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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}}
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| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = 5LP | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_5lp|imageHeight=180px|caption=}} | | {{MoveDataCargoImage|marisa_5lp|imageHeight=180px|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5lp}} | | {{AttackDataCargo-SF6/Query|marisa_5lp}} |
| Your standard jab. 6f makes this slower than most light options, so avoid using it as a mash over 2LP. Furthermore it's not special cancellable and doesn't link into anything besides its Target Combo follow-up on Counter-Hit.
| | * '''Cancel Hitconfirm Window:''' 13f (TC) |
| | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| You'll mostly ever want to throw this out with the intent of using LP>LP Target Combo for a potential frametrap and its follow-up capabilities.
| | <br> |
| | A jab with good range but, slower startup than most light normals. It is not special cancelable, and only combos into the {{clr|L|5LP}}~{{clr|L|LP}} Target Combo with the bonus advantage from {{clr|PC|Counter-hit}}, {{clr|PC|Punish Counter}}, or {{clr|DR|Drive Rush}}. This TC can also cause an air reset if juggled into, though Marisa usually prefers to cash out for big damage instead. Besides the Target Combo, {{clr|L|5LP}} has little use due to its poor frame data. |
| }} | | }} |
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| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 5MP | | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_5mp|imageHeight=180px|caption=}} | | {{MoveDataCargoImage|marisa_5mp|imageHeight=180px|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5mp}} | | {{AttackDataCargo-SF6/Query|marisa_5mp}} |
| A stubby punch. Being in range to land this is one of your primary goals as it's fairly quick, very safe, leads to Marisa's most important target combo and is an important combo starter in general. At only -1 with not much pushback, using this for stagger pressure isn't the worst idea so long as you've conditioned the opponent to expect the follow-up. | | * 2f extra recovery on whiff |
| | * '''Cancel Hitconfirm Window:''' 16f (TC) |
| | <br> |
| | A fairly quick mid-range button that chains into one of her most important Target Combos. Great for buffering as a counterpoke due to its disjointed hitbox and relatively low risk. |
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| | At only {{sf6-adv|M|-1}} with low pushback, opponents expecting the TC follow-up can be conditioned to block her staggered {{clr|M|5MP}} pressure. |
| }} | | }} |
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| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 5HP (HOLD OK) | | | input = {{Classic_sf6}} 5HP (HOLD OK)<br>{{Modern_sf6}} 5H (HOLD OK) |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_5hp|imageHeight=180px|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|marisa_5hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=200px|marisa_5hp_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|marisa_5hp_hold|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|marisa_5hp|imageHeight=180px|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_5hp|caption=}} |
| ----
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_5hp|2|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|marisa_5hp_hold|caption=}} | |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5hp}} | | {{AttackDataCargo-SF6/Query|marisa_5hp}} |
| | * Can hold button 21f for improved properties |
| | * '''Cancel Hitconfirm Window:''' 18f (TC) |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| {{AttackDataCargo-SF6/Query|marisa_5hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_5hp_hold}} |
| An approaching downward hook. Not cancellable but has a notable followup like her other 5P buttons plus it can be charged to be + on block/combo on hit. | | * {{clr|PC|Punish Counter}}: {{sf6-adv|VP|+15}} |
| | * 1f extra recovery on whiff |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Releasing the button on frames 7-17 results in uncharged version with 5f startup |
| | * '''Cancel Hitconfirm Window:''' 20f (TC) |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| | <br> |
| | An approaching downward hook, useful for whiff punishing and {{clr|DR|Drive Rush}} pressure. Not cancelable, but has a notable follow-up like her other standing punches; it can also be charged for significant advantage on hit and block. |
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| Charged 5HS is your biggest Punish Counter starter, so be ready to let one rip anytime a blocked reversal presents you with an opportunity to do punish. | | Charged {{clr|H|5HP}} is your biggest {{clr|PC|Punish Counter}} starter, becoming {{sf6-adv|VP|+15}} on {{clr|PC|PC}}. Be ready to let this rip any time the opponent uses a particularly unsafe move, like a reversal or {{clr|SA|Super}}. |
| }} | | }} |
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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_5lk|imageHeight=180px|caption=}} | | {{MoveDataCargoImage|marisa_5lk|imageHeight=180px|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5lk}} | | {{AttackDataCargo-SF6/Query|marisa_5lk}} |
| A quick shin kick. Marisa's furthest reaching light. Unfortunately extremely limited follow-ups even with counter-hits; even 214LP can whiff/be blocked if 5LK hits close to the tip. | | * '''Cancel Hitconfirm Window:''' 15f |
| | ** Special cancel is delayed until after 2nd recovery frame ({{clr|DR|DR}}: 3rd recovery frame) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+2}} oH / {{sf6-adv|E|0}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | A quick shin kick and Marisa's farthest reaching light normal. Extremely limited follow-up options even on {{clr|PC|Counter-hit}}, with only {{clr|SA|SA2}} connecting at max range. {{clr|L|214LP}} is also semi-reliable if connecting from slightly closer. |
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| Useful as a lower commitment neutral check, particularly against DI with Gladius buffered. | | Useful as a low-commitment neutral check, particularly against {{clr|DR|Drive Impact}} when buffering ({{clr|DR|DR}}/{{clr|DR|DI}}/Gladius). |
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| Despite not being a Low, this move will disrupt Marisa's armored moves like Gladius/Scutum. | | Despite not hitting low, {{clr|L|5LK}} will disrupt upper-body armored moves like Gladius and Scutum. |
| }} | | }} |
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| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 5MK | | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} 5M |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_5mk|imageHeight=180px|caption=}} | | {{MoveDataCargoImage|marisa_5mk|imageHeight=190px|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|marisa_5mk|imageHeight=180px|caption=}} | | {{MoveDataCargoImage|hitbox=yes|marisa_5mk|imageHeight=180px|caption=}} |
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| {{AttackDataCargo-SF6/Query|marisa_5mk}} | | {{AttackDataCargo-SF6/Query|marisa_5mk}} |
| <br> | | <br> |
| An important normal for drive rush. 5MK generates the most frame advantage of any non-charged normal for Marisa. At +8 on hit, it can link into 2MP or (if close) 4HP. | | An important normal out of {{clr|DR|Drive Rush}}. {{clr|M|5MK}} generates the most frame advantage of any non-charged normal for Marisa. At {{sf6-adv|VP|+8}} on hit, it can link into {{clr|M|2MP}} or (if close) {{clr|H|4HP}}. |
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| You can also use 5MK as a low-risk meaty button on opponent's wakeup. It is easy to hit confirm, and at +4 links into 2LP, which combos into LP Dimachaerus (214LP). | | You can also use {{clr|M|5MK}} as a low-risk meaty button on opponent's wakeup. It is easy to hit confirm, and at {{sf6-adv|VP|+4}} links into {{clr|L|2LP}}, which combos into {{clr|L|LP Dimachaerus}} ({{clr|L|214LP}}). |
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| A decent neutral poke, though it rarely creates follow-up pressure. At range, you cannot convert off +4 and 5MK cannot be special canceled. | | A decent neutral poke, though it rarely creates follow-up pressure. At range, you cannot convert off {{sf6-adv|VP|+4}} and {{clr|M|5MK}} cannot be special canceled. |
| }} | | }} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK (HOLD OK) | | | input = {{Classic_sf6}} 5HK (HOLD OK)<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_5hk|caption=}} |
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| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_5hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_5hk|caption=}} |
| ----
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| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_5hk_hold|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5hk}} | | {{AttackDataCargo-SF6/Query|marisa_5hk}} |
| | * Can hold button 17f for improved properties |
| | * {{clr|PC|Punish Counter}}: KD +58 Launch ({{sf6-jug|free juggle}} state) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| {{AttackDataCargo-SF6/Query|marisa_5hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_5hk_hold}} |
| <br> Roundhouse. Marisa moves forward giving this better range than it appears. Charged version propels her even further forward. | | * Releasing the button on frames 5-13 results in uncharged version with 10f startup |
| | * {{clr|PC|Punish Counter}}: KD +65 Launch ({{sf6-jug|free juggle}} state) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| | <br> |
| | A slow, long-range roundhouse kick that moves Marisa forward, with even more range on the charged version. |
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| Knocks the opponent airborne on Punish Counter for easy follow-up combos.
| | This move is most important for its {{clr|PC|Punish Counter}} properties, launching the opponent high into the air for an easy confirm into a high damage juggle. |
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| | At 15 frames, {{clr|H|5HK}} is too slow to whiff punish many moves on reaction, but it is a high-damage whiff punish against any move with a long recovery. |
| }} | | }} |
| | <br> |
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| === Crouching Normals === | | === Crouching Normals === |
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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = 2LP | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 2L |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_2lp|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|marisa_2lp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|marisa_2lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|marisa_2lp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2lp}} | | {{AttackDataCargo-SF6/Query|marisa_2lp}} |
| *Marisa's only grounded 4f normal | | * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} (4f gap when chained into itself) |
| | | * '''Cancel Hitconfirm Window:''' 15f |
| Standard crouching jab and Marisa's quickest attack.
| | ** Special cancel is delayed until after active frames ({{clr|DR|DR}}: after 1st recovery frame) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-3}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | A crouching jab with good range, and Marisa's quickest attack at only 4f startup. Can be buffered into {{clr|L|214LP}} for a combo conversion, but has few other useful cancel routes unless benefiting from {{clr|DR|Drive Rush}} or {{clr|PC|Punish Counter}} bonus advantage. |
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| Chains into itself and 2LK. Special cancellable so get used to buffering out of this.
