} > {{clr|3|5C}} > {{clr|2|5B}} > {{clr|1|2A}}+{{clr|2|B}} > {{clr|1|236A}} | |||
| content = | |||
More damaging version of the j.C loop that can only be done on certain characters, see the table to see which characters this can be done with. | |||
}} | }} | ||
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Combos: https://private-coin-db5.notion.site/P4U2-ver-2-50-Marie-Combo-Doc-df697128415240fd982b568c133e2fda
Intro to Marie: https://www.notion.so/P4U2-Remaster-Intro-to-Marie-5565ac469cd948c8aec4a941416d8a19#a406ae52d5dd48f692ad1393730aa93f/
This combo list is a stub, reference the documents above.
Marie is a character who doesn't dish out the most damage with normal hits, but rather gets her damage from anti airs or converting off of hits with presents or her evil eye.
Marie has average damage that'll always end in some sort of safejump or oki option. Most of her combos will end in either:
On crouching hits Marie can do 2B>5B>delay 5BB for a nice damage extension as well.
J.C Whiff combos are a core part of Marie's more damaging combos after 236B. The standard input for this is 236B>j.66>j.B>j.2B>j.C(whiff)>5A/2A or 2B. j.C cancels the bounceback from her j.2B and allows for her to have less recovery. Thus allowing for her to extend combos as soon as she hits the ground.
The most basic parts of Marie combos.
5AAAA
Standard autocombo, leads into safejump and can be cancelled early into sweep for oki.
2A / 5A > 5AA > 5B / 2B > 5C > 2A+B
Basic hitconfirm on the ground into sweep. Easy solid combo for oki. Most meter efficient for characters that can't be j.C looped.
2A / 5A > 5AA > 5B / 2B > 5C > 2A+B > 236A+B > j.66 > j.B > j.2B > j.C (whiff) > 5AAAA
Extension from sweep for more corner carry and damage, also provides great oki with sweep.
5AA > 2B > 5BB > 2B > 5C > 2A+B
A crouching only combo that works on every character. A slight delay after the 5B is required, so it takes some practice. After 2B you can do 2AB>214A~A for oki or 2A>236A for a safejump.
5AA > 5C > (5B) > 2A+B > 236A
Best damage for characters that cannot be j.C looped.
5AA > 5C > 2A+B > 236C > 5B > 2B > 5C > 2C
Corner extension with magatama, can be followed up with 236A for more damage or 214C for oki. Can also be jump canceled for safejump.
2B > 5C > 2C > (2B) > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 5AAAA/5AAA2A+B
Standard anti air combo for Marie. If the opponent is too low you can exclude the 5C. Provides a lot of meter and good oki/safejump.
Ending a combo in a safejump is a good way to keep Marie's pressure going, even after you've finished your combo. Try to end your combos in any one of these if possible.
...2A+B > 236A > j.66 > j.C
Most common safejump used in most routes, if the opponent starts to delay tech, delay the airdash.
...2A+B > forward jump > j.66 > j.B
Basic safejump, used if any other safejump would scale too much.
...236C/D > forward jump > j.66 > j.B
Good safejump for closing in distance or if 236A was already used in the combo. Will not safejump on heavily scaled combos.
...(AIR HIT)5C > 2C > forward jump > j.B
One of her best safejumps and simultaneously one of her best combo enders.
...236B/A+B > j.66 > j.A > j.B > 5C > 2C > jump cancel (jC) > j.44
A safejump left right mix in the corner. Delay the backdash to prevent a crossup, and do it instantly to cause a crossup. Opponents mashing dp will either dp the oppsite way or will normally get safejumped.
Core combos balance potency with consistency. They:
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5AA > 2B > 5B > (delay) 5BB > 9jc > j.C > 5AAAA/5AAA2A+B
Meterless extension that works on most of the cast. Does great damage for standing characters for little resources used. Also provides a safejump and oki if chose to do so.
5AA > 5C > 5B > 2B > 5C >(delay) 5BB > jC(9)> j.C > 2A > 2B > 5C > 5B > 2A+B > 236A
More damaging version of the j.C loop that can only be done on certain characters, see the table to see which characters this can be done with.
5AA > 5C > 5B > 2B > 5C >(delay) 5BB > jC(9)> j.C > 2A > 2B > 5C > 5B > 2A+B > 236A
Corner variation of the j.C loop, works on all characters that the j.C loop can be performed on. For Naoto and Narukami specifically, switch the first 2B and 5C.
