|
|
Line 772: |
Line 772: |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Dimachaerus Followup (214P~6P)</font>===== | | ======<font style="visibility:hidden; float:right">Dimachaerus Followup (214P~6P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Dimachaerus Followup | | | title = Dimachaerus Followup |
Line 784: |
Line 784: |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214p_6p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214p_6p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214p_6p}} | | {{AttackDataCargo-SF6/Query|marisa_214lp_6p}} |
| | * Immediate knockdown with no possible followup |
| | {{AttackDataCargo-SF6/Query|marisa_214mp_6p}} |
| | * Causes [[Street_Fighter_6/Glossary#Juggles|limited juggle]] OTG Bounce vs. airborne opponents |
| | * Counts as 2 hits for damage scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|marisa_214hp_6p}} |
| | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| | * Counts as 2 hits for damage scaling when comboed into |
| {{AttackDataCargo-SF6/Query|marisa_214pp_6p}} | | {{AttackDataCargo-SF6/Query|marisa_214pp_6p}} |
| * Counts as a separate attack from Dimachaerus for damage scaling purposes | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| | | * Counts as 2 hits for damage scaling when comboed into |
| Dimachaerus follow-up. LP and MP versions lead to a knockdown. Heavy and OD versions ground bounce the opponent for combo extensions. | | <br> |
| | | A followup 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. |
| Provides practically 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 unless Marisa is canceling into SA3. She gets an underwhelming safe jump with j.LK from the first hit of the OD version, but this is never worth using.
| |
|
| |
|
| | 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 followup to ground bounce high enough for a followup 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 followups. |
| }} | | }} |
|
| |
|
Line 855: |
Line 862: |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214k}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214k}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214k_absorb}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214k_counter}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214kk}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214kk}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|marisa_214kk_absorb}} | | {{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}} | | {{AttackDataCargo-SF6/Query|marisa_214k_counter}} |
| * Triggers automatically after absorbing attack | | * Triggers automatically after absorbing attack |
| * Recovery from this stance leave Marisa in a Punish Counter state | | * Recovery from this stance leave Marisa in a Punish Counter state |
Line 867: |
Line 874: |
| <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. | | <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. |
| {{AttackDataCargo-SF6/Query|marisa_214kk}} | | {{AttackDataCargo-SF6/Query|marisa_214kk}} |
| {{AttackDataCargo-SF6/Query|marisa_214kk_absorb}} | | {{AttackDataCargo-SF6/Query|marisa_214kk_counter}} |
| * Triggers automatically after absorbing attack | | * Triggers automatically after absorbing attack |
| * Recovery from this stance leave Marisa in a Punish Counter state | | * Recovery from this stance leave Marisa in a Punish Counter state |
| ** NOTE: OD Scutum does not effect any of its follow-ups in any way. | | ** NOTE: OD Scutum does not effect any of its follow-ups in any way. |
|
| |
|
| Activates on frame 1 rather than the meterless version's frame 3. Armors everything including lows. Still loses to grabs though.
| | Armors everything including lows. Still loses to grabs though. |
| | |
| The OD version has two hits of armor, allowing it to absorb and counter some multi-hitting moves that would beat meterless Scutum.
| |
|
| |
|
| This is one of the few reversals in the game that will beat a safe jump. The move's hitstop will freeze the opponent in midair, allowing the counter to hit them. Because the opponent is not grounded, they will fall out of the air. Assuming the opponent performed a safe jump correctly, Marisa will be +42 in this situation and can jump over the opponent with a safejump of her own. This can be a sneaky way to escape corner pressure and switch sides.
| | Activates immediately, making it an effective reversal option against safe jumps. 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 and not invincible; if you use it at very low HP, you will lose if you attempt to counter a move that brings you to zero health.
| | 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 |
Line 896: |
Line 901: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214k_p}} | | {{AttackDataCargo-SF6/Query|marisa_214k_p}} |
| | * |
| {{AttackDataCargo-SF6/Query|marisa_214k_p_p}} | | {{AttackDataCargo-SF6/Query|marisa_214k_p_p}} |
| {{AttackDataCargo-SF6/Query|marisa_214kk_p}}
| | * No difference when performed from OD Scutum |
| {{AttackDataCargo-SF6/Query|marisa_214kk_p_p}}
| | <br> |
| *23f earliest possible startup w/ Scutum Startup included. | |
| 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. 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. |
| }} | | }} |
|
| |
|
| =====<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 |
Line 914: |
Line 919: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214k_k}} | | {{AttackDataCargo-SF6/Query|marisa_214k_k}} |
| {{AttackDataCargo-SF6/Query|marisa_214kk_k}}
| | * No difference when performed from OD Scutum |
| *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 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. |
| }} | | }} |
|
| |
|
| =====<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 |
Line 930: |
Line 935: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214k_lplk}} | | {{AttackDataCargo-SF6/Query|marisa_214k_lplk}} |
| {{AttackDataCargo-SF6/Query|marisa_214kk_lplk}}
| | * No difference when performed from OD Scutum |
| * Earliest possible startup 13f due to Scutum startup. | | <br> |
| | |
| 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 parry or stay put. | | 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 parry or stay put. |
| }} | | }} |