| | In light chains, it leaves a 4f gap, allowing the opponent to force a trade to escape pressure. This trade is usually worse for Marisa since she is in a {{clr|PC|Punish Counter}} state while the opponent will only be {{clr|PC|Counter-hit}}. |
| }} | | }} |
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| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 2MP | | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_2mp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|marisa_2mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|marisa_2mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|marisa_2mp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2mp}} | | {{AttackDataCargo-SF6/Query|marisa_2mp}} |
| Very nice range for a crouching poke and special cancellable, being at range to land this is very ideal for Marisa as it gives her a poke with a multitude of followups from either drive mechanics or her scary callout specials. | | * '''Cancel Hitconfirm Window:''' 15f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| | <br> |
| | Very nice range for a cancelable crouching poke. Standing in range to land {{clr|M|2MP}} is ideal for Marisa, as she has powerful conversions with {{clr|DR|Drive Rush}} or her special moves. |
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| This is Marisa's only normal that doesn't move or extend her hurtbox forward before it's active. | | This is Marisa's only normal that doesn't move or extend her hurtbox forward before it's active. |
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| | title = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 2HP (HOLD OK) | | | input = {{Classic_sf6}} 2HP (HOLD OK)<br>{{Modern_sf6}} 2H (HOLD OK) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_2hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|marisa_2hp_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_2hp_hold|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_2hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_2hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_2hp_hold|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_2hp_hold|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2hp}} | | {{AttackDataCargo-SF6/Query|marisa_2hp}} |
| | * '''Anti-Air Invuln (Head):''' 10-13f (cannot hit cross-up) |
| | * Can hold button 17f for improved properties |
| | * Only first 2 active frames hit grounded; active frames 3-5 only hit airborne |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit; much higher launch vs. airborne opponents |
| | * {{clr|PC|Punish Counter}}: KD +54 ({{sf6-jug|limited juggle}} state) |
| {{AttackDataCargo-SF6/Query|marisa_2hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_2hp_hold}} |
| <br>A high uppercut. Your primary anti-air normal. Somewhat slow, so use it sooner than later and be sure not to hold the button as the attack may charge and force you to mistime this.
| | * '''Anti-Air Invuln (Head):''' 20-31f (cannot hit cross-up) |
| | * 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 |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| | * {{clr|PC|Punish Counter}}: KD +61 ({{sf6-jug|free juggle}} state) |
| | A high uppercut. Your primary anti-air normal. Somewhat slow, so use it sooner than later and be sure not to hold the button as the attack may charge and force you to mistime this. |
| | |
| | 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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| Charged 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.
| | As a punish starter, both versions launch the opponent high into the air. Marisa can implement several charged normals or Target Combos afterwards for some incredible damage. |
| }} | | }} |
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| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_2lk|caption=}} | | {{MoveDataCargoImage|marisa_2lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2lk}} | | {{AttackDataCargo-SF6/Query|marisa_2lk}} |
| Your only conventional low combo starter, but a good one at least. Links into itself or 2LP for a special cancel. | | * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <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. |
| }} | | }} |
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| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_2mk|caption=}} | | {{MoveDataCargoImage|marisa_2mk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2mk}} | | {{AttackDataCargo-SF6/Query|marisa_2mk}} |
| Your go to low poke as it's your only real low poke. Unlike most 2MKs, this cannot be special cancelled, so your only combo options are extremely limited even with counter-hits/drive rush. | | Your go to low poke with good range and hitbox priority. Unlike most {{clr|M|2MKs}}, this cannot be special canceled; your combo options are limited even with {{clr|PC|Counter-hits}} and {{clr|DR|Drive Rush}}. |
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| Still important to keep opponent movement in check at mid-range or prevent them from just walking back out of your offense.
| | Important for checking the opponent at mid-range or preventing them from freely walking back out of your offense. |
| }} | | }} |
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| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK (HOLD OK) | | | input = {{Classic_sf6}} 2HK (HOLD OK)<br>{{Modern_sf6}} 3H (HOLD OK) |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_2hk|caption=}} | | {{MoveDataCargoImage|marisa_2hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2hk}} | | {{AttackDataCargo-SF6/Query|marisa_2hk}} |
| | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +44 |
| | * Has juggle potential; not a Hard Knockdown when juggled into |
| | * Can hold button for 20f to improve properties |
| {{AttackDataCargo-SF6/Query|marisa_2hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_2hk_hold}} |
| | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +50 |
| | * 3f extra recovery on whiff |
| | * Has juggle potential; not a Hard Knockdown when juggled into |
| | * Releasing the button on frames 7-15 results in an uncharged {{clr|H|2HK}} with 4f additional startup |
| | <br> |
| Moves Marisa forward a bit. Not a particularly great sweep. | | Moves Marisa forward a bit. Not a particularly great sweep. |
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| Bit on the slower side so be careful using this as a reactionary punish against blocked sweeps: Cammy, Chun, Honda, Kimberly are a few examples that all recover from their blocked sweeps fast enough to block and punish your own.
| | A bit on the slower side so be careful using this as a reactionary punish against blocked sweeps: Cammy, Chun, Honda, and Kimberly are a few examples that all recover from their blocked sweeps fast enough to block and punish your own. After a mid screen 214HP, charged 2HK sets up for a meaty drive rush 2MK that links into 4HP, which can catch opponents who don't like blocking low off guard. |
| }} | | }} |
| | <br> |
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| === Jumping Normals === | | === Jumping Normals === |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_jlp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_jlp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_jlp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_jlp}} | | {{AttackDataCargo-SF6/Query|marisa_jlp}} |
| Aerial jab. Your fastest aerial normal, so your best bet for an improvised air-to-air when jumping alongside your opponent.
| | <br> |
| | A quick aerial jab with good horizontal range for use as an air-to-air. Best used when jumping back out of pressure, otherwise Marisa may land next to the opponent at frame disadvantage. |
| }} | | }} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_jmp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_jmp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_jmp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_jmp}} | | {{AttackDataCargo-SF6/Query|marisa_jmp}} |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Chains into {{clr|M|j.MP}}~{{clr|M|MP}} Target Combo for a spike knockdown |
| | <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. |
| }} | | }} |
|
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{Classic_sf6}} j.HP (HOLD OK)<br>{{Modern_sf6}} j.H (HOLD OK) |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_jhp|caption=}} | | {{MoveDataCargoImage|marisa_jhp|caption=}} |
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| {{MoveDataCargoImage|marisa_jhp_hold|caption=}} | | {{MoveDataCargoImage|marisa_jhp_hold|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|marisa_jhp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_jhp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|marisa_jhp_hold|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|marisa_jhp_hold|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_jhp}} | | {{AttackDataCargo-SF6/Query|marisa_jhp}} |
| | * Can hold HP for 20f to improve properties |
| | * Spike knockdown vs. airborne opponents |
| {{AttackDataCargo-SF6/Query|marisa_jhp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_jhp_hold}} |
| | * Spike knockdown on hit |
| | * Releasing HP on frames 5-19 results in uncharged version with 5f startup |
| | <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. |
| }} | | }} |
|
| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = Crossup | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_jlk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_jlk}} | | {{AttackDataCargo-SF6/Query|marisa_jlk}} |
| * +5/+8 on hit vs standing or crouching opponents respectively on earliest possible hit. | | * Can hit cross-up |
| * 11f on hit when connecting as close to the ground as possible.
| | * Can be used as a fuzzy instant overhead |
| * Always + on block when hit from descent.
| | <br> |
| * Can hit as fuzzy Instant Overhead | | Marisa's primary cross-up, {{clr|L|j.LK}} is great for safe jumps and is always plus on block on the way down. Can always link into {{clr|L|2LP}} even when it connects at maximum height ({{sf6-adv|VP|+5}}); a deep jump-in can be up to {{sf6-adv|VP|+11}} for a stronger link into {{clr|H|4HP}} or {{clr|M|5MP}}~{{clr|M|MP}}. |
| | |
| <br>Marisa's primary crossup. Consistently confirms into a light combo. Can always link into 4HP if this lands on a crouching opponent, though MP>MP target combo also works if you need extra time to confirm and don't mind spending extra resources. | |
|
| |
|
| Also functions as a good anti-crossup for enemies trying to jump behind you frequently due to its speed and hitbox behind her. | | Also functions as a good anti-cross-up for enemies trying to jump behind you frequently due to its speed and hitbox behind her. |
| }} | | }} |
|
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_jmk|caption=}} | | {{MoveDataCargoImage|marisa_jmk|imageHeight=120px|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|marisa_jmk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|marisa_jmk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_jmk}} | | {{AttackDataCargo-SF6/Query|marisa_jmk}} |
| <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. | | <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. |
| }} | | }} |
|
| |
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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{Classic_sf6}} j.HK (HOLD OK)<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|marisa_jhk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|marisa_jhk_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_jhk_hold|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|marisa_jhk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|marisa_jhk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|marisa_jhk_hold|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_jhk}} | | {{AttackDataCargo-SF6/Query|marisa_jhk}} |
| | * Can hold HK for 20f to improve properties |
| {{AttackDataCargo-SF6/Query|marisa_jhk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_jhk_hold}} |
| | * Spike knockdown on hit |
| | * Releasing HK on frames 7-19 results in uncharged version with 3f startup |
| | <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. |
| }} | | }} |
| | <br> |
|
| |
|
| == Command Normals == | | == Command Normals == |
| =====<font style="visibility:hidden; float:right">6MP</font>===== | | =====<font style="visibility:hidden; float:right">6MP</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = ? | | | title = Novacule 1 |
| | subtitle = | | | subtitle = |
| | input = 6MP | | | input = {{Classic_sf6}} 6MP<br>{{Modern_sf6}} 6M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_6mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_6mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_6mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_6mp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6mp}} | | {{AttackDataCargo-SF6/Query|marisa_6mp}} |
| <br>Marisa's furthest reaching medium poke as it moves her forward. A decent poke/whiff punish normal, especially when combined with drive rush as its forward movement allows for easy followups from 4HP on counthits. | | * '''Cancel Hitconfirm Window:''' 20f (TC) |
| | <br> |
| | The forward movement during startup makes this Marisa's farthest reaching medium poke. Useful for landing {{clr|PC|Counter-hits}} against the opponent's light buffers, allowing a consistent link into {{clr|L|2LP}}. When used as an approach out of {{clr|DR|Drive Rush}}, Marisa gets slight advantage and block and a light extension on hit, though her reward on a {{clr|PC|Counter-hit}} here is much more damaging with a link to {{clr|H|4HP}}. |
|
| |
|
| Can be hit confirmed into one of two follow-up target combos, though both are very niche use. | | Can be hitconfirmed into one of two follow-up Target Combos, though both have a very niche use. |
| }} | | }} |
|
| |
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| | title = Magna Bunker | | | title = Magna Bunker |
| | subtitle = | | | subtitle = |
| | input = 4HP | | | input = {{Classic_sf6}} 4HP<br>{{Modern_sf6}} 4H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|marisa_4hp|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|marisa_4hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|marisa_4hp_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_4hp_hold|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_4hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_4hp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_4hp_hold|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_4hp}} | | {{AttackDataCargo-SF6/Query|marisa_4hp}} |
| | * 3f extra recovery on whiff |
| | * Can hold button 17f for improved properties |
| | * Causes air reset when juggled into (except from {{clr|DR|Drive Rush}}) |
| | * '''Cancel Hitconfirm Window:''' 20f |
| | ** Special/{{clr|DR|DR}} cancel is delayed until after 2nd recovery frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+9}} oB |
| {{AttackDataCargo-SF6/Query|marisa_4hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_4hp_hold}} |
| <br>Lead uppercut. Marisa's most important normal for combos as she's capable of landing pretty much any special after this, including 214HP for big and meter efficient damage. Leading into this normal via punish counters and drive rushes is vital for Marisa's combo game. | | * 5f extra recovery on whiff |
| | * Releasing the button on frames 5-16 results in uncharged version with 3f startup |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Does not gain additional advantage when timed as a meaty |
| | * '''Cancel Hitconfirm Window:''' 20f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+23}} oH / {{sf6-adv|VP|+14}} oB |
| | <br> |
| | Lead uppercut. Marisa's most important normal for combos, leading into important special moves like {{clr|H|214HP}} for huge, meter-efficient damage. Requires a {{clr|PC|Punish Counter}} or {{clr|DR|Drive Rush}} cancel to link into this move. |
| | |
| | The charged version is an important punish starter against highly unsafe move, and is also instrumental to some of Marisa's juggle routes, particularly after a {{clr|DR|DI}} wallsplat. It's also excellent for pressuring the opponent's wakeup, though its charge time makes it semi-reactable with Perfect Parry. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">3HP</font>===== | | =====<font style="visibility:hidden; float:right">3HP</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = ? | | | title = Malleus Breaker 1 |
| | subtitle = Overhead | | | subtitle = Overhead |
| | input = 3HP | | | input = {{Classic_sf6}} 3HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|marisa_3hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_3hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|marisa_3hp_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|marisa_3hp_hold|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_3hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_3hp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_3hp_hold|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_3hp}} | | {{AttackDataCargo-SF6/Query|marisa_3hp}} |
| | * Causes short OTG bounce vs. airborne opponents |
| | * Can hold button 17f for improved properties |
| | * '''Cancel Hitconfirm Window:''' 16f (TC) |
| {{AttackDataCargo-SF6/Query|marisa_3hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_3hp_hold}} |
| Your primary overhead. Fairly slow, especially if charged, but offset by being one of the only standing overheads in the game that leave you at an advantage with no meter use.