Work? | How difficult? | Notes | ||
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Narukami | Yes | Hard | Possible with slight delay after 5BB | |
Yosuke | No | |||
Chie | Yes | Easy | ||
Yukiko | Yes | Easy | ||
Kanji | Yes | Easy | Can replace 2B with 5C | |
Teddie | No | |||
Naoto | Yes | Easy | ||
Mitsuru | Yes | Easy | ||
Akihiko | Yes | Easy | Can replace 2B with 5C | |
Aigis | Yes | Easy | ||
Labrys/Shabrys | No | |||
Elizabeth | No | |||
Yukari | Yes | Easy | ||
Junpei | Yes | Easy | ||
Sho/Mina | No | |||
Rise | Yes | Easy | ||
Ken | Yes | Easy | ||
Adachi | Yes | Easy | ||
Marie | Yes | Easy | Can replace 2B with 5C | |
Magaret | Yes | Easy | Can replace 2B with 5C |
5AA > 2A+B > 236C > 2A+B > 236B > j.66 > j.B > j.2B > j.C(whiff) > 5AAAA
A good route to go for if you can't do the j.C loop and want to get good damage off.
Throw > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > 5AAAA
Go to throw combo in the corner, leads into safejump with good meter gain
Throw > 2A+B > 236B > j.66 > j.B > j.2B > 2B > 5C > 2C
Alternative version of the safejump. Less meter but a better safejump.
Throw > 5B > 5BB > 2A+B > 214A/B~C > delay j.66 > j.2B > j.B > 5C > 2C
Max meterless damage, not recommended as it does a miniscule amount more than the normal throw.
AoA~C Ender > jump forward > j.A > j.B > j.C > j.B > j.236A+B > 2A > 236A
Route for converting off of AoA~C Ender.
AoA~D Ender > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C(whiff) > 5AAAA
Most basic variation of Marie's AoA Route, provides a good amount of meter along with a safejump.
AoA~D Ender > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C(whiff) > 2B > 5C > 2C (> 2B > 236A > 236236C)
More advanced version of the first combo, provides a better safejump and better damage.
AoA~D Ender > 5C > dash cancel > 236B > j.66 > delay {{{2}}} > 2A+B > 214A~C > j.2B > j.B > 5B > 5C > 2C (> 236A > 236236C)
Most damage off of AoA without using meter. Very difficult.
5AA > 5C > 2A+B > 236A > OMC > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 2B > 5C > 2C
Decent damage extension off of 5A starter. Useful for opponents that cannot be j.C looped or if 2C knockdown is preferred. J.C loop into card super is preferable to this combo, however.
2A+B > 236A > OMB > 66 > 214A~C > 66 > 2C > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 5AAA2A+B
Great damage off of sweep starter, can also be done off of 5AA >2A+B.
CH j.B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 5AAAA
A combo for following up after counterhit j.B. j.B has a lot of untech time so there's a lot of time to proceed with the combo.
CH 5C > 236B > j.66 > j.B > j.2B > j.C (whiff) > 2A > 5BB > 2B > 5C > 2C > 5B > 236A > 236236C
Go to DP punish off of 5C. You can omit the super and 236A for a 2C safejump. This also works off of CH 5B/2B.
CH 5C > dc > 5AA > 2B > 5B > delay 5BB > j.C > 5AAA > 2A+B > 236A
Go to punish for confirms from afar
FC 214A/B~C > 66 > 5C > 214A/B~C > 66 > 2C > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 5AAA2A+B
Go to route for igor starter. Try 5C when they're close to the ground, and use 2C when they're higher up.
(Chocolate hits) > 236B > j.66 > j.B > j.2B > j.C(whiff) > 2A > 5B > 5BB > 2B > 5C > 2C
Easiest confirm from chocolate that leads into a safejump. Do 236B around the last hit of chocolate.
(Chocolate hits) > 236B > j.66 > j.B > j.2B > j.C(whiff) > 2A > 2B > 236A > 5A > 5C > 2C
Relatively simple confirm that sideswaps and leads into a safejump.
(Chocolate hits) > 2A+B > (last few hits of chocolate) > 2A+B > 214A~C > 2C > 2B > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C(whiff) > 5AAA > 2A+B > 236A
Relatively simple confirm that sideswaps and leads into a safejump.
2A+B > (Chocolate hits) > 214D(set) > dash up > 214D(detonate) > 5C > 2C > 2B > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > 5AAA > 2A+B
Route that can you can hit on present oki if they get hit by sweep. Provides GREAT damage.
(Cloud hits) > 2C > 2B > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C(whiff) > 5AAA > 2A+B > 236A
Your go to route for confirming out of cloud. Leads into a decent safejump.
This section will show how Marie can convert off of her evil eyes, leading to higher damage route.
(Evil eye Detonate) > 5C > (2C >) 5B > 5BB > 2A+B > j.66 > j.B > j.2B > j.C(whiff) > 5AAAA
Evil eye combo using Marie's standard routing, nets more damage than most other bnbs.
