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| {{AttackDataCargo-SF6/Query|marisa_2lp}} | | {{AttackDataCargo-SF6/Query|marisa_2lp}} |
| * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} (2f gap when chained into itself) | | * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| ** Special cancel is delayed until after active frames ({{clr|DR|DR}}: after 2nd recovery frame) | | ** Special cancel is delayed until after active frames ({{clr|DR|DR}}: after 2nd recovery frame) |
| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-3}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-2}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|marisa_2hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_2hp_hold}} |
| * '''Anti-Air Invuln (Head):''' 20-31f (cannot hit cross-up) | | * '''Anti-Air Invuln (Head):''' 20-31f (cannot hit cross-up) |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| * Releasing the button on frames 5-16 results in uncharged version with 4f startup | | * Releasing the button on frames 5-16 results in uncharged version with 4f startup |
| * Only first 2 active frames hit grounded; active frames 3-6 only hit airborne | | * Only first 2 active frames hit grounded; active frames 3-6 only hit airborne |
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| Charged {{clr|H|2HP}} is primarily combo filler as it leaves the opponent in juggle state. While charging can lead to big damage if it hits an aerial opponent, whiffing leaves you wide-open to an easy punish, so it's not recommended unless you have a huge read on an opponent's jump habits. | | Charged {{clr|H|2HP}} is primarily combo filler as it leaves the opponent in juggle state. While charging can lead to big damage if it hits an aerial opponent, whiffing leaves you wide-open to an easy punish, so it's not recommended unless you have a huge read on an opponent's jump habits. |
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| As a punish starter, both versions launch the opponent high into the air. Marisa can implement several charged normals or Target Combos afterwards, or even cancel into charged Level 1 for some incredible damage. | | As a punish starter, both versions launch the opponent high into the air. Marisa can implement several charged normals or Target Combos afterwards, or even cancel into a fully charged {{clr|SA|SA1}} for some incredible damage. |
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| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Your only conventional low combo starter, but a good one at least. Generally used to combo into {{clr|L|2LP}} > {{clr|L|214LP}} for a quick confirm. | | Your only conventional low combo starter, but a good one at least. Generally used to combo into {{clr|L|2LP}} > {{clr|L|214LP}} for a quick confirm. It doesn't gain much as a starter from {{clr|DR|Drive Rush}} unless you also score a {{clr|PC|Counter-hit}}, after which you can link into a stronger button like {{clr|M|5MP}}, {{clr|M|2MP}}, or {{clr|H|4HP}}. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2mk}} | | {{AttackDataCargo-SF6/Query|marisa_2mk}} |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| Your go to low poke with good range and hitbox priority. Unlike most {{clr|M|2MKs}}, this cannot be special canceled. {{sf6-adv|VP|+7}} on hit from {{clr|DR|Drive Rush}}, allowing decent conversions if hit close enough. | | Your go to low poke with good range and hitbox priority. Unlike most {{clr|M|2MKs}}, this cannot be special canceled. {{sf6-adv|VP|+7}} on hit from {{clr|DR|Drive Rush}}, allowing decent conversions if hit close enough. |
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| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Chains into {{clr|M|j.MP}}~{{clr|M|MP}} Target Combo for a spike knockdown | | * Chains into {{clr|M|j.MP}}~{{clr|M|MP}} Target Combo for a spike knockdown |
| | * '''Lower Body Projectile Invuln''' 7-21f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| An excellent air-to-air option with a target combo follow-up. Overall solid alternative to {{clr|H|2HP}} when it comes to checking jump-ins. | | An excellent air-to-air option with a target combo follow-up. Overall solid alternative to {{clr|H|2HP}} when it comes to checking jump-ins. |
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| * Can hold HP for 20f to improve properties | | * Can hold HP for 20f to improve properties |
| * Spike knockdown vs. airborne opponents | | * Spike knockdown vs. airborne opponents |
| | * '''Lower Body Projectile Invuln''' 9-23f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| {{AttackDataCargo-SF6/Query|marisa_jhp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_jhp_hold}} |
| * Spike knockdown on hit | | * Spike knockdown on hit |
| * Releasing HP on frames 5-19 results in uncharged version with 5f startup | | * Releasing HP on frames 5-19 results in uncharged version with 5f startup |
| | * '''Lower Body Projectile Invuln''' 28-37f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| A hard-hitting downward punch that can be charged for more damage and deliver a hard knockdown. Be sure not to hold the button too long if you want the uncharged version, otherwise the attack may not come out before you land. | | A hard-hitting downward punch that can be charged for more damage and deliver a hard knockdown. Be sure not to hold the button too long if you want the uncharged version, otherwise the attack may not come out before you land. |