| | * Causes short OTG bounce vs. airborne opponents |
| | * Releasing the button on frames 7-13 results in uncharged version with 14f startup |
| | * '''Cancel Hitconfirm Window:''' 16f (TC) |
| | <br> |
| | A relatively short-ranged overhead with a Target Combo follow-up. Safe on block, and leads to a light combo or block pressure when used from {{clr|DR|Drive Rush}}. |
| | |
| | The charged version is quite slow and reactable, but gives Marisa similar advantage to her {{clr|DR|Drive Rush}} version without spending any meter. Marisa can counter the opponent's wakeup {{clr|DR|Drive Impact}} when timed on their wakeup, but the charge time can allow opponents to react with an {{clr|OD|OD}} reversal or Perfect Parry. |
|
| |
|
| If Marisa's close enough (near point blank) after landing light Dimachaerus combo, charging into this overhead immediately will land meaty and catch both neutral back-tech. Recovers in time to react to reversal Drive Impact, but loses to OD reversals and being meaty makes it susceptible to a perfect parry.
| | The Target Combo follow-up is hard to hitconfirm, and very risky if blocked, so it should only be used in juggles or if you need it to secure the round. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">6HK</font>===== | | =====<font style="visibility:hidden; float:right">6HK</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = ? | | | title = Falx Crusher 1 |
| | subtitle = | | | subtitle = |
| | input = 6HK | | | input = {{Classic_sf6}} 6HK<br>{{Modern_sf6}} 6H or A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_6hk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_6hk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|marisa_6hk_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=210px|marisa_6hk_hold|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_6hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_6hk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_6hk_hold|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6hk}} | | {{AttackDataCargo-SF6/Query|marisa_6hk}} |
| | * Forces Stand on hit |
| | * Can hold button 21f for improved properties |
| | * '''Cancel Hitconfirm Window:''' 18f / 23f (TC) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+12}} oB |
| {{AttackDataCargo-SF6/Query|marisa_6hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_6hk_hold}} |
| | * Forces Stand on hit |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Releasing the button on frames 7-14 results in uncharged version with 7f startup |
| | * Releasing the button on frames 15-20 results in uncharged version with 4f startup |
| | * '''Cancel Hitconfirm Window:''' 20f / 25f (TC) |
| | ** Special/{{clr|DR|DR}} cancel is delayed until after 3rd active frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+21}} oH / {{sf6-adv|VP|+14}} oB |
| <br> | | <br> |
| Marisa's longest range special cancelable normal. In combos it serves a very similar function to 4HP. | | Marisa's longest reaching special cancelable normal. In combos, it serves a similar function to {{clr|H|4HP}}, though its higher hitstun allows it to combo into {{clr|OD|OD Quadriga}}, for more optimal corner routes. The charged version offers more range and gives strong follow-up pressure on block. |
| | |
| | Marisa can consistently combo into her {{clr|H|HK}} TC follow-up with its lenient hitconfirm window. Other special move follow-ups are stronger, however, so those should take priority if you can react fast enough. |
| | |
| | Forcing the opponent to stand on hit serves little practical purpose other than allowing a {{clr|DR|Drive Rush}} cancel into {{clr|M|6MP}}~{{clr|H|HK}}, which is a fairly pointless combo route. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">j.2HP</font>===== | | =====<font style="visibility:hidden; float:right">nj.2HP</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Caelum Arc | | | title = Caelum Arc |
| | subtitle = | | | subtitle = |
| | input = j.2HP | | | input = {{Classic_sf6}} nj.2HP (HOLD OK)<br>{{Modern_sf6}} nj.2H (HOLD OK) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|marisa_j2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|marisa_nj2hp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|marisa_j2hp_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|marisa_nj2hp_hold|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_j2hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_nj2hp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_j2hp_hold|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_j2hp}} | | {{AttackDataCargo-SF6/Query|marisa_nj2hp}} |
| {{AttackDataCargo-SF6/Query|marisa_j2hp_hold}} | | * Can hit cross-up; spike knockdown vs. airborne opponents |
| * Can hit Crossup | | * Can hold button 20f for improved properties |
| * Neutral jump only | | {{AttackDataCargo-SF6/Query|marisa_nj2hp_hold}} |
| | * 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 |
| | <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. |
| }} | | }} |
| | <br> |
|
| |
|
| == Target Combos == | | == Target Combos == |
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| | title = Light Two Hitter | | | title = Light Two Hitter |
| | subtitle = | | | subtitle = |
| | input = 5LP~LP | | | input = {{Classic_sf6}} 5LP~LP<br>{{Modern_sf6}} 5L~L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_5lp_lp|caption=Clef Cannon}} | | {{MoveDataCargoImage|imageHeight=170px|marisa_5lp_lp|caption=Clef Cannon}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_5lp_lp|caption=Clef Cannon}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_5lp_lp|caption=Clef Cannon}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5lp_lp}} | | {{AttackDataCargo-SF6/Query|marisa_5lp_lp}} |
| <br>Light Punch Target Combo follow-up. Not a true combo unless the first hit was CH. Punishable on block so unless you are certain of a counter-hit then make sure to cancel into 236LP, which is gapless if the 2nd LP is blocked and a combo if hit. | | * Leaves a 3f blockstring gap between hits |
| | * '''Cancel Hitconfirm Window:''' 17f (single hit) / 40-42f (full TC from CH) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+9}} oB |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| | * Applies an extra 5% damage scaling to next attack when comboed into (e.g. from CH 5LP) |
| | <br> |
| | A Target Combo follow-up from {{clr|L|5LP}}. Not a true combo unless the first hit is enhanced by {{clr|PC|Counter-hit}}, {{clr|PC|Punish Counter}}, or {{clr|DR|Drive Rush}}. Punishable on block, so it should be canceled into {{clr|L|236LP}} for safety if you don't see the {{clr|PC|Counter-hit}} indicator. A {{clr|M|236MP}} cancel can also be used as a frame trap, but this leaves a small gap that the opponent can reversal through. |
|
| |
|
| Small gap between the two light punches make for a frame trap against mashers, but also an easy parry window, so be careful using this too predictably vs players who know how to parry effectively.
| | The small gap between the two jabs allows for a frame trap against mashers, but also an easy parry window, so be careful using this too predictably. After a blocked {{clr|L|5LP}}, the {{clr|L|LP}} follow-up has an unusually large cancel window for a light normal, making it possible to hitconfirm with good reactions. This can allow a stronger cancel like {{clr|OD|214PP}} even without reacting to a {{clr|PC|Counter-hit}} indicator. |
| }} | | }} |
|
| |
|
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| | title = Medium Two Hitter | | | title = Medium Two Hitter |
| | subtitle = | | | subtitle = |
| | input = 5MP~MP | | | input = {{Classic_sf6}} 5MP~MP<br>{{Modern_sf6}} A[M]~M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_5mp_mp|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|marisa_5mp_mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_5mp_mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_5mp_mp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5mp_mp}} | | {{AttackDataCargo-SF6/Query|marisa_5mp_mp}} |
| <br>Medium Punch target combo follow-up. Unlike her LP/HP target combos, MP>MP does not have a gap between both hits. Similar to LP target combo in that you'll always be throwing this out with the intention of cancelling out of it, usually into a hit confirmed 214PP. | | * True blockstring even at max delay |
| | * '''Cancel Hitconfirm Window:''' 44-46f |
| | ** Special/{{clr|DR|DR}} cancel is delayed until after 1st recovery frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+5}} oB |
| | <br> |
| | A Target Combo follow-up from Marisa's great {{clr|M|5MP}}. Unlike some of her other TCs, this cannot cause a frame trap between hits on mashing opponents, and it's very difficult to hitconfirm from just the {{clr|M|5MP}}. |
|
| |
|
| No special cancel is gapless barring 214LP, which is heavily punishable, and Drive Rush into a fast normal, which is expensive. Since the target combo is -8 on block, fast invincible reversals can beat most of Marisa's cancel options while punishing her if she does not cancel.