(Evil eye Detonate) > 2A+B > 214A~C > 2C > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 5AAA > 2A+B > 236A
Good confirm if you get an evil eye detonation up close.
5AA > 2A+B > 214C/D (detonate) > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 5AAAA
Most basic confirm for a combo into an already set evil eye
5B > (2B) > 5C > 214C/D (Detonate) > 5B > 5BB > 2A+B > 236B > j.66 > j.A > j.B > 5C > 2C
More advanced confirm off of detonating the evil eye.
SB Evil eye starter has a LOT of proration compared to other versions. Combo options are limited but here's what you can do!
214C+D (Detonation) > 5C > 2C
Most basic confirm off of SB evil eye, provides your best safejump but has low damage.
214C+D (detonate) > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 5AAAA
More advanced confirm off of SB Evil eye. Delay 5B in order to put the opponent at the right height.
214C+D > j.2B > j.B > 5C > 2C ( > 2B > 236A )
Good confirm in the corner for a safejump, difficult route but can be worth for the mix.
214C+D (detonate) > 5C > OMB >214C(set) > 2A+B > 236A> j.236A >(evil eye auto detonate)> 5C > 2C > 236A > 236236C
Good route for closing out the round.
5C> OMB > 2A+B > 236B > j.66 > j.B >j.2B > 5AAA > 2A+B > 236A > 236236C
Alternative route for closing route if the 1st is too difficult.
Here are some of Marie's more difficult, but optimal routing for her combos.
CH 5C > 236B > j.66 > j.B > j.2B > j.C (whiff) > 2A > 2B > 236A (sideswap) > 2A > 5BB > 2B > 5C > 2C
This route side will swap sides, also best meterless damage off of CH 5C midscreen. Goes into safejump 2C, you can also do 236A for 3.8K damage.
CH 5C > 236B > j.66 > j.B > j.2B > j.C (whiff) > 2A > 236A > j.66 > j.A > j.B > 5BB > 2B > 5C > 2C > 2B > 236A
Best counterhit damage off of 5C in the corner meterless.
FC 214A~C > 66 > 5C > 214A~C > IAD > j.2B > j.B > 5B > 5BB > 2A+B > 236B > j.66 > dl. j.B > 2A+B > 214A~C > 2C > (2B > 236A > 236236C)
Best damage meterless off of igor midscreen. Provides the best safejump as well. Instead of IADing you can also jump, but it's slightly more difficult. Depending on how high the 236B launched the opponent, delay the airdash and j.B more.
This section will show you the many ways Marie can use shell of denial to extend her combos for her more optimal confirms in the corner.
2B > (5B) > 2A+B > 5B+D > 236236B > 5A > 5B > 5BB > 236B > j.66 > j.B > j.2B > j.C(whiff) > 2B > 5C > 2C
Simple conversion that can be done from any grounded starter in the corner. Does around 4K and can break 5K with a metered ender.
2C > (2B) > 5B > 5BB > 2A+B > 214A~C > dl.236236B > 2A+B > 236B > j.66 > j.B > j.2B > j.C(whiff) > 5AAA > 2A+B > 236A
Good route for when you want to catch jumps in the corner. If they're caught low to the ground, use 2B to stabilize the route. Input 236236B as their body starts to fall to launch them at the right height.
CH j.B > 5B > 5BB > 2A+B > 214A~C > dl.236236B > 2A+B > 236B > j.66 > j.B > j.2B > j.C(whiff) > 5AAA > 2A+B > 236A > 236236C
Good route for cashing out damage after a CH j.B.
AoA D Ender > 5C > 214A~C > dl.236236B > 2A+B > 236B > j.66 > j.B > j.2B > j.C(whiff) > 5AAA > 2A+B > 236A > 236236C
AoA route that uses B shell for massive damage.
5AA > 2A+B > 5B+D > 236236B > 5AA > land 5B+D > 236236B > 5AA > j.B+D > j.236236B
Go to route for self awakening with 100 meter, use if you have less than 60% health and can survive regnerating your awakening health.
CH 5C > 236B > j.66 > j.B > j.2B > j.C (whiff) > 2A > 5BB > 2A+B > 214A/B~C > (SUPERJUMP STRAIGHT UP) > j.B+D > 236236B > j.B > 2B > 5C > 2C > 5B > 236A > 236236C
Great damage in the corner for 100 meter.
CH 5C > 236B > j.66 > j.B > j.C > j.236B(1 hit) > 236236B > j.B > 5BB > 2A+B > 214A/B~C > 2C > (5B > 236A > 236236C)
Great damage in the corner for 100 meter.