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| {{AttackDataCargo-SF6/Query|marisa_jmk}} | | {{AttackDataCargo-SF6/Query|marisa_jmk}} |
| | * '''Lower Body Projectile Invuln''' 8-25f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| Huge range makes this Marisa's best low commitment poke from the air. Can use as an air-to-air or a stray poke from a neutral/back-jump, but Marisa has better options for jump-ins. | | Huge range makes this Marisa's best low commitment poke from the air. Can use as an air-to-air or a stray poke from a neutral/back-jump, but Marisa has better options for jump-ins. |
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| {{AttackDataCargo-SF6/Query|marisa_jhk}} | | {{AttackDataCargo-SF6/Query|marisa_jhk}} |
| * Can hold HK for 20f to improve properties | | * Can hold HK for 20f to improve properties |
| | * '''Lower Body Projectile Invuln''' 10-21f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| {{AttackDataCargo-SF6/Query|marisa_jhk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_jhk_hold}} |
| * Spike knockdown on hit | | * Spike knockdown on hit |
| * Releasing HK on frames 7-19 results in uncharged version with 3f startup | | * Releasing HK on frames 7-19 results in uncharged version with 3f startup |
| | * '''Lower Body Projectile Invuln''' 29-37f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| A hard-hitting angled kick that can be charged for more damage. The range and angle makes this a solid jump-in option for air assaults. Be sure not to hold the button too long if you want the uncharged version, otherwise the attack may not come out before you land. | | A hard-hitting angled kick that can be charged for more damage. The range and angle makes this a solid jump-in option for air assaults. Be sure not to hold the button too long if you want the uncharged version, otherwise the attack may not come out before you land. |
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| * Can hit cross-up; spike knockdown vs. airborne opponents | | * Can hit cross-up; spike knockdown vs. airborne opponents |
| * Can hold button 20f for improved properties | | * Can hold button 20f for improved properties |
| | * '''Lower Body Projectile Invuln''' 9f~land (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| {{AttackDataCargo-SF6/Query|marisa_nj2hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_nj2hp_hold}} |
| * Can hit cross-up; spike knockdown vs. grounded/airborne opponents | | * Can hit cross-up; spike knockdown vs. grounded/airborne opponents |
| * Releasing the button on frames 5-19 results in uncharged {{clr|H|nj.2HP}} with 4f additional startup | | * Releasing the button on frames 5-19 results in uncharged {{clr|H|nj.2HP}} with 4f additional startup |
| | * '''Lower Body Projectile Invuln''' 28f~land (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| An interesting air command normal that has a wide horizontal hitbox. The cross-up hitbox prevents opponents from easily walking or dashing under Marisa's neutral jumps, forcing them to anti-air or back up to avoid it. Deals the most drive damage of Marisa's jump buttons. | | An interesting air command normal that has a wide horizontal hitbox. The cross-up hitbox prevents opponents from easily walking or dashing under Marisa's neutral jumps, forcing them to anti-air or back up to avoid it. Deals the most drive damage of Marisa's jump buttons. |
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| An armored straight punch that "stabs" the opponent, Gladius has multiple applications for offense, defense, and neutral. | | An armored straight punch that "stabs" the opponent, Gladius has multiple applications for offense, defense, and neutral. |
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| Marisa can harass opponents in the mid-range and chip away at their Drive gauge while taking advantage of the high pushback to keep herself safe. This is fairly easy to do, as even a ranged 5MP~MP canceled into Gladius is usually safe on block. Higher strength versions have more range in exchange for slower startup; it's important not to whiff in neutral, as Gladius is easily whiff punished. If the opponent has a strong cancelable low poke, the lack of lower-body armor makes this move much risker to use in neutral; it still remains effective in combos and blockstrings, however. | | Marisa can harass opponents in the mid-range and chip away at their Drive gauge while taking advantage of the high pushback to keep herself safe. This is fairly easy to do, as even a ranged {{clr|M|5MP}}~{{clr|M|MP}} canceled into Gladius is usually safe on block. Higher strength versions have more range in exchange for slower startup; it's important not to whiff in neutral, as Gladius is easily whiff punished. If the opponent has a strong cancelable low poke, the lack of lower-body armor makes this move much risker to use in neutral; it still remains effective in combos and blockstrings, however. |
