Damage is split into 2 parts, regular/stand damage and meter building. first set of numbers contain regular and stand damage while second set of numbers contain amount of meter built on whiff and hit respectively.
Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 2(crc) | 14(block) 6(crc) 9(whiff) 0(crc) | 3/3 0/4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 (+13) | {{{block}}} | - | 5a (chain) Crouch Cancel Specials/Supers | Mid Air-UB IPS Scaling | ||||
Simple knife poke with good range. Turns into an "auto combo" with the third hit being visually similar to 6b but not comboing. Can be crouch cancelled. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
13 | 3 | 26 (hit/block) 16 (whiff) | 9/3 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+3 | {{{block}}} | - | Specials/Supers | Mid Air-UB | ||||
The useless end to the 5a auto combo, mainly due to the fact that it doesn't actually combo from 5a and despite how it visually looks like 6b, it is not an overhead. Should you use it on accident be aware it does cancel into specials/supers and at the very least it doesn't trigger IPS. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 3 | 25 (hit/block) 17 (whiff) | 8/9 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | {{{block}}} | - | specials/supers | Mid Air-UB IPS Scaling | ||||
Limited range but decent poke, use instead of 5c if opponent can just duck under it but be careful where you use it. Avoid using it in combos or cancelling into supers as it scales and triggers IPS |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | 30 (hit/block) 22 (whiff) | 14/16 6/8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | {{{block}}} | - | special/super | Mid Air-UB IPS Scaling | ||||
One of Mariah's better normals. Functions as a really good poke and an even better anti air that can cancel into Burner on reaction for additional damage. Be careful when using this move though, as some characters can duck under it and whiffing it (even if you cancel) can be deadly for you. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 4 (hit/block) 2 (Whiff) | 6 (hit/block) 0 (whiff) | 3/3 0/4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | {{{block}}} | - | 2A (Chain) Specials/Supers | Low IPS Scaling | ||||
Behold, your bnb for the entire game. It's basically 5a except slightly less range but a frame faster and generally better frame data. It combos not only into itself, but into every other normal (yes her dashing normals included) excluding her command normals. Not to mention that the auto combo knocks down anyone stand off allowing for an oki.This move is not perfect though, despite having + frames on pushblock, being pushed back will render you outside the move's effective range in most cases and if you have already developed a habit of mashing 2a to get the auto combo, chances are you're going to get punished for it. Additionally, this is your main (and probably only) low move that you would want to use in a 50/50 oki situation. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 3 | 21 (hit/block) 13 (whiff) | 3/4 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KD | {{{block}}} | - | Specials/Supers | Low Knockdown | ||||
Mariah's BNB. Pretty much the entire game you want to fish for this combo, it's safe on anyone who doesn't push block and sets up oki on knockdown. On stand on opponents you don't really want to use it, even if your opponent doesn't know how to punish it, it's just bad practice. Don't forget you can cancel out of the sweep, so in the case you don't knockdown or you land this on a stand on opponent you can follow up. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 3 | 23 | 6/9 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+1 | {{{block}}} | - | Special/Super | Mid Air-UB IPS Scaling | ||||
One of Mariah's better pokes. Don't get me wrong, the recovery is still horrible, and you only get +1 frame advantage (which is a lot more than a lot of her other normals) but its range is better than 5b and despite the fact it doesn't hit low it still can hit most, no all characters even if they're crouching. Outside of that don't use this, it triggers ips, scaling, and there are much better alternatives. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 2 | 24 (hit/block) 15 (whiff) | 12/16 6/8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KD | {{{block}}} | - | Specials/Supers | Low KD IPS Scaling | ||||
Limited range knockdown that triggers ips and scaling despite being a knockdown/launch move. Recovery and framedata is a lot worse than the auto combo counterpart but at least you don't have to press 2a 2 time before hand. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | ∞ | upon landing | 4/3 0/4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | {{{block}}} | - | Specials/Supers (air versions only) | High IPS Scaling | ||||
Despite the hitbox, this move is great for meaties and can occasionally cross up your opponent. Use the B version though, as the A version of this move is exactly the same but does less damage. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | ∞ | until landing | 7/3 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | {{{block}}} | - | Specials/Supers (air versions only) | High IPS Scaling | ||||