CH 5C > 236B > j.66 > j.B > j.C > j.236B(1 hit) > 236236B > j.B > 5BB > 2B > 5C > 2C > (5B > 2B > 236A > 236236C)
Easier version of the 2nd route
This section will go over how to setup Marie's best mixup tools, shining arrows.
It's not something as obviously strong like Adachi's Mandala or Shabrys' Titanomachia, but it's still a really good part of Marie's kit. First, lets go over some important things about shining arrows before talking about setups.
If the opponent has a lot of health, you can use shining arrows to push the momentum back into your favor. Otherwise, route for a higher damage combo.
5AA > 5B > 5C > 2A+B >236A > 214214D > jump forward > j.B
This is one of the most basic ways of setting up shining arrows. You can also run up after activating d shining arrows instead of doing a safejump, but you're vulnerable to grabs and dps.
2A+B > 236A > 214214C+D> microdash > (2A > 5B > 5BB) > 2A+B > 236B > D > j.66 > j.B
This route uses the first shot of shining arrows to provide amazing oki. This oki is so good you can do so much afterwards. The most common oki in the corner is 214D and then air turn backdash over them. This causes all shots to be shot, and leaving plenty of time to setup more items or start pressure. Midscreen the same can be done, but there's more room to do other setups as well like present since they won't run off screen. Experiment with oki! The world is yours!
5AA > 2A+B > 236A > 214214C > 5AAA > 236B > j.66 > j.B > j.2B> > slight walk back> 5B
Variation of shining arrows that spends less meter and you can control where the arrows can go. Becomes a lot stronger in rain. Placing an evil eye is recommended for extended pressure.
... 2A+B > 5B+D > 236236B > OMB > 214C (set) > 2A+B > 236A > j.236B > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 5AAA > 2A+B > 236A > 236236C
Go to OMB route for most, if not all starters in the corner. Provides anywhere from 5-7K depending on the starter.
... 2A+B > 5B+D > 236236B > OMB > 214C(set) > 2A+B > 236A > j.236A > 214C (auto detonate) > 5C > 2C > (236A > 236236C)
Easy route for extending combos with OMB, better for more scaled combos such as after j.C loop or after the crouch confirm combo.
2A+B > 5B+D > 236236B > OMB > 214C (set) > 2B > 5C > 5B > j.B > j.236B > 214C (auto detonate) > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 5AAA > 2A+B > 236A > 236236C
High damage route off of sweep that uses evil eyes auto detonation into the standard 236B route. Not too hard compared to other OMB evil eye routes.
5B > 5BB > 2A+B > 214A~C > 236236B > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 2B > 5B+D > 236236B > 5AAA > 2A+B > 236C > 236236C
Cash out with 5B to secure a kill on an opponent in the corner. Also works off of CH j.B, 2C, and 5C>2C!
2A+B > 236A > 236236B > OMB > 214C (set) > delay 2B > 5B > 5BB > 2A+B > delay 214C (detonate) > 214A~C > 236236B > 2A+B > 236B > j.66 > j.B > j.2B > j.C (whiff) > 5AAA > 2A+B > 236C > 236236C
Cash out route off of sweep in the corner. Does around 8K in the corner, make sure to delay 214C as much as possible and also delay the igor head as well.
FC 214A~C > 214C(set) > 5C > 214A~C > 236B > (214C auto detonate) > 236236B > OMB > 214C(set) > 2A+B > 236A > j.236B > 214C(auto detonate) > microdash 2A+B > 214A~C > j.66 > j.2B > j.B > 5B > 5BB > 2A+B > 5B+D > 236236B > 5AAA > 2A+B > 236C > 236236C
Max damage route that kills most characters.
FC 214A~C > 214C(set) > 214C(manual Detonate) > 214A~C > 5C > 236B > 236236B > OMB > 214C(set) > 2A+B > 236A > j.236B > ( 214Cauto detonate) > microdash 5C > 214A~C > j.66 > j.2B > j.B > 5B > 5BB > 2A+B > 5B+D > 236236B > 5AAA > 2A+B > 236C > 236236C
Max damage route that kills most characters. A bit harder than the previous, but squeezes out a little bit more damage.
FC 214A~C > 214C(set) > 214C(manual Detonate) > 236236B > OMB > 214C(set) > 2A+B > 236A > j.236B > j.C > ( 214Cauto detonate) > 5C > 214A~C > superjump > 5B+D > 236236B > j.B > 5B > 5BB > 2A+B > 236B > j.66 > j.B > j.2B > 5AAA > 2A+B > 236C > 236236C
Easiest route of the 3, but does the least damage out of all of them.
https://private-coin-db5.notion.site/P4U2-ver-2-50-Marie-Combo-Doc-df697128415240fd982b568c133e2fda
Click [★] for character's full frame data