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."
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.
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.