Marvel is a shadow of her Bloody Roar 3 incarnation, losing many of her great normals and her highly damaging Air Cancel loop. In Bloody Roar Extreme, she was reworked into more of a feint and counter character, baiting out attacks and using the opponent's hesitation to score hits; while she is still a capable mid-range fighter, her reward for doing so is greatly diminished. Marvel gained some new tools, however: Leg Trap, a counter which works against all kicks (including ones with Guard Break properties) and transitions into a leg hold that deals good damage, as well a new launcher from her Leopard Walking stance. Her Mad Trap Beast Drive is just as good as ever, and can be used as a Guard Cancel off of Light Guard to devastating effect. Marvel suffers a glaring flaw in that she lacks the universal Command Throw motion, and her exclusive one does not affect standing opponents; this means her opponent never has to guess which direction to tech, greatly limiting her ability to open her opponent up.
Alice is a highly versatile character with tools for almost every situation. She can play keep away or rush down extremely well, she has great mobility both her dash and walk speed are fast, her dash covers a lot of distance, and she has one of the best jumps in the game as well as various other mobility tools such as sways and slides. her normals have good range and she excels at low/mid rushes and frame traps. While in hyper form, her damage is devastating thanks to her trait Power Legs which makes all her kicks deal significantly increased damage and guard break. To play Alice effectively, you need to learn every option she has for each situation. Because of this and the fact she has some of the highest execution requirements in the game, particularly with her instant while running B combos, Alice requires a lot of time to learn.