That's good to hear.
Given her current state, I think Marie would work better if she had a "getting dizzied" mechanic like Touhou fighting game bosses do (IaMP & SWR). As I recall, in those games, players have to hit a shield on boss characters (while dodging fields of projectiles) and when it was broken the boss would be dizzied, take much increased damage and not attack while the shield regenerates. Maybe some Touhou players could clarify the nuances of this system as I haven't played those games in a while.
I had the idea since Marie is pretty much Touhou character as she covers the screen with fireballs and wears frilly dresses.
She has one, sort of. You need to do enough damage/hits fast enough and you'll get her stunned and will be able to perform a normal combo on her. Hard to get that effect most of the time though.
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Can't say much about AIs' offense, I don't usually leave them an opportunity to show it, but I can talk about their defense. Some stuff may be bella match up specific, but most problems seems to be recurent :
• filia : blocks way too much...except on incoming.
If she enters the screen while you are doing an attack, she will most likely block it, but if you just delay it a tiny bit, she will either airball or airdash and NEVER guard, making her absolutely free to well-timed excellebella or other DP/fast-ish far-reaching attacks.
Except that, she's dead free to all command grabs and some overheads like BB giant step and fukua H shadow.
• cerebella : would be well balanced if she didn't sometimes "zone out" and decide to do nothing and not block either. Except that, she's a bit free to command grabs, but sometimes counter command grab you, so maybe add more diamond drop/360 mashing and less "standing there doing nothing" and she should be fine. Could guard a bit more often in general but nothing exploitable 100%.
• painwheel : she doesn't know about spacing while flying and doesn't attack much, but when you're reseting her, she's ok...sort of. Nothing to say on wake up, true 50/50 fly/block, she can do it too for some resets, except on some MGR and diamond drop reset loops. She's 100% free to these.
• fortune : could guard a bit more, too much normal mashing, but at least she makes you learn about how good it is to do fast resets, that doesn't leave her free of will for too long. So at least people can learn from playing against her. Free to well-timed MGR loops, but will avoid all run stop resets and corner c.lk c.mk s.hk diamond drop resets and probably will grant you a j.lp for it. So that's a point for her.
• valentine : has an okay neutral, okay guard, but is free to all command grab resets. Same problem than filia during incoming, free to well-timed excellebella.
• peacock : PLEASE make her guard sometimes when she's airborne! I can do double snaps combos on her and she will never avoid or block them ever! Also, free to command grab resets.
And barely knows how to use SOID.
• parasoul : okay neutral, good guard, but free to command grabs.
• double : maybe make her not cancel into car if luger gets deflected or armormed? Because for now I can bait car by deflecting luger and get a full punish after blocking the car. PW players can probably do that with j.hp thresher?
On defense, she could guard a bit more, run stop resets into low/instant j.hp works a bit more thann it shoud. And she's free to command grabs.
• fukua : same behaviour than fortune for the most part. So she's pretty okay regarding defense in my eyes.
• squigly : like bella, one of the most balanced defense during resets, not completely free to command grabs, blocks often enough, but derps a bit on neutral charging stances even when you're right in her face. If she stopped charging automatically when you get close enought to her, that would be a good improvement already.
• BB : drops the controller as soon as your feet leave the ground. Not much more to say, this by itself ruins all the fun.
• Eliza : same problem than BB.