P4U2R/Marie/Combos

From Dustloop Wiki
Marie



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG = Aigis
AK = Akihiko
CH = Chie
LZ = Elizabeth
JU = Junpei
KA = Kanji
KE = Ken
LB = Labrys
MG = Margaret
MA = Marie
MZ = Minazuki
MS = Mitsuru
NA = Naoto
RI = Rise
SL = Shadow Labrys
SH = Sho
KU = Teddie/Kuma
AD = Tohru Adachi
YO = Yosuke
YU = Yu Narukami
YA = Yukari
YK = Yukiko


Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

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.

Basic Combo Theory

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:

  • Autocombo (5AAAA), gives meter bonus and guarentees safejump with airdash >j.C afterwards
  • 5AAA>sweep into 214A~A/B for oki, or 236A/236C for more damage.

On crouching hits Marie can do 2B>5B>delay 5BB for a nice damage extension as well.

j.C whiff cancel

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.

Beginner Solo Confirms

The most basic parts of Marie combos.


Autocombo
Very Easy


5AAAA
Standard autocombo, leads into safejump and can be cancelled early into sweep for oki.

Gatling into Sweep
Very Easy


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.

Run Amok extension
Easy


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.


Basic Crouch Confirm
Easy


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.


Route into 236A
Easy


5AA > 5C > (5B) > 2A+B > 236A
Best damage for characters that cannot be j.C looped.

Corner Magatama combo
Easy


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.


Anti Air Combo
Easy


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.

Safejump Enders

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.


Run Amok Safejump
Very Easy


...2A+B > 236A > j.66 > j.C
Most common safejump used in most routes, if the opponent starts to delay tech, delay the airdash.


Sweep Safejump
Very Easy


...2A+B > forward jump > j.66 > j.B
Basic safejump, used if any other safejump would scale too much.


Magatama Safejump
Very Easy


...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.


2C Safejump
Very Easy


...(AIR HIT)5C > 2C > forward jump > j.B
One of her best safejumps and simultaneously one of her best combo enders.


Left/Right corner safejump
Very Easy


...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

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

J.C loop primer

j.C loopMaximize your meterless damage
Intermediate


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.

j.C loopMaximize your meterless (corner) damage
Intermediate


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.

Does j.C Loop work?
Work? How difficult? Notes
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

Core BnBs

Magatama Corner ComboCan't do j.C loop? Do this instead
Easy


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 Combo
Easy


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 Combo (Alternative Safejump Ender)
Intermediate


Throw > 2A+B > 236B > j.66 > j.B > j.2B > 2B > 5C > 2C
Alternative version of the safejump. Less meter but a better safejump.

Max Meterless Damage from Throw
Very Hard


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 Route
Intermediate


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.

Standard AoA D Ender Route
Easy


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.

Advanced AoA D Ender Route
Intermediate


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.

Max meterless Damage AoA D Ender
Intermediate


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.


One More! Cancel Midscreen combo
Intermediate


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.


One More! Burst Midscreen Combo
Intermediate


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.


j.B CH Confirm
Intermediate


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 Confirm
Intermediate


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 (Far) Confirm
Intermediate


CH 5C > dc > 5AA > 2B > 5B > delay 5BB > j.C > 5AAA > 2A+B > 236A
Go to punish for confirms from afar


Igor Fatal Counter Midscreen Route
Intermediate


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.

Converting From Presents

Basic Chocolate Confirm
Intermediate


(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 Sideswap
Intermediate


(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.


Advanced Chocolate Confirm
Intermediate


(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.


Chocolate Oki Confirm
Intermediate


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.


Basic Cloud Confirm
Intermediate


(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.

Converting off of Evil Eye

This section will show how Marie can convert off of her evil eyes, leading to higher damage route.

Evil Eye Starter

Basic Evil Eye Confirm
Easy


(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.


Advanced Evil Eye Confirm
Intermediate


(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.

Combo into Detonation

Basic Detonation Confirm
Easy


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


Advanced Detonation Confirm
Intermediate


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.

Comboing off of SB 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!


Basic SB Eye ConfirmFumbleproof!
Very Easy


214C+D (Detonation) > 5C > 2C
Most basic confirm off of SB evil eye, provides your best safejump but has low damage.


Advanced SB Eye Confirm
Intermediate


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.


Corner SB Eye Confirm
Hard


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.

OMB SB Eye Confirm 1
Hard


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.

OMB SB Eye Confirm 2
Hard


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.

Advanced Material

Here are some of Marie's more difficult, but optimal routing for her combos.


5C CH SideSwitch Midscreen
Hard


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.


5C CH Optimal Corner Meterless
Hard


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 Igor Midscreen Optimal
Hard


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.

Cashing Out with Meter

B Shell Extension

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.


Grounded B ShellRoute
Hard


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 Anti Air
Hard


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 B Shell Route
Hard


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 B Shell
Hard


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.


Self-Awakening Route
Hard


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.

5C CH 100 Meter Corner Route 1
Hard


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.

5C CH 100 Meter Corner Route 2
Very Hard


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.

5C CH 100 Meter Corner Route 3
Hard


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

Advanced Okizeme: Shining Arrows

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.

  • Shining arrows can be broken at ANY point by hitting Kaguya or hitting Marie.
  • D version shoots automatically, while C and SB Shots shoot manually. C shots come from the Marie's side, then the opponents side, and vice versa for D shots.
  • Rainy makes every shot shoot an extra time.
  • SB Shot has less recovery than both C and D.
  • SB and C shots teleport to Marie after each shot.

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.


Basic Shining Arrows Safejump
Intermediate


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.


Combo into SB Shining Arrows (Midscreen/Corner)
Hard


2A+B > 236A > 214214C+D> microdash > (2A > 5B > 5BB) > 2A+B > 236B > D > j.66 > j.B

  • If kaguya ends up far away from Marie, do D earlier.
  • Works off any starter

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!


Combo into C Shining Arrows
Hard


5AA > 2A+B > 236A > 214214C > 5AAA > 236B > j.66 > j.B > j.2B> > slight walk back> 5B

  • You can also do D > j.B ender here instead
  • This can also be done off of grab
  • Loses to dp mash

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.

Cashing out with OMB

Standard OMB Route
Hard


... 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.


Alternative OMB Route
Hard


... 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.


Evil Eye Auto Detonate OMB Route
Hard


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.

150 Meter

Anti Air 5B Corner Cash out (CORNER)
Hard


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!


Corner Sweep OMB
Hard


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.

Igor Max Damage #1
Hard


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.

Igor Max Damage #2
Hard


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.

Igor Max Damage #3
Hard


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.

External References

https://private-coin-db5.notion.site/P4U2-ver-2-50-Marie-Combo-Doc-df697128415240fd982b568c133e2fda


Navigation

Marie