| | On hit, you'll usually want to cancel into {{clr|OD|214PP}} for optimal damage and corner carry, but if Drive meter is scarce you can end with a Super or meterless knockdown. |
| | |
| | On block, every special move except the very unsafe {{clr|L|214LP}} leaves a gap that can be interrupted. This allows opponents with an invincible Super with 8f or less startup to punish almost anything Marisa does. The only way to prevent this is to {{clr|DR|Drive Rush}} cancel into a 5f or faster button like {{clr|L|2LP}} or {{clr|L|2LK}}. |
| | |
| | Against opponents without a reversal Super option, canceling into Gladius with variable strengths and charge timing makes it much harder for the opponent to counter. Charged Gladius armor can beat most {{clr|OD|OD}} reversal options. Being too predictable with your cancel allows opponents to Perfect Parry; if you predict this and feel like taking a big risk, you can opt for no cancel, then walk up and throw the parry recovery. |
| }} | | }} |
|
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Line 454: |
Line 582: |
| | title = Heavy Two Hitter | | | title = Heavy Two Hitter |
| | subtitle = | | | subtitle = |
| | input = 5HP~HP | | | input = {{Classic_sf6}} 5HP~HP<br>{{Modern_sf6}} 5H~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_5hp_hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_5hp_hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_5hp_hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_5hp_hp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5hp_hp}} | | {{AttackDataCargo-SF6/Query|marisa_5hp_hp}} |
| | * Leaves a 6f blockstring gap after {{clr|H|5HP}}; only 1f gap after charged {{clr|H|5[HP]}} |
| | * () refers to scaled damage after {{clr|H|5HP}}/{{clr|H|5[HP]}} combo starter |
| <br> | | <br> |
| Plus on block target combo. Primarily used to give 5HP a knockdown on normal hit.
| | A Target Combo extension from Marisa's long-range {{clr|H|5HP}} that allows her to maintain pressure on block. There is an interruptible gap that loses to 5f or faster normals unless she starts with {{clr|DR|Drive Rush}}, uses Charged {{clr|H|5[HP]}}, or the opponent is in Burnout. This makes it a bit less oppressive as an approach, but if the opponent always sticks out a fast button you may be able to make them whiff to set up a spacing trap after {{clr|H|5HP}} instead. |
|
| |
|
| It has a 5F gap on block, coupled with 5HP's forward movement it can be difficult to land outside of burnout. Starting this target combo with charged 5HP gives it a 0F gap, but Charged 5HP is more plus and has less pushback so it's not advisable.
| | Even in cases where the opponent can't mash reversal light normals on block, the threat of reversals or Perfect Parry makes this Target Combo risky to throw out predictably. Be aware that {{clr|DR|Drive Impact}} during the gap will beat the regular TC, but if Marisa starts with {{clr|DR|Drive Rush}} or Charged {{clr|H|5[HP]}} then she recovers in time for a {{clr|DR|counter-DI}}. |
| }} | | }} |
|
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Line 470: |
Line 600: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Novacule Swipe | | | title = Novacule Swipe |
| | subtitle = | | | subtitle = |
| | input = 6MP~HP | | | input = {{Classic_sf6}} 6MP~HP<br>{{Modern_sf6}} 6M~M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_6mp_hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_6mp_hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_6mp_hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_6mp_hp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6mp_hp}} | | {{AttackDataCargo-SF6/Query|marisa_6mp_hp}} |
| <br>Marisa's 1st possible follow-up from 6MP, a punching sweep. Just as punishable as most sweeps, so hit-confirm into this if you intend to use it. | | * True blockstring from {{clr|M|6MP}} even at max delay |
| | <br> |
| | A sweeping low follow-up from {{clr|M|6MP}}. Like most low knockdowns, this is quite unsafe; however, it's fairly easy to hitconfirm due to the lenient cancel window. This ender is required if the opponent is crouching, since the {{clr|H|HK}} ender whiffs on crouching and {{clr|M|6MP}} only allows links in {{clr|PC|Counter-hit}}. |
| }} | | }} |
|
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Line 485: |
Line 617: |
| | title = Novacule Thrust | | | title = Novacule Thrust |
| | subtitle = | | | subtitle = |
| | input = 6MP~HK | | | input = {{Classic_sf6}} 6MP~HK<br>{{Modern_sf6}} 6M~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_6mp_hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_6mp_hk|caption=}} |
Line 492: |
Line 624: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6mp_hk}} | | {{AttackDataCargo-SF6/Query|marisa_6mp_hk}} |
| * Cancellable into Supers
| | * Whiffs on crouching opponents |
| * Whiffs crouching opponents | | * {{clr|PC|Punish Counter}}: KD +49 |
| | | * '''Cancel Hitconfirm Window:''' 49f (Super) |
| <br>Marisa's 2nd possible followup from 6MP, ideally for if you want higher damage once you have a Super to burn. Despite being super cancellable, the combined startup of 6MP~HK make this impossible to use as a DI callout. | | ** Super cancel is delayed until after 3rd active frame |
| | <br> |
| | A more rewarding ender from {{clr|M|6MP}} due to its launch and Super cancel, but requires you to confirm that the opponent is standing to avoid a punish. Can also be used in some juggles (like {{clr|DR|DR~}}{{clr|M|6MP}} after {{clr|PC|Punish Counter}} {{clr|H|5HK}}), though it's not particularly rewarding compared to many of Marisa's juggle options. Notably optimal if you want to combo level 1 without spending extra drive from a 236KK wallsplat. |
|
| |
|
| Avoid use entirely unless you're able to hit-confirm the initial hit as well as that the opponent standing, as this is very punishable otherwise.
| | Against {{clr|DR|Drive Impact}}, the Super cancel on the 2nd hit can only save Marisa if the opponent starts their armor right as {{clr|M|6MP}} is connecting. Don't try to use this TC as a reaction counter when you see {{clr|M|6MP}} get absorbed. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">3HP~3HP</font>===== | | =====<font style="visibility:hidden; float:right">3HP~3HP</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Malleus Breaker | | | title = Malleus Breaker 2 |
| | subtitle = | | | subtitle = |
| | input = 3HP~3HP | | | input = {{Classic_sf6}} 3HP~3HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_3hp_3hp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_3hp_3hp|caption=}} |
Line 511: |
Line 645: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_3hp_3hp}} | | {{AttackDataCargo-SF6/Query|marisa_3hp_3hp}} |
| <br>3HP Overhead follow-up. Tacks on 900 damage when used off her overhead. -3 on hit and and very punishable if blocked, making this a High-risk/Low-reward option. Has some use as a combo ender but ultimately a fairly limited use move altogether. | | * Always a true blockstring even at max delay |
| | <br> |
| | An extension from the {{clr|H|3HP}} overhead, primarily used in juggles or to finish off an opponent when you're confident they won't block the first hit. Knocks down on hit and very punishable on block, making this high risk and low reward in most cases. There is no gap that you can use to call out the opponent's mashing, and the hitconfirm window is fairly strict (though not impossible to react to). |
| | |
| | The small OTG bounce from a juggled {{clr|H|3HP}} is what allows this to work in juggles consistently. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">6HK~6HK</font>===== | | =====<font style="visibility:hidden; float:right">6HK~6HK</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Falx Crusher | | | title = Falx Crusher 2 |
| | subtitle = | | | subtitle = |
| | input = 6HK~6HK | | | input = {{Classic_sf6}} 6HK~6HK<br>{{Modern_sf6}} 6H~6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_6hk_6hk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_6hk_6hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_6hk_6hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_6hk_6hk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6hk_6hk}} | | {{AttackDataCargo-SF6/Query|marisa_6hk_6hk}} |
| | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | ** Does not increase opponent's juggle count when hitting airborne opponent |
| | * True blockstring after {{clr|H|6HK}} (can delay for up to 3f blockstring gap) |
| | ** No blockstring gap vs. Burnout or after {{clr|H|6[HK]}}/{{clr|DR|DR~}}{{clr|H|6HK}} |
| <br> | | <br> |
| A delayable target combo.
| | An easily hitconfirmable Target Combo from Marisa's advancing {{clr|H|6HK}}. Leads to {{clr|SA|SA2}} on grounded hit, and is very strong in juggles using {{clr|DR|DR~}}{{clr|H|6HK}} against airborne opponents. |
|
| |
|
| OK damage and very unsafe on block. Since 6HK is special cancelable and leads to 214HP, this target combo is often out classed by other routes against a grounded opponent. Notably, This target combo gives good midscreen oki after a drive rush 6HK juggle.
| | If you know the opponent likes to mash after {{clr|H|6HK}}, you can delay this TC to frame trap them. Keep in mind that this won't work if your blockstun is enhanced by charging {{clr|H|6[HK]}}, {{clr|DR|Drive Rush}}, or Burnout. |
| }} | | }} |
|
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Line 535: |
Line 677: |
| | title = Volare Combo | | | title = Volare Combo |
| | subtitle = | | | subtitle = |
| | input = j.MP~MP | | | input = {{Classic_sf6}} j.MP~j.MP<br>{{Modern_sf6}} j.M~j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_jmp_mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_jmp_mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_jmp_mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_jmp_mp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_jmp_mp}} | | {{AttackDataCargo-SF6/Query|marisa_jmp_mp}} |
| <br>A good air-to-air option since it follows up from j.MP and landing it leaves the opponent knocked down in your face. | | * Spike knockdown vs. airborne opponents |
| | <br> |
| | Volare Combo deals 1500 total damage and leads to consistent frame advantage and strong oki, making it a very strong air-to-air option. If your reactions are fast enough, this is generally stronger than Marisa's grounded anti-air options as well. An important part of any well-rounded Marisa's gameplan, as her grounded anti-air options are generally quite mediocre. |
| }} | | }} |
| | <br> |
|
| |
|
| == Throws == | | == Throws == |
Line 550: |
Line 695: |
| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_lplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_lplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_lplk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_lplk}} | | {{AttackDataCargo-SF6/Query|marisa_lplk}} |
| <br>Marisa sweeps the opponent's feet from under them and bashes them in the face. | | * {{clr|PC|Punish Counter}}: HKD +23 |
| | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| Can loop in the corner with a dash-in immediately after the throw animation ends. Hold back immediately after the dash for an easy, auto-timed shimmy.
| | <br> |
| | Marisa can dash after a corner Forward Throw to become {{sf6-adv|P|+1}} at point blank; this does not allow for a true throw loop, as the opponent's reversal 4f normal will beat an immediate throw. The threat of {{clr|L|2LP}} may convince them not to mash, but it's not the most rewarding option for her. A dash does allow Marisa to walk back for a shimmy, which can lead to immense damage if the opponent takes the bait. However, characters with longer throw range (Marisa, Blanka, E. Honda, and Zangief) can throw her out of this shimmy attempt unless they delay their throw tech by several frames. |
|
| |
|
| '''HOWEVER''' Marisa's dash-in leaves enough of a gap for 4f moves to mash out of her throw pressure, so she needs to Drive Rush in if she wants her throw loop guaranteed vs someone mashing a 4f move.
