Some translations for anyone having trouble with combos: 0:00 Overview: For Marie beginners Only sunny weather Same routes reused Light on delayed inputs 0:06 “One more burst” (OMB) is not included. Obnoxious starters not included (counter-hit, fatal counter, etc.) Conditional finishers not included. 0:30 OK to do everything at full speed. If you feel too far away to link everything you can omit 2C. 0:46 Same as 5A starter. Also possible to swap 2B out for 5AA > 5B. With these two, for now you can at least get damage in. 1:04 Standing only. Quite useful as it has a ton of wall-carry. May have to check whether it hits some short characters. Does not work on back-dashers. 1:21 Crouching only. If you can confirm whether to use this or the standing-only combo, it’s pretty potent. That being said, the delay timing on this combo can be pretty difficult. 1:28 Anti-air 2B Starters 1:41 Anti-air 2B Starter When the starter hits high, 2C > 2B can be used to suck them back in and stabilize things. 2:03 Second combo from anti-air. If the J2B after the Amok (B) is whiffing, you can delay the air dash or the J5B just a pinch. 2:09 Throw Starter (Wall only) 2:27 Combo route is the same as the anti-air starter combo. Will land even if slightly away from the wall. This route also feels quite stable. No downside to learning it. 2:56 All-out Attack Starter Nothing special. 3:12 All-out Attack (C) The first J5B can be delayed to taste. If the Amok (SB) doesn’t hit really low, the second hit will whiff. 3:36 This also uses the anti-air combo route. Great for meter gain, and plenty of damage.
Some translations for anyone having trouble with combos:
0:00
Overview:
For Marie beginners
Only sunny weather
Same routes reused
Light on delayed inputs
0:06
“One more burst” (OMB) is not included.
Obnoxious starters not included (counter-hit, fatal counter, etc.)
Conditional finishers not included.
0:30
OK to do everything at full speed.
If you feel too far away to link everything you can omit 2C.
0:46
Same as 5A starter.
Also possible to swap 2B out for 5AA > 5B.
With these two, for now you can at least get damage in.
1:04
Standing only.
Quite useful as it has a ton of wall-carry.
May have to check whether it hits some short characters.
Does not work on back-dashers.
1:21
Crouching only.
If you can confirm whether to use this or the standing-only combo, it’s pretty potent.
That being said, the delay timing on this combo can be pretty difficult.
1:28
Anti-air 2B Starters
1:41
Anti-air 2B Starter
When the starter hits high, 2C > 2B can be used to suck them back in and stabilize things.
2:03
Second combo from anti-air.
If the J2B after the Amok (B) is whiffing, you can delay the air dash or the J5B just a pinch.
2:09
Throw Starter (Wall only)
2:27
Combo route is the same as the anti-air starter combo.
Will land even if slightly away from the wall.
This route also feels quite stable. No downside to learning it.
2:56
All-out Attack Starter
Nothing special.
3:12
All-out Attack (C)
The first J5B can be delayed to taste.
If the Amok (SB) doesn’t hit really low, the second hit will whiff.
3:36
This also uses the anti-air combo route.
Great for meter gain, and plenty of damage.
At 2:10 you can do Throw > 2B > 5BdlB > Sweep instead of just Throw > Sweep, the timing is kinda hard and needs to be extremely on the corner
The game was released on Steam and is finally available for PC play. Version 2.5 Japanese Arcade