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| The most important attribute of Gladius is its ability to charge into a more powerful version by holding the button. A fully charged Gladius breaks armor, rendering {{clr|DR|Drive Impact}} useless unless they predict an early release. The OD version even breaks armor without charge, making it the best version to use if you want to guarantee safety. Partially charging the attack also makes it harder for the opponent to Perfect Parry on reaction, somewhat mitigating one of Marisa's biggest weaknesses. Be aware that charging gives the opponent more time to react with something like an invincible Super, which will break Marisa's armor and interrupt any gap in the blockstring. | | The most important attribute of Gladius is its ability to charge into a more powerful version by holding the button. A fully charged Gladius breaks armor, rendering {{clr|DR|Drive Impact}} useless unless they predict an early release. The {{clr|OD|OD}} version even breaks armor without charge, making it the best version to use if you want to guarantee safety. Partially charging the attack also makes it harder for the opponent to Perfect Parry on reaction, somewhat mitigating one of Marisa's biggest weaknesses. Be aware that charging gives the opponent more time to react with something like an invincible {{clr|SA|Super}}, which will break Marisa's armor and interrupt any gap in the blockstring. |
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| Gladius's armor only covers the upper half of her hurtbox; any attack with a low enough hitbox will hit Marisa out of startup. She also loses any remaining armor the moment the button is released. The punch release starts up surprisingly fast after a partial charge, allowing Marisa to punish absorbed jump-ins or projectiles fairly consistently on reaction to the armor activation. This makes it a semi-consistent anti-air, though it's more easily baited by an empty jump than her other options like 214LP. | | Gladius's armor only covers the upper half of her hurtbox; any attack with a low enough hitbox will hit Marisa out of startup. She also loses any remaining armor the moment the button is released. The punch release starts up surprisingly fast after a partial charge, allowing Marisa to punish absorbed jump-ins or projectiles fairly consistently on reaction to the armor activation. This makes it a semi-consistent anti-air, though it's more easily baited by an empty jump than her other options like {{clr|L|214LP}}. |
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| As a combo ender, Gladius is highly damaging, but pushes the opponent far away. Marisa thrives off momentum, so it's important to pick combo routes that will take you to the corner, or use an alternative ender midscreen. It is cancelable into {{clr|SA|SA3}} (and {{clr|SA|SA2}} for the OD version), and can potentially even be single-hit-confirmed on reaction. Be aware that these Super cancels can whiff midscreen from farther ranges, so they should only be done in guaranteed combo situations or in the corner. | | As a combo ender, Gladius is highly damaging, but pushes the opponent far away. Marisa thrives off momentum, so it's important to pick combo routes that will take you to the corner, or use an alternative ender midscreen. It is cancelable into {{clr|SA|SA3}} (and {{clr|SA|SA2}} for the {{clr|OD|OD}} version), and can potentially even be single-hit-confirmed on reaction. Be aware that these {{clr|SA|Super}} cancels can whiff midscreen from farther ranges, so they should only be done in guaranteed combo situations or in the corner. |
| }} | | }} |
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| * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) | | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| <br> | | <br> |
| The fully charged version of Gladius shuts down {{clr|DR|Drive Impact}}, which would otherwise be a potent counter to Marisa's moveset. The slow startup makes it easy to interrupt with a jump or a Super on reaction, so it's important to mix up the timing so that the opponent can't overly rely on any one defensive option. Many opponents will instead attempt to Perfect Parry in response to the slow startup. Mixing between slower and faster versions makes this hard to do on reaction, as it's not immediately obvious which strength Marisa is using (except for the OD version, of course). By making the opponent block or parry, you put yourself at excellent frame advantage and can continue enforcing your pressure at will. | | The fully charged version of Gladius shuts down {{clr|DR|Drive Impact}}, which would otherwise be a potent counter to Marisa's moveset. The slow startup makes it easy to interrupt with a jump or a {{clr|SA|Super}} on reaction, so it's important to mix up the timing so that the opponent can't overly rely on any one defensive option. Many opponents will instead attempt to Perfect Parry in response to the slow startup. Mixing between slower and faster versions makes this hard to do on reaction, as it's not immediately obvious which strength Marisa is using (except for the {{clr|OD|OD}} version, of course). By making the opponent block or parry, you put yourself at excellent frame advantage and can continue enforcing your pressure at will. |
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| The armor still loses to low-angled hitboxes just like the uncharged versions. The reel back animation and variable charge timing makes it hard for the opponent to throw out a low poke to intercept at mid-range, however. | | The armor still loses to low-angled hitboxes just like the uncharged versions. The reel back animation and variable charge timing makes it hard for the opponent to throw out a low poke to intercept at mid-range, however. |