| | {{clr|DR|Drive Rush}} allows Marisa to enact a true throw loop at the cost of 1 Drive bar per attempt. She can also delay her attack in order to bait invincible reversals during the {{clr|DR|Drive Rush}} animation. Mixing throw with powerful starters like {{clr|DR|DR~}}{{clr|M|5MK}} and {{clr|DR|DR~}}{{clr|H|5HP}} can quickly overwhelm a cornered opponent. |
| }} | | }} |
|
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Line 568: |
Line 714: |
| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|marisa_4lplk|caption=}} | | {{MoveDataCargoImage|marisa_4lplk|imageHeight=200px|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|marisa_4lplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_4lplk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_4lplk}} | | {{AttackDataCargo-SF6/Query|marisa_4lplk}} |
| | * Side switch |
| | * {{clr|PC|Punish Counter}}: HKD +33 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | After throwing the opponent back into the corner, Marisa has fairly weak meterless oki; she can't dash to get back in throw range, and her conversions on a {{clr|PC|Counter-hit}} are very limited. Using {{clr|DR|Drive Rush}} allows her to get close enough for much more powerful mixups; for example, {{clr|DR|DR~}}{{clr|H|5[HP]}} is {{sf6-adv|VP|+8}} on block and trades with reversal 4f normals for high damage trade combos. |
|
| |
|
| | Midscreen, even {{clr|DR|Drive Rush}} won't get Marisa back into throw range, but she can still threaten opponents with a manually timed {{clr|DR|DR~}}{{clr|M|6MP}} or {{clr|DR|DR~}}{{clr|H|5HP}} to beat the opponent's 4f normals and deal a little Drive gauge damage. |
| }} | | }} |
| | | <br> |
|
| |
|
| == Drive System == | | == Drive System == |
Line 584: |
Line 736: |
| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|marisa_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_hphk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_hphk}} | | {{AttackDataCargo-SF6/Query|marisa_hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.527 (1.537 movement + 0.99 hitbox) |
| | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| | * Combos when canceled from {{clr|H|4[HP]}} or {{clr|PC|Punish Counter}} {{clr|H|4HP}}/{{clr|H|6HK}}/{{clr|H|6[HK]}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
|
| |
|
| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * - | | * {{clr|H|6[HK]}}: 3[0] |
| | * {{clr|H|4[HP]}}: 3[0] (delay cancel to avoid Lock in Burnout) |
| | * {{clr|H|6HK}}: 5[1] |
| | * {{clr|H|4HP}}, {{clr|L|5LP}}~{{clr|L|LP}}: 8[4] |
| | * {{clr|M|2MP}}: 10[6] |
| | * {{clr|M|5MP}}~{{clr|M|MP}}: 12[8] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| | |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| | * {{clr|H|6HK}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|H|4[HP]}}{{clr|OD|*}} > delay {{clr|DR|DI}}: 1-2f blockstring gap prevents opponent from absorbing the hit (must delay until final 2 cancel frames) |
| | * {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| }} | | }} |
|
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Line 602: |
Line 776: |
| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|marisa_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_6hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_6hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_6hphk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6hphk}} | | {{AttackDataCargo-SF6/Query|marisa_6hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| | * '''Full Invuln:''' 1-22f; '''Range:''' 1.798; Armor Break |
| * '''Full Invuln:''' 1-22f; Armor Break | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | * 4f less hitstop (16f) on block than most characters; affects opponent's punish timing |
| | {{AttackDataCargo-SF6/Query|marisa_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; '''Range:''' 1.798; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| | * 4f less hitstop (16f) on block compared to most characters; affects opponent's punish timing |
| | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
|
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Line 617: |
Line 797: |
| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|marisa_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_mpmk|caption=}} |
Line 624: |
Line 804: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_mpmk}} | | {{AttackDataCargo-SF6/Query|marisa_mpmk}} |
| See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] | | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] on the Gauges page for more details. |
| * Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack | | * Perfect Parry: |
| * Perfect Parry vs. projectiles puts you into a fixed 11f recovery | | ** Applies a 50% damage scaling multiplier to any punish afterwards |
| | ** vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack |
| | ** vs. projectiles, puts you into a fixed 11f recovery |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_66}} | | {{AttackDataCargo-SF6/Query|marisa_mpmk_66_pdr}} |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to the version used after Parry. | | * 1-bar version performed out of Parry |
| * Notable Drive Rush cancel combo routes: | | * Startup is 1+8 immediately after successful Parry |
| ** | | {{AttackDataCargo-SF6/Query|marisa_mpmk_66_drc}} |
| * Notable Drive Rush cancel blockstring gaps: | | * 3-bar version performed on hit/block from a cancelable normal |
| ** | | ** Can also be performed from whiffed cancelable light normals |
| | |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Marisa/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
| | |
| | Distance: |
| | * 0.544 (min, cancel into immediate Throw) |
| | * 1.903 (min, earliest blocking/movement frame) |
| | * 3.081 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| | <br> |
|
| |
|
| == Special Moves == | | == Special Moves == |
| =====<font style="visibility:hidden; float:right">Gladius (236P)</font>===== | | =====<font style="visibility:hidden; float:right">Gladius (236P)</font>===== |
| | <tabber> Uncharged = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Gladius | | | title = Gladius |
| | subtitle = | | | subtitle = Armor Punch |
| | input = 236P (HOLD OK) | | | input = {{Classic_sf6}} 236P (HOLD OK)<br>{{Modern_sf6}} 236X or 5S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|marisa_236lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_236lp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|marisa_236lp|caption=Armored Startup}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236lp|2|caption=Unheld}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|marisa_236pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236pp|caption=OD Unheld}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|marisa_236lp}} |
| | * '''Upper Body Armor (1-hit):''' 5-10f |
| | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| | * Can hold button to charge; armor time is extended, but ends upon early button release |
| | * Holding button 11-12f can extend armor time by 1-2f without increasing startup |
| | * Startup after partial charge release: 5f (frames 12-19); 4f (frames 20-25) |
| | {{AttackDataCargo-SF6/Query|marisa_236mp}} |
| | * '''Upper Body Armor (1-hit):''' 5-12f |
| | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| | * Can hold button to charge; armor time is extended, but ends upon early button release |
| | * Startup after partial charge release: 7f (frames 12-19); 6f (frames 20-28) |
| | {{AttackDataCargo-SF6/Query|marisa_236hp}} |
| | * '''Upper Body Armor (1-hit):''' 5-15f |
| | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| | * Can hold button to charge; armor time is extended, but ends upon early button release |
| | * Holding button 33-34f results in uncharged 236HP with slower startup than full-charge version |
| | * Startup after partial charge release: 10f (frames 12-19); 9f (frames 20-27), 8f (frames 28-34) |
| | {{AttackDataCargo-SF6/Query|marisa_236pp}} |
| | * '''Upper Body Armor (1-hit):''' 1-22f; Armor Break |
| | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| | * Can hold button to charge; armor time is extended, but ends upon early button release |
| | * Startup after partial charge release: 8f (frames 11-12); 7f (frames 13-19), 6f (frames 20-28) |
| | <br> |
| | An armored straight punch that "stabs" the opponent, Gladius has multiple applications for offense, defense, and neutral. |
| | |
| | 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. |
| | |
| | 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. |
| | |
| | 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. |
| | |
| | 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. |
| | }} |
| | |-| |
| | Full Charge = |
| | {{MoveDataCargo |
| | | title = Gladius |
| | | subtitle = Armor Punch |
| | | input = {{Classic_sf6}} 236[P]<br>{{Modern_sf6}} 236[X] or 5[S] (L) |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|marisa_236lp_hold|caption=}} |
| | {{MoveDataCargoImage|imageHeight=140px|marisa_236lp_hold|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|marisa_236lp|caption=Armored Startup}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236lp_hold|caption=Held}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236pp_hold|caption=OD Held}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_236lp}}
| |
| {{AttackDataCargo-SF6/Query|marisa_236lp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_236lp_hold}} |
| {{AttackDataCargo-SF6/Query|marisa_236mp}}
| | * '''Upper Body Armor (1-hit):''' 5-26f; Armor Break |
| | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| {{AttackDataCargo-SF6/Query|marisa_236mp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_236mp_hold}} |
| {{AttackDataCargo-SF6/Query|marisa_236hp}}
| | * '''Upper Body Armor (1-hit):''' 5-29f; Armor Break |
| | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| {{AttackDataCargo-SF6/Query|marisa_236hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_236hp_hold}} |
| {{AttackDataCargo-SF6/Query|marisa_236pp}}
| | * '''Upper Body Armor (1-hit):''' 5-35f; Armor Break |
| | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| {{AttackDataCargo-SF6/Query|marisa_236pp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_236pp_hold}} |
| *Fully charged version prompts a cinematic follow-up if it connects and forces slump if it trades. | | * '''Upper Body Armor (2-hit):''' 1-38f; Armor Break |
| *Grants 1 hit of upper body armor on frame 5 up until 3-6 frames before it becomes active. Armor duration is extended while charging. | | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| *OD version grants upper body armor on frame 1 for the full duration of the move's startup and active frames. Charged OD version has an extra hit of armor while charging.
