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| == 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 |
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| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|marisa_236lp|caption=Armored Startup}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|marisa_236lp|caption=Armored Startup}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236lp|2|caption=Unheld}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236lp|2|caption=Unheld}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236pp|caption=OD Unheld}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|marisa_236lp}} |
| | * '''Upper Body Armor (1-hit):''' 5-10f (loses to low attacks) |
| | * '''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 (loses to low attacks) |
| | * '''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 (loses to low attacks) |
| | * '''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 (loses to low attacks); Armor Break |
| | * '''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: 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. |
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| | Marisa can harass opponents in the mid-range and chip away at their Drive gauge while taking advantage of the high pushback to keep herself safe. This is fairly easy to do, as even a ranged 5MP~MP canceled into Gladius is usually safe on block. Higher strength versions have more range in exchange for slower startup; it's important not to whiff in neutral, as Gladius is easily whiff punished. If the opponent has a strong cancelable low poke, the lack of lower-body armor makes this move much risker to use in neutral; it still remains effective in combos and blockstrings, however. |
| | |
| | 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 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. |
| | |
| | Marisa will lose 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 SA3 (and 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 = |
| | | input = 236P (HOLD OK) |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|marisa_236lp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=140px|marisa_236pp|caption=}} |
| | | hitboxes = |
| | {{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_236lp_hold|caption=Held}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236pp|caption=OD Unheld}}
| |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|marisa_236pp_hold|caption=OD Held}} | | {{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 (loses to low attacks); 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 (loses to low attacks); 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 (loses to low attacks); Armor Break |
| | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| {{AttackDataCargo-SF6/Query|marisa_236pp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_236pp_hold}} |
| *OD version breaks armor. Meterless versions also break armor when fully charged. | | * '''Upper Body Armor (2-hit):''' 1-38f (loses to low attacks); Armor Break |
| *Fully charged version prompts a cinematic follow-up if it connects and forces slump if it trades.
| | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| *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.
| |
| *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. | |
| <br> | | <br> |
| Armored straight punch that "stabs" the opponent.
| | The fully charged version of Gladius shuts down 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. |
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| 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.
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| 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 followup will drop, dealing 200 less damage and losing the Hard Knockdown status. |
| }} | | }} |
| | </tabber> |
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| =====<font style="visibility:hidden; float:right">Dimachaerus (214P)</font>===== | | =====<font style="visibility:hidden; float:right">Dimachaerus (214P)</font>===== |