Okay, so I was messing around with Marie in Danger Zone, blue zone.
From my testing, she can't any guaranteed ground bounce (ie. with tech rolling on) from any of her juggles. At all. The only move which can do so is PPPP, but it hits the opponent too far away to be of any use.
The only move which gives her a good ground bounce is P+K, which is safe and is useful as a low crush, but that's it. I think Marie's the only character in the game who can't extend juggles on the blue zone.
EDIT:
Okay, turns out she can end her juggled with KK. Not really. Only if you use 7K or BT4P as a launcher will this be viable. On NH launch height, Marie can do 7K > PPP > KK and follow up with 6K4K > PP6PK or PPP > PP6PK. With BTP, she can only do BT P > KK > juggle.
Mega balance issue here, TN. At the very least make 6K2K (and variants) be able to get the bounce.
Edit:
While only one of Marie's juggle enders can get a bounce (and a bad ender at that), some of her holds do allow for a guarantee bounce for even higher damage than her advanced holds.
There's something weird about the bounce, though. It doesn't seem to be affected by stances, and it feels like a 20/80 chance. Basically, you either get a high ground bounce (which allows for follow-ups) or a low one (which you can't followup since the opponent falls too fast). The low bounce comes out a lot more often if your holds are normal or counter. On Hi-Counter, it's more of a 40/60 chance. It's weird. I'll post up a video showing the inconsistency here. Hopefully it'll be addressed in a future patch.
The video:
Anyway, if you do manage to get the bounce:
High Punch Hold > 6K4K > KKK (high bounce)
High Punch Hold > 6PK (low bounce)
Mid Kick Hold > 214P > 6P > PPPP (high bounce)
Mid Kick Hold > 6K4~PP > PP6PK ("low" bounce - looks the same height, but is actually lower)
Low Punch Hold > 4PP > PPPP (high bounce)
Low Punch Hold > 6PK (low bounce)