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| | | <br> |
| Armored straight punch that "stabs" the opponent.
| | 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 special that makes mashing and DI scary against Marisa, it accomplishes a few things; It lets Marisa end her strings safely, armors through any attacks that would hit the mid or upper body, and is plus on block when fully charged, letting her follow-up with more pressure. It can even be used as an armored anti-air if timed well. Scouting if/how opponents deal with this attack can be key to victory. | | 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. |
|
| |
|
| Your most damaging combo ender in the corner, but mid-screen Gladius pushes the opponent far, so alternatives may be preferable to maintain some pressure such as 623P/214K.
| | The first hit of charged Gladius crumples the opponent before transitioning to a cinematic. If Marisa trades with the opponent as her armor runs out, the crumple still happens, allowing for a combo conversion. If the charged hit connects on an airborne opponent, the 2nd hit of the follow-up will drop, dealing 200 less damage and losing the Hard Knockdown status. |
| }} | | }} |
| | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Dimachaerus (214P)</font>===== | | =====<font style="visibility:hidden; float:right">Dimachaerus (214P)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Dimachaerus | | | title = Dimachaerus |
| | subtitle = | | | subtitle = Uppercut |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|marisa_214lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214pp|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214lp}} | | {{AttackDataCargo-SF6/Query|marisa_214lp}} |
| | * '''Anti-Air Invuln:''' 5-15f |
| | * '''Cancel Hitconfirm Window:''' 24f (Super) / 34f (follow-up, only combos up to 32f) |
| {{AttackDataCargo-SF6/Query|marisa_214mp}} | | {{AttackDataCargo-SF6/Query|marisa_214mp}} |
| | * '''Anti-Air Invuln:''' 6-19f (Head only) |
| | * '''Cancel Hitconfirm Window:''' 24f (Super) / 34f (follow-up) |
| {{AttackDataCargo-SF6/Query|marisa_214hp}} | | {{AttackDataCargo-SF6/Query|marisa_214hp}} |
| | * '''Anti-Air Invuln:''' 10-25f (Head only) |
| | * '''Cancel Hitconfirm Window:''' 25f (Super) / 34f (follow-up) |
| {{AttackDataCargo-SF6/Query|marisa_214pp}} | | {{AttackDataCargo-SF6/Query|marisa_214pp}} |
| * Light and OD version have air invuln starting on frame 5 | | * '''Anti-Air Invuln:''' 5-19f; Armor Break |
| | * '''Cancel Hitconfirm Window:''' 25f (Super) / 37f (follow-up) |
| | <br> |
| | Your primary anti-air, combo ender for light confirms, and extension tool for most anything else. Extremely punishable if blocked, so make sure to properly confirm into this special. Each version can connect from a button of its corresponding strength (e.g. 2LP > 214LP, 5MP~MP > 214MP, 4HP > 214HP). OD version connects from any Medium cancelable normals. |
|
| |
|
| Your primary anti-air, combo ender for light confirms, and extension tool for most anything else. Extremely punishable if blocked, so make sure to properly confirm into this special. Each version can connect from a button of its corresponding strength (c.LP>(L)Dimachaerus/MP>MP>(M)Dimachaerus). OD version connects from any Medium Cancellable Normals.
| | Heavy version should be utilized wherever possible over the OD version. The heavy version allows for extensions similar to the Overdrive version that deal more damage and don't have the drawback of using Drive Meter. |
| | |
| Light version is your best anti-air with air invuln and the follow-up leaving the opponent close where Marisa wants them.
| |
|
| |
|
| Heavy version should be utilized wherever possible over the OD version. The heavy version allows for extensions similar to the Overdrive version that deal more damage and don't have the drawback of using Drive Meter.
| | Light version is, in theory, your best anti-air with air invuln, good damage, and the follow-up leaving the opponent close where Marisa wants them. In practice, Dimachaerus is somewhat slow, and an opponent jumping in close will cross Marisa up due to Dimachaerus's forward movement making this a less consistent anti-air as you'd like. Still an important Anti-Air tool to keep in the pocket, especially against moves that rely on air invulnerability (Such as Honda's Sumo Slam). |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Dimachaerus Followup (214P~6P)</font>===== | | ======<font style="visibility:hidden; float:right">Dimachaerus Follow-up (214P~6P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Dimachaerus Followup | | | title = Dimachaerus Follow-up |
| | subtitle = | | | subtitle = Uppercut Follow-up |
| | input = 214P~6P | | | input = {{Classic_sf6}} 214P~6P<br>{{Modern_sf6}} 214X~6X or 4S~6S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214p_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=210px|marisa_214lp_6p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214pp_6p|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214p_6p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214lp_6p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214pp_6p|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214p_6p}} | | {{AttackDataCargo-SF6/Query|marisa_214lp_6p}} |
| | * Immediate knockdown with no possible follow-up |
| | {{AttackDataCargo-SF6/Query|marisa_214mp_6p}} |
| | * Causes {{sf6-jug|limited juggle}} OTG Bounce vs. airborne opponents |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | {{AttackDataCargo-SF6/Query|marisa_214hp_6p}} |
| | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| {{AttackDataCargo-SF6/Query|marisa_214pp_6p}} | | {{AttackDataCargo-SF6/Query|marisa_214pp_6p}} |
| <br>Dimachaerus follow-up. LP and MP versions lead to a knockdown. Heavy and OD versions ground bounce the opponent for combos extensions. | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| Provides no notable advantages if the follow-up isn't utilized on hit and Marisa cannot follow-up if Dimachaerus is blocked, thus there's no real reason not to buffer into this every time dimachaerus is used.
| | <br> |
| | A follow-up to Dimachaerus that can only come out on hit or when absorbed by armor. Unless canceling into a Super, there is no reason not to input this move every time; 214PP can technically lead to a safe jump j.LK, but this would never be worth the huge damage sacrifice. |
|
| |
|
| | The LP version is a simple knockdown ender, as is the MP version on grounded opponents. Using MP Dimachaerus as an anti-air allows the follow-up to ground bounce high enough for a follow-up juggle; depending on the timing, you may need to delay the 6P to connect properly. The HP and OD versions ground bounce even on grounded opponents, leading to extremely damaging combos despite the extra damage scaling applied to the juggle follow-ups. |
| }} | | }} |
|
| |
|
Line 733: |
Line 990: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Phalanx | | | title = Phalanx |
| | subtitle = | | | subtitle = Superman Punch |
| | input = 623P | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 2S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|marisa_623lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_623lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|marisa_623pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_623lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_623lp|caption=}} |
| ----
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_623lp|2|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_623pp|caption=}} | |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_623lp}} | | {{AttackDataCargo-SF6/Query|marisa_623lp}} |
| | * '''High/Mid Armor (1-hit):''' 7-11f; '''Lower Body Projectile Invuln:''' 12-27f |
| | * '''Airborne''' 11-30f ({{FKD}} state) |
| | * {{clr|PC|Punish Counter}}: HKD +58(59) Slide; hits 1f later vs. crouching opponents |
| {{AttackDataCargo-SF6/Query|marisa_623mp}} | | {{AttackDataCargo-SF6/Query|marisa_623mp}} |
| | * '''High/Mid Armor (1-hit):''' 7-13f; '''Lower Body Projectile Invuln:''' 12-30f |
| | * '''Airborne''' 14-33f ({{FKD}} state) |
| | * {{clr|PC|Punish Counter}}: HKD +58(59) Slide; hits 1f later vs. crouching opponents |
| {{AttackDataCargo-SF6/Query|marisa_623hp}} | | {{AttackDataCargo-SF6/Query|marisa_623hp}} |
| | * '''High/Mid Armor (1-hit):''' 10-15f; '''Lower Body Projectile Invuln:''' 12-34f |
| | * '''Airborne''' 17-37f ({{FKD}} state) |
| | * {{clr|PC|Punish Counter}}: HKD +58(59) Slide; hits 1f later vs. crouching opponents |
| {{AttackDataCargo-SF6/Query|marisa_623pp}} | | {{AttackDataCargo-SF6/Query|marisa_623pp}} |
| * Armor Startup and Duration vary based on strength. | | * '''High/Mid Armor (1-hit):''' 6-12f; '''Lower Body Projectile Invuln:''' 12-30f; Armor Break |
| ** L (6f startup/5f active), M (6f/7f), H (9f/6f), OD (5f/7f) | | * '''Airborne''' 14-33f ({{FKD}} state) |
| * Avoids most projectiles after armor duration's ended near the apex of the jump: Of note this includes Guile's Amplified Sonic Booms or JP's Torbalan/Embrace.
| | * Puts opponent into {{sf6-jug|limited juggle}} OTG state |
| * Overdrive version breaks enemy armor and wallsplats in the corner.
| | ** Wall Splat (HKD) if opponent reaches the corner (grounded and throwable, but strikes cause juggle state) |
| * Hits 1 frame later against crouching opponents making it +3 on crouch block.
| | * {{clr|PC|Punish Counter}}: HKD +76 Tumble; hits 1f later vs. crouching opponents |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | <br> |
| | Marisa jumps into the air and swings downward with a Superman punch; heavier button strengths are slower but travel much farther. Phalanx is a great approach tool in neutral, hopping over low pokes and most projectiles (including tall ones like Guile Sonic Cross or JP's Torbalan/Embrace). All versions are plus on block, but heavier versions leave Marisa closer to the opponent for improved mixups and pressure; it also gains an extra frame of advantage if the opponent is crouching. |
|
| |
|
| Marisa launches herself upward and swings down with a superman punch. A very versatile and important special as it can serve numerous uses for her: Advancing Poke, Pressure Starter/Reset, a Projectile Read, Combo Ender, and Combo Extension with Overdrive in the corner. | | Phalanx is a bit too slow to use on reaction against fireballs, so it's generally used predictively. Opponents expecting this move can counter it with an anti-air DP or a Perfect Parry, or simply swat Marisa out of the air with a higher-hitting button. {{clr|DR|Drive Impact}} is also a threat, but the OD version breaks armor and the meterless versions recover fast enough to {{clr|DR|counter-DI}} if the opponent times it too late. |
|
| |
|
| Marisa's best meterless combo ender in the corner for oki due to its 42f knockdown window, allowing for easy safejumps. | | Meterless versions allow for safe jump setups with its +42 knockdown advantage, but the required button strength depends on the specific combo route used. OD Phalanx is one of Marisa's most important combo extenders; any juggle into 4HP > 623PP near the corner gives Marisa a huge damage follow-up. |
| }} | | }} |
|
| |
|
Line 762: |
Line 1,028: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Quadriga | | | title = Quadriga |
| | subtitle = | | | subtitle = Step Kick |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_236lk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_236lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|marisa_236kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_236lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_236lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_236kk|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_236lk}} | | {{AttackDataCargo-SF6/Query|marisa_236lk}} |
| | * ~50% screen length |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| {{AttackDataCargo-SF6/Query|marisa_236mk}} | | {{AttackDataCargo-SF6/Query|marisa_236mk}} |
| | * ~60% screen length |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| {{AttackDataCargo-SF6/Query|marisa_236hk}} | | {{AttackDataCargo-SF6/Query|marisa_236hk}} |
| | * ~70% screen length |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| {{AttackDataCargo-SF6/Query|marisa_236kk}} | | {{AttackDataCargo-SF6/Query|marisa_236kk}} |
| * Overdrive version Armor Breaks | | * Armor Break; ~65% screen length |
| <br>An approaching Spartan Kick. A very straightforward move used to approach with a poke and not much else. OD knocks the opponent full-screen and wallsplats. This wallsplat can be used for some corner combos, but you'll be using OD Phalanx far more often for that purpose. | | * Wall Splat on hit (KD Adv. increases when farther from wall) |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| | <br> |
| | An approaching Spartan Kick. A very straightforward move used to approach with a poke and not much else. OD knocks the opponent full-screen and wall splats. This wallsplat can be used for some optimal corner combos provided you can route into 6HK early in a combo, as it is her only launcher that counts as only one hit for combo scaling. |
|
| |
|
| Light version is quickest but punishable if poorly spaced. Heavy version is slowest but doesn't require spacing to be safe. Overdrive this special to stay safe against DI attempts w/ Armor Break, but it shares the L version's spacing requirements. | | Light version is quickest but punishable if poorly spaced. Heavy version is slowest but doesn't require spacing to be safe. Overdrive this special to stay safe against {{clr|DR|DI}} attempts with Armor Break, though it shares the LK version's spacing requirements. |
| }} | | }} |
|
| |
|
Line 786: |
Line 1,057: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Scutum | | | title = Scutum |
| | subtitle = | | | subtitle = Counter Stance |
| | input = 214K | | | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 6S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214k|caption=Mind the Achilles' Heel}} | | {{MoveDataCargoImage|imageHeight=220px|marisa_214k|caption=Mind the Achilles' Heel}} |
| ----
| | {{MoveDataCargoImage|imageHeight=200px|marisa_214k|2|caption=}} |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214kk|caption=Fully dipped in the River Styx}} | |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214k|caption=Mind the Achilles' Heel}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214k|caption=Mind the Achilles' Heel}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214k_counter}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214kk|caption=Fully dipped in the River Styx}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214kk|caption=Fully dipped in the River Styx}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214kk_counter}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214k}} | | {{AttackDataCargo-SF6/Query|marisa_214k}} |
| {{AttackDataCargo-SF6/Query|marisa_214k_absorb}} | | * '''Upper Body Armor (1-hit):''' 3-28(118)f; triggers Counter-attack |
| * Triggers automatically after absorbing attack | | * Can hold the button to extend the stance an extra 90f |
| * Recovery from this stance leave Marisa in a punish counterable state. | | ** The final 26 recovery frames do not have armor |
| * What can and cannot be armored is determined by hitbox position. Some lows can be absorbed and some mids and even a few overheads can not be absorbed. | | * Cancelable into follow-ups after 8f |
| <br>Grants Marisa upper body armor. Has two frames of startup, so it loses to any proper meaties on wakeup. Decent for catching approaching specials on reaction or as an anti-air, but take care not to be baited and thrown out of this.
