Marie

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Team Value

A great battery character who brings some good neutral assists to a team alongside a unique lockdown assist, though some of her assists are a bit more difficult to use as they come with a delayed activation. In terms of DHCs, her level 3 is a combo DHC, and her level 1 always results in a hard knockdown even if OTG is spent (as long as the super itself doesn't hit OTG), which makes it a pretty solid DHC ender for a combo that won't kill.

What they bring

What they want

Youtube playlist of Marie tech - There are videos for both solo and assist/DHC tech. Damage values may differ in the videos recorded during Marie's beta period, so many of those "two touches" no longer two touch, but this may give you ideas.

Position - Point > Mid/Anchor

Point: Marie builds a lot of meter in her neutral game plan and combo routes, while she herself is not at all reliant on meter to be a threat. This makes her a great battery character for the rest of her team, while she herself gets assist help to aid in her keepaway game or combo damage to build said meter. Her evasive game plan is well-suited for a point character, as she tools to set the pace of a match while spending a lot of time out of reach of the opposing point character's neutral assists.

Mid: Marie has a nice selection of assists, but she very much pales in comparison to strong mid characters due to her lack of safe or combo DHCs outside of level 3. That said, a level 1 DHC that always provides a sliding knockdown isn't something to sleep on. Valid pick if you have no other strong mids on your team.

Anchor: Her solo damage is low alongside having poor defensive options, which hurts her comeback potential. However, she does have a strong threat in her invulnerable, safe on block level 3 which allows for a follow-up combo. If the opponent's assist gets caught up in it then it's a great way to turn a match around. Additionally, she holds up pretty well on her own when it comes to playing neutral, and with her meter building potential she may get more than one opportunity to turn the tables with a level 3.

Most Common Assists

Hilgard's Haymaker (236MP/HP)

Delayed Armored Neutral

Marie comes out and summons Hilgard, who charges up then lunges for a punch. Good for both protecting the point or helping them approach as Hilgard is armored and moves a great distance. Medium punch version has one hit of armor and goes halfscreen, Heavy punch has two hits, goes fullscreen, and has a sliding knockdown over the medium version's normal knockdown. Disappears if Marie gets hit. Has similar usage to Big Band's Brass Knuckles assist.


H Marie Go Round / H Twirl (214HP) - 

Armored Neutral, Stagger

The more aggressive, close-range option of Marie's armored neutral assists as it trades range for speed and easy combo pickups from a stray hit. Marie performs a Tetsuzanko with one (1!) hit of armor, giving it defensive usage against opponents that typically don't approach with multi-hit normals or alongside an assist. Staggers the opponent on hit, making it a great combo assist even if the assist's actual damage is nothing great. Similar in usage to Cerebella's H Lock 'n' Load assist.


Clean Cut (5HP)

Neutral

Two quick hits on a move with good range and a disjointed hitbox. Very close in speed and range to H Twirl, just exchange the armor and stagger for a disjointed hitbox and longer blockstun. The vacuum effect makes for very easy combo conversions off of stray hits, while also pulling opponents out of the corner to enable left/right mixups there, though this only works on hit and not on block. Very straightforward.


Hop To It / Dust Bunny (236P)

Delayed Lockdown

Marie shoots out a Bunny that waits a bit before hopping to the opponent, locking them down on contact. The Bunny goes away if Marie gets hit, and it takes a while for the Bunny to attack, so you'll have to work a bit harder to properly utilize this assist compared to other lockdown assists. It makes up for it with its amazing range... if you can manage to keep the opponent from simply jumping away. As a bonus, it vacuums opponents out of the corner, which can lead to left/right mixups that the opponent may not expect.


Hilgard's Howl (214K)

Delayed Projectile, Lockdown

Hilgard fires a laser at the ground that triggers a set of delayed explosions. Note that this is the grounded version where the explosions move away from Marie instead of the aerial version where the explosions move toward her. Different kick strengths determine where the laser and resulting explosions occur, so choose your version depending on whether you want Marie to cover close, midscreen, or fullscreen positions. Hilgard disappears if Marie gets hit, so be sure to protect her.


Dead Lift (2HP)

Overhead

It's an overhead! Good for mixing up opponents.

Partners

Beowulf

Recommended Assists: 

H Hurting Hurl/H Chair, Grendel Flex (Chairless 2HP)

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Big Band

Recommended Assists: 

H Brass Knuckles, Beat Extend

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Cerebella

Recommended Assists: 

H Lock 'n' Load, Cerecopter

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Synergy:

Double

Recommended Assists: 

Hornet Bomber

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Synergy:

Eliza

Recommended Assists: 

H Osiris Spiral, Butcher's Blade

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Synergy:

Filia

Recommended Assists: 

H Hairball, H Updo

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Fortune

Recommended Assists: 

HK Fiber Upper, Dash

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Synergy:

Fukua

Recommended Assists: 

H Platonic Drillationship, M Forever A Clone

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Synergy:

Painwheel

Recommended Assists: 

L Pinion Dash, L Gae Bolga Stinger (Nail)

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Parasoul

Recommended Assists: 

Napalm Pillar, L/H Napalm Shot

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Peacock

Recommended Assists: 

Screwball Cannonball (5HP), L George's Day Out

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Robo Fortune

Recommended Assists: 

H Theonite Beam, Collimating Saw (5HP)

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Squigly

Recommended Assists: 

Drag 'n' Bite, Cremation (2HP), Center Stage (Sing)

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Valentine

Recommended Assists: 

H Savage Bypass, Kakushi Caliper (2MK)

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Synergy:

Annie

Recommended Assists: 

H Destruction Pillar, H Crescent Cut

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Synergy:

Umbrella

Recommended Assists: 

Cliff Hanger (6HP), Hungern Rush

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Synergy:

Black Dahlia

Recommended Assists: 

Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)

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