Characters Marie Rose Combo and Strategy thread

KING JAIMY

Well-Known Member
cause BT OH beats out all strikes
That's not entirely correct. It doesn't beat low strikes from the opponent which leaves them in squatting stance (e.g. Momiji 2H+K, Hitomi 1P, Jann Lee 2H+K).

Just for mix up purposes ! i didnt know bt kkk was safe i like even more now XD
BT KKK is indeed very good because of the safety. I also like BT KK. After BT KK people mostly hold mid kick so you can bait out a hold if you're expecting the opponent to hold. So: BT KK > Any throw is a good setup.
 

FatalxInnocence

Well-Known Member
That's not entirely correct. It doesn't beat low strikes from the opponent which leaves them in squatting stance

Probably should have mentioned I meant vs BT 2K. So it was in reference to standing strikes, not low strikes. Sorry I didn't make that clearer.

I'd say BT H+K is much better in a juggle than as a standalone move. It's just that the blockstun is big enough to scare your opponent not to throw punish you. I can't recall the move being unsafe though, I'll look that up later. Even if it is unsafe, you can get away with it most of the time in practice. I've seen offline tournament matches irl and even high-level players don't throw punish that move often on block.

Haha, it's throw punishable. I went over everything Marie within the first week. Also, in regards to people not throw punishing... I still see people not throw punish 3H+K. I'm guessing not everyone is entirely familiar with which moves of hers are throw punishable... which makes sense. Not everyone likes her, or owns her... so it's to be expected I guess. I imagine that will change in 5LR as everyone will have their hands on Marie.
 
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KING JAIMY

Well-Known Member
Probably should have mentioned I meant vs BT 2K. So it was in reference to standing strikes, not low strikes. Sorry I didn't make that clearer.



Haha, it's throw punishable. I went over everything Marie within the first week. Also, in regards to people not throw punishing... I still see people not throw punish 3H+K. I'm guessing not everyone is entirely familiar with which moves of hers are throw punishable... which makes sense. Not everyone likes her, or owns her... so it's to be expected I guess. I imagine that will change in 5LR as everyone will have their hands on Marie.
Yeah that's what I noticed too. 3H+K rarely gets T-punished lol. But shh... don't tell anyone! :p
 

KING JAIMY

Well-Known Member
:marierose: wall oki anyone ?! Any oki in general you can share ?
I'm not sure if you knew this already, but I found a nice psuedo-force tech setup:

First you launch your opponent and do a few juggles such as 9P or 6PP, then:

64P > Opponent doesn't tech roll 1PP+K.

Only works if your opponent doesn't tech, hence psuedo-force tech setup. If your opponent DOES tech and block it doesn't really matter since P+K is safe on block. I suggest using it on players who don't tech roll much.

Hope this helped.
 

Omega SYSP

Well-Known Member
Standard Donor
I'm not sure if you knew this already, but I found a nice psuedo-force tech setup:

First you launch your opponent and do a few juggles such as 9P or 6PP, then:

64P > Opponent doesn't tech roll 1PP+K.

Only works if your opponent doesn't tech, hence psuedo-force tech setup. If your opponent DOES tech and block it doesn't really matter since P+K is safe on block. I suggest using it on players who don't tech roll much.

Hope this helped.
Actually this helps quite a bit and 1pp+k both hit if they don't tech ?
 

FatalxInnocence

Well-Known Member
Ok, the new string is definitely PPPP lol the recent streams have made this pretty obvious. I doubt they know to do PPP236P so it's definitely PPPP. If so, I can imagine that would be a pretty cool finisher for combos if you want to escape the usual PP6PK. I wonder if PP6PPP is a thing now?
 

FatalxInnocence

Well-Known Member
I watched a stream and she has another new string: pp into 1pp. pp2pp[?], this is really good, finally another low string!!! i'm tired of using pp6k2k

Yeah, I just saw the stream that had it. I'm really happy with that. Her lack of lows bothered me, so I'll welcome any string that contains a low that isn't one from 6K.
 

Kohlrak

Well-Known Member
I can give you some pointers:

H+K is good if you've already got the opponent in stun. Limbo stun gives a guaranteed 7K and afterwards you can do the same amount of juggles as in a CB combo (gives same launch height). So I think it's a good tool overall.

66K is nice. It's a whiff punisher, it's safe and it gives a crumple stun which you cannot slow escape. One of Marie's best ranged tools.
BT 2K is good in some situations. Unsafe but crushes mids like crazy.
4PK gives two stuns on Normal Hit. Semi-safe but I get away with it most of the time.
9K and 9K4 give a stun on Normal Hit. Also: Safe and crushes lows. 9K4 allows for more mix-ups.
6P+K also gives a stun on Normal Hit. You have a lot of options from here. You can go into Rondo or Minuet for many mix-ups. It's safe as well.
3H+K covers great distance and stuns on Normal Hit. Disadvantage: The move is unsafe on block.
P+K crushes lows. Safe and has 236P (Meow) follow-up on counter hit.
236P (Meow) is great as a wall splat, especially when there's some space between you and the opponent. Use it sparingly though, it's unsafe on block.
BT OH is a no-brainer and should be in everyone's Marie play. Gets you a guaranteed 8K launch with PPP > PP6PK follow-up. Or you can go for the mindgame with the the almost endless amount of options she has.
3P is a good lift stun. Is guaranteed after KK sit-down or 64P sit-down. Has a delayable kick follow-up too.
4P+K Rondo Parry works well against punch-heavy characters (e.g. Gen Fu or Christie)
BT H+K is one of your main juggles. On block it's safe and the guard pressure is huge for your opponent. Blockstun is big so almost impossible to hold the second part of the animation.

Overall, I tend to use Marie's safe moves and moves which stun on Normal Hit so you don't have to rely on counter hits. She is a great character imo, aside from the lack of efficiency when played beyond close range.

Aside from expecting the midkick at range, wouldn't it just be better to go straight for the 4K instead of messin' around with the 4P?
 

KING JAIMY

Well-Known Member
Just keep in mind, landing on normal hit is rarely ever going to happen.... and the move itself is throw punishable.
True. But it also depends on your opponent. I encountered many passive opponents on whom I landed Normal Hits more than usual. The move itself is semi-safe by the way, so you can not land a true punish, only attempt a 5T.
 
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