| | * Stance cannot be canceled into from other attacks |
| | {{AttackDataCargo-SF6/Query|marisa_214k_counter}} |
| | * Armor Break |
| | * Triggers automatically after absorbing attack; can hold button to remain in stance after attack |
| | * Marisa incurs only 6f armor hitstop (usually results in {{sf6-adv|P|+1}} {{clr|PC|Counter-hit}} rather than {{sf6-adv|P|+3}} {{clr|PC|Punish Counter}} vs. medium/heavy attacks) |
| | * {{clr|PC|Punish Counter}} state for entire duration |
| | Scutum grants Marisa upper body armor, making it useful as an anti-air or against certain predictable high/mid attacks. Not suitable as a wakeup reversal since the armor doesn't activate until frame 3. The armor activation is determined by hitbox position; some lows hit high enough to be absorbed, while some high/mid attacks hit below the armor box. |
| {{AttackDataCargo-SF6/Query|marisa_214kk}} | | {{AttackDataCargo-SF6/Query|marisa_214kk}} |
| {{AttackDataCargo-SF6/Query|marisa_214kk_absorb}} | | * '''Full Body Armor (2-hit):''' 1-28(58)f; triggers Counter-attack |
| * Triggers automatically after absorbing attack | | * Can hold the button to extend the stance an extra 30f |
| * Recovery from this stance leave Marisa in a punish counterable state. | | ** The final 29 recovery frames do not have armor |
| ** NOTE: OD Scutum does not effect any of its follow-ups in any way. | | * Cancelable into follow-ups after 8f (OD follow-ups are identical to meterless version) |
| | * Stance cannot be canceled into from other attacks |
| | {{AttackDataCargo-SF6/Query|marisa_214kk_counter}} |
| | * '''Armor:''' 1-10f; Armor Break |
| | * Triggers automatically after absorbing attack; can hold button to remain in stance after attack |
| | * Marisa incurs only 6f armor hitstop (usually results in {{sf6-adv|P|+1}} {{clr|PC|Counter-hit}} rather than {{sf6-adv|P|+3}} {{clr|PC|Punish Counter}} vs. medium/heavy attacks) |
| | * {{clr|PC|Punish Counter}} state for entire duration |
| | With 2 hits of armors starting on frame 1, this is a much better defensive option than meterless Scutum. It can even absorb lows, but is still vulnerable to throws and armor breaking attacks. The early armor makes it useful vs. safe jumps involving medium/heavy normals; a perfectly timed light air normal will be able to land and block. |
|
| |
|
| Armors everything including lows. Still loses to grabs though.
| | Like all armored moves, Marisa still takes 50% recoverable damage when absorbing attacks; this means she can be KO'd when this move is used at low health. |
| | |
| Activates immediately, making it an effective reversal option against safejumps. The OD version also has two hits of armor, allowing it to absorb and counter many multi-hitting moves that would beat meterless Scutum.
| |
| | |
| **'''WARNING''': This is still an armored move; Using it at very low HP will result in death even if a move is armored through.
| |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Tonitrus (214K~P~P)</font>===== | | ======<font style="visibility:hidden; float:right">Tonitrus (214K~P~P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tonitrus | | | title = Tonitrus |
| | subtitle = | | | subtitle = Scutum Punch |
| | input = 214K~P~P | | | input = {{Classic_sf6}} 214K~P~P<br>{{Modern_sf6}} 6S~5S~S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214k_p|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_214k_p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214k_p_p|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|marisa_214k_p_p|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214k_p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_214k_p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214k_p_p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214k_p_p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214k_p}} | | {{AttackDataCargo-SF6/Query|marisa_214k_p}} |
| | * 1st active frame only hits airborne opponents (causes spike knockdown) |
| | * '''Cancel Hitconfirm Window:''' 16f (Follow-up; 17f if 1st active frame hits airborne) |
| | * {{clr|PC|Punish Counter}} state for entire duration |
| {{AttackDataCargo-SF6/Query|marisa_214k_p_p}} | | {{AttackDataCargo-SF6/Query|marisa_214k_p_p}} |
| {{AttackDataCargo-SF6/Query|marisa_214kk_p}} | | * True blockstring from 214K~P overhead starter |
| {{AttackDataCargo-SF6/Query|marisa_214kk_p_p}}
| | * {{clr|PC|Punish Counter}} state for entire duration |
| *23f earliest possible startup w/ Scutum Startup included.
| | <br> |
| Marisa makes a heart shaped double handed punch. Scutum's overhead follow-up and your safest option from it provided your using it as a mix-up opportunity and didn't armor through anything. The 2nd hit must be input immediately, making it near impossible to actually hit confirm and fairly risky. | | Marisa makes a heart shaped double handed punch. This overhead follow-up is the safest ender out of Scutum, though the slow animation makes it vulnerable to armored attacks like {{clr|DR|Drive Impact}}. The 2nd hit is unsafe and fairly hard to hitconfirm, so should be used sparingly unless you can react. |
| | |
| | These follow-ups are identical between the meterless and OD Scutum starters. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Procella (214K~K)</font>===== | | ======<font style="visibility:hidden; float:right">Procella (214K~K)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Procella | | | title = Procella |
| | subtitle = | | | subtitle = Scutum Kick |
| | input = 214K~K | | | input = {{Classic_sf6}} 214K~K<br>{{Modern_sf6}} 6S~4S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|marisa_214k_k|caption=}} | | {{MoveDataCargoImage|imageHeight=210px|marisa_214k_k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|marisa_214k_k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|marisa_214k_k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214k_k}} | | {{AttackDataCargo-SF6/Query|marisa_214k_k}} |
| {{AttackDataCargo-SF6/Query|marisa_214kk_k}} | | * {{clr|PC|Punish Counter}} state for entire duration |
| *24f earliest possible startup w/ Scutum Startup included.
| | <br> |
| A cutting sweep that travels forward. Low follow-up from Scutum. Their similar startup make reacting between overhead/low very difficult, but very unsafe if blocked/parried. Additionally, opponents jumping back expecting command grab may end up getting a free punish as this propels Marisa toward them, so use this only if you've 100% conditioned the opponent to expect an overhead and they're wary on parrying. | | A low-hitting sweep from Scutum that steps forward during startup. While the similar startup time makes it difficult to react between the overhead and low enders, this attack is very unsafe if blocked/parried. Additionally, opponents jumping back expecting command grab may end up getting a free punish as this propels Marisa toward them, so use this only if you've conditioned the opponent to expect an overhead. |
| | |
| | This follow-up is identical between the meterless and OD Scutum starters. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Enfold (214K~LPLK)</font>===== | | ======<font style="visibility:hidden; float:right">Enfold (214K~LPLK)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Enfold | | | title = Enfold |
| | subtitle = | | | subtitle = Scutum Throw |
| | input = 214K~LPLK | | | input = {{Classic_sf6}} 214K~LPLK<br>{{Modern_sf6}} 6S~2S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|marisa_214k_lplk|caption=Pankration itself.}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_214k_lplk|caption=Pankration itself.}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214k_lplk}} | | {{AttackDataCargo-SF6/Query|marisa_214k_lplk}} |
| {{AttackDataCargo-SF6/Query|marisa_214kk_lplk}} | | * {{clr|PC|Punish Counter}} state for entire duration |
| * Earliest possible startup 13f due to Scutum startup. | | * Range: 1.11 (final active frame: 1.17) |
| | ** Includes the 0.22 forward movement from 214K startup |
| | <br> |
| | Command Grab follow-up from Scutum. While it's still mostly unreactable, the total required startup (8f from Scutum + 5f throw) makes it harder to use than a traditional command grab. It works best as a mixup on the opponent's wakeup, or out of a {{clr|DR|Drive Rush}} canceled attack that prevents the opponent from interrupting with defensive light normals. |
|
| |
|
| Command Grab Followup from Scutum. Though her fastest follow-up from Scutum, it is on the slower side for command grabs due to needing at least 8f initial startup of Scutum on top of the 5 to activate the grab, so don't go for this without conditioning the opponent to stay put.