Just read the first sentence of the J.5A description, and then realize that j.5B has the exact same hitbox, frame data, and properties but for some reason builds meter on whiff and does extra damage. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 3 | until landing | 13/9 6/8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+12 | {{{block}}} | - | Specials/Supers | High IPS Scaling | ||||
You read right, j.5C has even better startup than her other air moves, making this one the go to air-to-air, assuming you understand that it's only active for 3 frames. On some characters you can short hop and get a pretty close to unreachable overhead. There will be a table of characters that this works on but even then this is a really good normal you should use a lot. |
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 14 (hit/block) 9 (whiff) | 3/3 0/4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 | {{{block}}} | - | Specials/Supers | Mid Air-UB IPS Scaling | ||||
It's 5A but with momentum, great poking tool and potentially good for tick grabs. If need be you can even cancel into a super. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | 3 | 25 (hit/block) 17 (whiff) | 6/3 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | {{{block}}} | - | Specials/Supers | Mid Air-UB IPS Scaling | ||||
Same 5B with added momentum but has longer start up. Similarly to d.5A you can cancel into supers if need be. The alternative to d.5c when d.5c whiffs. Still negative on everything though. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 3 | 30 (hit/block) 22 (whiff) | 12/3 6/8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | {{{block}}} | - | Specials/Supers | Mid Air-UB IPS Scaling | ||||
Probably Mariah's best and most used dashing attack. Great range and damage as well as being able to cancel into 214aa after a 2a. Also a good sorta late anti air that will also combo into burner and set up a tech chase. Still negative on everything though. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 4 | 14 (hit/block) 9 (whiff) | 3/3 0/4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 | {{{block}}} | - | Specials/Supers | Low IPS Scaling | ||||
A quick low dashing move to apply some pressure. You can combo into 2a (which can again combo into d.2a for an "infinite") or cancel into supers if need be. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 2 | 24 | 6/9 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+1 | {{{block}}} | - | Specials/Supers | Mid Air-UB IPS Scaling | ||||
One less active frame than the original, but still a pretty good long range poke. Whiffing it means 24 frames of recovery, but you can always cancel into stuff when need be. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 2 | 24 (hit/block) 15 (whiff) | 12/16 6/8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KD | {{{block}}} | - | Special/Supers | Low KD IPS Scaling | ||||
Lacks active frames but is great to set up a ub oki and catch people by surprise. Launches stand on characters (some of which can be comboed into outlet) |
Command Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
0 | 1 | 100 | 15-20 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
KD | {{{block}}} | - | None | Proximity Grab Untechable Launch | ||||
Extremely good grab, launches opponent very far away, allowing for zoning shenanigans and if done in the corner, well, you're right next to them and can set up a close up oki. Unfortunately, recovering from this grab takes a while, on some characters by the time you recover the opponent is already awake so you really need to be careful. Don't be afraid to grab with Mariah, it could win you the game. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
20 | 3 | 29 (hit/block 19 (whiff) | 9/3 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 | {{{block}}} | - | Specials/Supers | High Air-UB | ||||
Slow but effective overhead that combos into supers. A key part of Mariah's oki game especially when your opponent can duck under j.c. Doesn't scale so if you land this close up, 214aa should be your follow up. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | read description | 24 | 5/1 3/4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+25 | {{{block}}} | - | Specials/Supers | Projectile IPS Scaling | ||||
Mariah takes a knife from her infinite collection of knives and throws it over her head. After 40 frames of the knife appearing the knife will either home in or drop on the floor depending on where the opponent is during the 40 frames. The Activation period for this is around 8 frames and level does NOT affect the distance. The uses for this move are MASSIVE. To keep it short, it's a combo tool, sometimes can be used as a meaty, a defensive option, a grab set up, an anti air, and there is even a glitch associated with this move. All this will be discussed in the Strategy tab. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 4 | 21 (hit/block) 16 (whiff) | 13/7 6/8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | {{{block}}} | - | Special/Supers | Mid Air-UB IPS | ||||
