- Strong defense: While her defensive options by themselves aren't very scary, often not guaranteeing much in terms of reward, the sheer amount of these options itself can make your opponents second-guess themselves on offense.
- Unique movement: Even though her default movement options are generally average, Marie has access to multiple unique movement tools, such as a high crushing forward roll in 3P+K, a low crushing command sidestep in 8/2P+K and a rondo stance, which doubles as a sabaki and from which she can enter backturn by inputting 4P+K4.
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- Weak lows: Marie has only a few lows and none of them are noteworthy, her fastest options being usually unsafe on hit and her advantageous options being slow and easy to react to.
- Weak neutral: Marie struggles in neutral due to her fast moves lacking in range, while her long-range moves are usually too committal due to a slow startup, long recovery, lack of safety or a combination of these.
- Underwhelming pressure: Due to lacking good low options and her moves being usually quite bad on block, Marie has to structure her pressure around freecanceling, which is an issue due to her strings being short and often easy to counter, often without many options to mix them up. While some of these strings can be canceled into the rondo stance to catch mashing opponents, this is a gimmicky option since rondo cancels are often unsafe on block and will lose to throws, lows, mid kicks and high kicks.
- Bad stun game: A lot of Marie's punches offer little frame advantage, restricting her to kicks if she wants to build up stun levels. This and the fact that she only has two options out of the rondo stance makes her vulnerable to getting critical held by knowledgeable opponents.
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