| | This follow-up is identical between the meterless and OD Scutum starters. |
| }} | | }} |
| | <br> |
|
| |
|
| == Super Arts == | | == Super Arts == |
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| | title = Javelin of Marisa | | | title = Javelin of Marisa |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236P | | | input = {{classic_sf6}} 236236P (HOLD OK)<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|marisa_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_236236p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|marisa_236236p_hold|caption=Fully Charged}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|marisa_236236p_counter|caption=Counter Strike}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|marisa_236236p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|marisa_236236p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|marisa_236236p_hold|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_236236p}} | | {{AttackDataCargo-SF6/Query|marisa_236236p}} |
| * '''Full Invuln:''' 1f (until flash); '''2 Hit Armor:''' 2-23f; Armor Break | | * '''Strike/Throw Invuln:''' 1f (until freeze); '''Armor (2-hit):''' 1-23f; Armor Break |
| * Charged version performs a counter when a hit is absorbed 1-26f while the button is held. It no longer counters but still has standard 2 hit armor properties 27-46f. | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * Depletes 0.5 Drive bars from opponent on hit and ~0.75 Drive bars when fully charged | | * 30% minimum damage scaling |
| * Cinematic version deals 2640 damage and fully charged version deals 2900 damage (870 minimum)
| | {{AttackDataCargo-SF6/Query|marisa_236236p_hold}} |
| | * '''Strike/Throw Invuln:''' 1f (until freeze); '''Armor (2-hit):''' 1-47f; Armor Break |
| | * Frames 1-27f trigger a cinematic counter when absorbing a strike |
| | * After release, active frames 1-3 trigger a cinematic hit (higher damage/KD advantage) |
| | * '''Drive Gauge Depletion:''' 0.75 bars (hit) / 0.25 bars (block) |
| | * 30% minimum damage scaling |
| | {{AttackDataCargo-SF6/Query|marisa_236236p_counter}} |
| | * '''Full Invuln:''' 1-10f (after counter triggers); Armor Break |
| | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| | <br> |
| | Armored haymaker Super Art that can be charged to change its properties. |
| | |
| | The uncharged version is quite slow as a reversal, and Marisa takes armor damage that can lead to a KO at very low health. All versions lose to throws, and can be too slow to counter some meaty projectiles on wakeup. |
|
| |
|
| Armored haymaker Super Art.
| | The held version is a much better reversal due to the cinematic counter that triggers when absorbing a strike; this counter does not cause Marisa to take any armor damage, but can be baited with safe jump timing. The held counter does not lose to Armor Break attacks; for example, a normal canceled into {{clr|SA|236236[P]}} will beat the opponent's Drive Reversal unless they delay it significantly. |
|
| |
|
| Fairly easy to route into as a combo ender for an easy and relatively cheap 3-4k damage from most common routes, just mind that it forces a reset to neutral if you're not in the corner. The charged version can always land after an OD Phalanx (623PP) wall slump. The uncharged version is too slow to use as a dependable reversal, so the charged version is usually preferred although it's not especially dependable for a reversal super. Like OD Scutum (214KK), it is weak to throws and Armor Breaks but has a more consistently rewarding follow-up at the cost of being more committal.
| | Javelin is fairly easy to route as a combo ender for a relatively cheap 3000-4000 damage from most common routes. If the opponent is midscreen, this causes a reset to neutral that gives up all of Marisa's momentum. The charged version can always land after an {{clr|OD|OD Phalanx}} corner wall splat for some extra damage. If the held version connects at max distance (active frames 4-6), it triggers a weaker version that does reduced damage and Drive depletion and is no longer a hard knockdown. |
| }} | | }} |
|
| |
|
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| | title = Meteorite | | | title = Meteorite |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P | | | input = {{classic_sf6}} 214214P<br>{{Modern_sf6}} 214214M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_214214p|1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214214p_whiff|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|marisa_214214p|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214214p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214214p|1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214214p_whiff|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214214p|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214214p}} | | {{AttackDataCargo-SF6/Query|marisa_214214p}} |
| {{AttackDataCargo-SF6/Query|marisa_214214p_whiff}}
| |
| * '''Full Invuln:''' 1-15f; Armor Break | | * '''Full Invuln:''' 1-15f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * '''Airborne''' 16-47f ({{FKD}} state) |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state while airborne | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block); 0.25 bars per blocked hit |
| | ** Non-cinematic downward slam deals full Drive Damage on hit |
| | * 40% minimum damage scaling; applies 15% immediate scaling when comboed into |
| <br> | | <br> |
| Marisa launches herself upward and slams down on the opponent; No animated super plays out if blocked or 1st hit doesn't connect, but Marisa will still launch the 2nd attack regardless. | | Marisa launches herself upward and slams the opponent back to the ground. The full invincibility makes it a more consistent reversal than {{clr|SA|SA1}}, as well as a strong anti-air that's easy to input when buffering 214P (her other go-to anti-air). It can also be a useful juggle ender, granting better damage and positioning than {{clr|SA|SA1}} (especially midscreen). |
| | |
| Your go to reversal super as it's fully invuln until the first hit. An easy anti-air to buffer into as well since it's close to Dimachaerus' input, another other go-to anti-air.
| |
|
| |
|
| Can also be used as a more expensive combo ender over SA1 for slightly better damage and positioning to the opponent (Particularly at mid-screen).
| | If the first hit connects, it triggers a cinematic hit that does above average damage for a {{clr|SA|Level 2 Super}}. On block or whiff, Marisa continues the attack with a downward slam that does 500 less damage than the cinematic version (while still dealing 1 full bar of Drive damage on hit). This second attack can easily be avoided with a jump, but Marisa's collision box stretches downward far enough that the opponent can't walk or dash under her without a low-profile move. |
| }} | | }} |
|
| |
|
Line 924: |
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| | title = Goddess of the Hunt | | | title = Goddess of the Hunt |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236K | | | input = {{classic_sf6}} 236236K<br>{{Modern_sf6}} 236236H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|marisa_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|marisa_236236k|caption=}} |
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| {{MoveDataCargoImage|imageHeight=140px|marisa_236236k(ca)|caption=CA version grants 500 extra damage}} | | {{MoveDataCargoImage|imageHeight=140px|marisa_236236k(ca)|caption=CA version grants 500 extra damage}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_236236k|caption=CA version grants 500 extra damage}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236236k(ca)|caption=CA version grants 500 extra damage}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_236236k}} | | {{AttackDataCargo-SF6/Query|marisa_236236k}} |
| * '''Full Invuln:''' 1-19f | | * '''Full Invuln:''' 1-19f; Armor Break |
| * Depletes 1.5 Drive bars from opponent on hit | | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| * Always carries opponent to a fixed distance from the corner | | ** Cinematic time regenerates ~2.1 Drive bars for Marisa |
| | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|marisa_236236k(ca)}} | | {{AttackDataCargo-SF6/Query|marisa_236236k(ca)}} |
| * '''Full Invuln:''' 1-19f | | * '''Full Invuln:''' 1-19f; Armor Break |
| * Depletes 2 Drive bars from opponent on hit | | * Available at 25% HP or below |
| * Always carries opponent to a fixed distance from the corner (slightly further away from corner compared to non-CA version) | | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| <br>Marisa charges forward, shoving and clobbering the opponent into a wall once it connects. | | ** Cinematic time regenerates ~2.1 Drive bars for Marisa |
| | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| Big damage super, especially with CA. Usually worth going into even if it doesn't KO since it puts the opponent's back near the corner, though ideally you want to convert at least around 5K minimum when routing into this. If you're already in the corner then routing into this should generally lead to 6k, useful for closing out rounds but the opponent will have more breathing space to escape if this doesn't kill so it's something to consider.
| | <br> |
| | Marisa charges forward, shoving and clobbering the opponent into a wall once it connects. The opponent is always carried to a fixed distance from the corner. In addition to being a great combo/juggle ender, the corner carry makes it a credible defensive option when Marisa's back is to the wall; it's also great at punishing projectiles on reaction, especially with Modern controls. However, the startup is too slow to use against properly timed meaty light normals, so {{clr|SA|SA2}} is still the more reliable (and cheaper) reversal. |
|
| |
|
| The initial forward charge makes this a decent fireball callout. Can be used as a reversal like any SA3, but SA2 is a cheaper option that leaves us with a spare meter to work with if it's successful.
| | Marisa's juggle routes usually ensure at least 5000 damage on any combo ending in {{clr|SA|SA3}}, or even 6000+ in the corner with minimal execution requirements. This makes it a great at closing out rounds, but if the opponent survives, they will have much more breathing room to mount a comeback against a meterless Marisa. {{clr|SA|SA3}} can combo from a quick confirm like {{clr|L|2LP}}, {{clr|L|2LP}} > {{clr|L|214LP}}, but this is a fairly inefficient use of meter unless it guarantees the win. |
| }} | | }} |
| | <br> |
|
| |
|
| == Taunts == | | == Taunts == |
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| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = 5PPPKKK | | | input = {{classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|marisa_5pppkkk|caption='' "I may need a second helping of you!" ''}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_5pppkkk|caption='' "I may need a second helping of you!" ''}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_5pppkkk|caption='' "I may need a second helping of you!" ''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5pppkkk}} | | {{AttackDataCargo-SF6/Query|marisa_5pppkkk}} |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|marisa_6pppkkk|caption='' "Come on, the first hit's free. (It is. She has 1 hit of armour)" ''}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_6pppkkk|caption='' "Come on, the first hit's free." ''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_6pppkkk|caption='' "Come on, the first hit's free. (It is. She has 1 hit of armour)" ''}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|marisa_6pppkkk|caption='' "Come on, the first hit's free." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6pppkkk}} | | {{AttackDataCargo-SF6/Query|marisa_6pppkkk}} |
| * Active frames refer to 1-hit armor | | * '''Armor (1-hit):''' 85-139f; [] refers to active armored period |
| * 211f total animation | | * 211f total animation |
| }} | | }} |
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| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|marisa_4pppkkk|caption='' "This will be fun! *crack*" ''}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_4pppkkk|caption='' "This will be fun! *crack*" ''}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_4pppkkk|caption='' "This will be fun! *crack*" ''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_4pppkkk}} | | {{AttackDataCargo-SF6/Query|marisa_4pppkkk}} |
| }} | | }} |
| | | <br> |
|
| |
|
| {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} | | {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} |