Following up on this now that we've had some time with marie.
So my general view of this character right now is that she feels REALLY strong, like top 5 strong. I know a lot of people disagree, but the way I see it right now, she has very good neutral (a lot of good buttons and summons can just give you a turn for free, on top of some of the best air mobility in the game), very good pre-hit mix (good lows, good OH, command grab and L twirl), very good post-hit mix (H haymaker can give her unmashable 50-50s with insanely high reward), high damage, high meterbuild and a lot of good assists, she excels at pretty much everything with her only downsides being awkward dhcs in and out and subpar defense, both of which get mitigated by lv3 being really good and options like summon xx super dhcs, H twirl + assist and 2mp. The nerfs she got so far all felt like the right direction, and I still think H haymaker might need some starter scaling to avoid it becoming item drop vortex 2.
But with that being said, here's my notes on individual things:
Changing specials - As much as I'm used to her inputs by now, some specials definitely still feel weird, I'd still be very open to try changes. More importantly though, I'd really appreciate if Haymaker could take priority over bunnies when doing special+assist (twirl still having priority over laser).
Throw - Normal throw feels even worse now with the command grab nerf. Throw xx H twirl should definitely just work imo. Also, is it a bug that her air throw is stage 1? I think everyone else's is stage 2, but I'm not complaining.
2LP - jhp H haymaker jmp 2lpx6 drops on double and val (I think i've had it happen to other characters in some ranges too). Hurtbox issue and not really a problem but would be nice if this could get looked at.
jHP - The second hit whiffs a lot after the first one connects. Situations like the jhp H haymaker string can
feel like a toss-up whether or not I should neutral jump sometimes since it becomes very range dependant.
214P - Would be nice if the M version was a bit faster to improve consistency on the otg 2hk M twirl string and to help differentiate it from the H version, both are 22f now so it feels a bit weird. Also would like for some of marie's damage to be shifted into both versions of this move, it looks and feels really heavy but the damage is kinda low. I'm very biased towards these tetsuzanko kinda moves so I just want it to feel more rewarding to route into and use in general lmao. Still definitely think H should be better at hitting people airborne like after 2hp or during double snaps.
236K - The changes to haymaker were great! Setups and combos all feel more consistent now, but one issue I found was that bigband still drops out from
2hp L haymaker during happy birthdays. Also as I mentioned above I feel like H haymaker setups might need to force some scaling as a starter. You can already get incredibly hard to block unmashable setups and max UD vortex for free, having a 1200 dmg unscaled stage 1 starter from it feels like a bit much.
236LPLK - 100% agree with grab triggering burst. Don't love feeling like I don't have a throw option at max UD but it's definitely fine.
236PP - The damage nerf felt right, especially considering how easy it is to loop it. Still feels pretty weird with the instant hkd, OH property and being really awkward to dhc from but I guess it's fine.
236KK - Still don't like that you can react to it but I think it would be too big of a buff now. Hitgrab could maybe be an option?
Like I said before, marie feels very strong right now, but it's mostly in a good way and I'm really enjoying playing her. Really looking forward to her coming to retail.