Extremely good move, one of Mariah's 4 frame active normals (which is like, the max excluding her supers and specials). Make sure to use this in blockstrings but be aware of its limited range. This move can combo into outlet on some characters and will almost always combo into 214aa for full unscaled damage. |
GC and Outlets
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 (standing) 11 (air) | 183 | 24 (Standing) 28 (Crouching) until landing + 5 (air) | 4/1 3/4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 (standing) +5 (air) | {{{block}}} | - | None | Projectile 2s hits low | ||||
183 frame long outlet (roughly 3 seconds). This is Mariah's most essential move as every time an opponent gets hit by it your "level" increases by 1. This stops at max or level 8. The outlets are projectiles so they collide with other projectiles but unlike most projectiles, outlets also function like nets and can be destroyed by stand attacks. Since this move also counts as a special, you can cancel normals into outlets and the outlet becomes active 8 frames after appearing on screen. See the gif to see where outlets get placed. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
10 | 3 | 29 (hit/block) 19 (whiff) | 9/3 4/5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
0 | {{{block}}} | - | None | High Air-UB | ||||
Decent guard cancel that's a quicker version of 6b. Range is a bit limited but it's invincible until the hitbox appears, meaning it'll trade with most multi hits. Use this as an alternative to pushblocking if need be. |
Specials
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
12 | N/a | 38 | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+38~ | {{{block}}} | - | None | Scaling | ||||
Full screen projectile with the added bonus of being able to home in on your opponent. This move is really slow so it is imperative that you use it under the safety of an outlet or cable from a distance. The amount of hitstun and random properties are determined by the type of metal object (fork, knife, etc). The properties of all of the objects are not known, but I would not recommend relying on any one object for a combo as this move is heavily rng based. Can be done in the air but you are most more likely to be meatied upon landing or just anti aired. One of her few chip/stand guage damage specials. Higher levels means faster projectiles and better homing. s |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
21 | N/A | 5 | N/A | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Hitgrab | {{{block}}} | - | None | Hitgrab | ||||
Wires is a fickle move, it's a great grab set up against people that like to push block and can condition people to jump or roll. You would think that it being 25 frames in total it would be the fastest special to cancel into but in reality the nature of wrap makes it very risky and even punishable. If it lands you get 94 frames to do whatever you want to the opponent until they get sent into an untechable launched (of which they can tech after wall bouncing unless they were previously hit by a move that cannot be teched). The opponent cannot escape it normally however any hit they take during the wrap will send them flying unless it's done on the frame they get released. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 (49 for cable) | always (knife) 15-86 (cable depending on level) | 28 | 5/1 0/4 (knife) 2/1 0/4 (cable) | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-3 (knife) 39-95 (cable) | {{{block}}} | - | None | Mid | ||||
The cable, my (VagueText) personal favorite of her specials. A version throws a knife right above her, B a bit further, and C at a roughly 45 degree angle. The knife acts as a sort of vertical anti air whereas the cable acts as a multi purpose tool. It has a large hurtbox, meaning it can be cut HOWEVER, the cable can increase the recovery of the move used to cut it anywhere from 0-8 or more frames depending on the move used, acting as a bait. Since the hurtbox can't move it's also an incentive in some cases for your opponent to approach. It is her main follow up after a knockdown into oki and can even be looped. |
Supers
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
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- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
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{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
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- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
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{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
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- | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
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{{{block}}} | - | Place Holder | Place Holder | ||||
Place Holder |