About Marie Rose

Category Details
Fighting Style Systema
CV Mai Aizawa
Gender / Height / Weight Female / 147cm / 39kg
Occupation / Hobby Sewing, Horror Movie Appreciation

Although hired as Helena's maid, her true origins remain shrouded in mystery. Under a certain secret order, she embarks on a training journey with Honoka... What is the truth hidden beneath her lovely, mischievous smile?

Beginner's Guide

As a beginner, first learn the basics of offense. The basic flow consists of "Throwing" or "Landing a Critical Stun (CS) > Launching the opponent while in CS > Performing an air combo."

https://www.youtube.com/watch?v=EU2J86AiKcY

First, practice the following: "Starter Combos," "Normal Moves," "CS-Inducing Moves," "CS-Extending Moves," "Throws," "EX Holds," "Launchers," and "Air Combos" so you can connect them in actual combat.

  • Note: This page reflects data as of DOA6. Please note that some adjustments may have been made in DOA6LR.*

Beginner's Starter Combos

Command Description Remarks
PP or 3P Follow up with P or 6P if a hit induces CS. -
PP 6T Force a guard break with 6T after the opponent blocks PP. Basic jab mix-up.
PP6PP Use PPK6PP (mid) if the opponent tries to interrupt or crouch your PP 6T. -
6PP Use 6P to catch counter-attacks. Great as a tool to stuff opponent's mashing. Very powerful move.
6P 6T Cancel the extension to 6T to break the guard of a defensive opponent. -
6K2K or 6KK Basic mix-up options. -
4P+KPP (Rondo) Parries opponent's high P and mid P attacks in disadvantageous situations, leading into a combo. Powerful tool #2.
6T Basic throw. -
66T Basic Offensive Hold (OH). -

Beginner's Starter Combo Example

Command Description
3PP4 > Back-turned H+K > Back-turned PP6PK Launcher: 8K or 214P or Rondo. Basic combo, including wall combos.
Back-turned H+K > PP6PK Launcher: 7K. Basic high-kick launcher combo.

Normal Moves

Command Description Remarks
P 10F jab. Can mix up with PP6K2K/PP6KK or 6T(66T)/PP6PP. PP2K is a tracking low; disadvantageous (-2F), but causes a slide stun on CH in certain stages.
2P 14F crouching strike. NH is neutral, but Marie excels at slight disadvantage (-4F) pressure, so avoid using this except for chip damage. CH gives +5F but pushes opponent out of range.
P+K 21F jump-property mid. No throw punishment on block; safe against wake-up kicks. Good for wall pressure/combos.
4P+K "Rondo." High P and Mid P parry. Successful parry leads to combo. Also effective as a counter-pressure tool. Weak against high K and mid K. Counts as a strike, so don't get thrown.
2P+K "Menuet." Not recommended; lacks invincibility against straight strikes. Use SA instead.
3P+K "Flower Wheel." Includes T-throw, mid, and low follow-ups. Beginner trap move. Weak to 2P interruption. Don't use on CS read; throw is better.
236P 17F long-range high punch. Good for whiff punishing. Wall-splat move. -
2H+K 23F single-hit low with tracking. +5F on NH. One of her few tracking tools; use actively.

CS-Inducing Moves

Command Characteristics
6P 12F mid punch (elbow). Versatile extensions (6PP, 6P-Rondo, 6P4-Back-turned OH). Excellent CS starter. 6PP is hard to punish; abuse it against inexperienced players.
6P-Rondo-P Rondo absorbs mid P-attribute SA and has tracking. -3F on block, very fast. Excellent reversal option.
4P 16F long-range mid punch. 4PK extension has no throw punishment. Good for poking and whiff punishing. 4PK stun is excellent; leads to all launchers.
3P 14F short uppercut. 3PK extension allows backing away to create whiff opportunities. Stun leads to all launchers.
K 12F high kick. Stronger than other 12F strikes. KK extension induces CS. -
6K Mid K move, branching into 6K2K (low) or 6KK (mid). Essential low tool. Remember to link after hit confirm.
4K 16F long-range mid kick. NH induces CS. No throw punishment on block. Excellent tool. -
3K 14F fast mid kick. No throw punishment (-4F). Can be linked into Rondo for reversal. Good for anti-mashing.
9K 15F long-range high. Can transition to back-turned stance via 9K4. Powerful mix-up. One of her strongest moves.
H+K 21F tracking move. Fatal Stun on SA hit. -8F (punishable). Risky.
3H+K 23F crouching-status move. NH induces CS. Long reach. Excellent for whiff punishing.

CS-Extending Moves

Command Description Remarks
PP Long stun duration. Basic.
6P Fast mid P extender. Use 6P4 for back-turned OH potential.
3P Excellent stun. -
3K Mid K extender. Use 3KK for wall combos.

Throws

Command Description Remarks
5T Standard throw. Can trigger wall throws. -
6T Position-switching throw. Wall throw prevents wake-up/lying down. Follow up with 66T or 66K.
4T Non-switching throw. High damage. -
41236T Maximum damage throw. Best for reads on holds. -
66T OH. -7F is safe (no throw punish). Great for punishment or wake-up pressure. -
Back-turned T Available after back-turn transitions. Leads to high-damage combo. Highly recommended.

EX Holds

Command Description Remarks
64H EX Mid P Hold. Leads to back-turned OH combo. -
46H EX Mid K Hold. Leads to combo. Essential against wake-up kicks. -
67H EX High P Hold. Leads to back-turned OH combo. Effective against fast jabs (e.g., Kasumi, NiCO). -
49H EX High K Hold. Leads to 8K air combo. -
61H EX Low P Hold. Leads to combo. -
43H EX Low K Hold. Leads to 8K air combo. Best reversal against low wake-up kicks.

Air Combos

Command Description
Back-turned H+K > PP6PK Launcher: 7K or 46H. Standard combo.
3PP4 > Back-turned H+K > PP6PK Launcher: 8K or 214P or 61H. Max damage combo for middle/heavyweights.
6H+K > 3PP4 > Back-turned H+K > PP6PK Launcher: 8K or 7K or 214P. Lightweight max damage combo.
6K-Rondo-K > 3PP4 > Back-turned H+K > PP6PK Launcher: 8K or 7K or 214P. Consistent max wall-carry/wall combo.
Link Description
2H+K > 6P-Rondo-P Tracking link against mid P-attribute SA.

Character Performance

Pros (Strengths)

  • Strong Holds/Parries: High-damage EX holds and parries allow for massive turnarounds.
  • High-Damage Combos: Top-tier combo damage potential.
  • Versatile Striking: Few moves are throw-punishable; very strong offensive toolkit.
  • High-Reward Throws: Back-turned OH and wall throws offer extreme damage potential.

Cons (Weaknesses)

  • Short Reach: Struggles in mid-range compared to some archetypes.
  • Fragility: Low health pool as a lightweight.

Difficulty & Recommendation

  • Difficulty: ★★☆☆☆ (Average)
  • Recommendation: ★★★★☆ (Relatively easy to pick up among free-to-play characters. High-tier potential.)

Character Countermeasures

Moves without 6F Throw Punishment

  • P-moves: PP6PP, 6PP, 3PK, P+K, 4PK
  • K-moves: 4K, Rondo-K
  • No moves have 5F throw punishment. Be careful, as many of Marie's主力 (main) tools fall into this category.*

Trivia

  • Wall Throw T: After a wall throw, step back once and perform a Back-turned OH. It creates a perfect unescapable tracking mix-up against all wake-up directions.
  • Special Dialogue: Unique interactions with Honoka and NiCO.