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| {{AttackDataCargo-SF6/Query|marisa_5lp}} | | {{AttackDataCargo-SF6/Query|marisa_5lp}} |
| * '''Cancel Hitconfirm Window:''' 13f (TC) | | * '''Cancel Hitconfirm Window:''' 13f (TC) |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| 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 cancelable and doesn't link into anything besides its Target Combo follow-up on Counter-Hit. | | 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 cancelable and doesn't link into anything besides its Target Combo follow-up on Counter-Hit. |
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| {{AttackDataCargo-SF6/Query|marisa_5hp}} | | {{AttackDataCargo-SF6/Query|marisa_5hp}} |
| * '''Cancel Hitconfirm Window:''' 18f (TC) | | * '''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}} |
| * '''Cancel Hitconfirm Window:''' 20f (TC) | | * '''Cancel Hitconfirm Window:''' 20f (TC) |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| An approaching downward hook. Not cancelable but has a notable follow-up like her other 5P buttons plus it can be charged to be + on block/combo on hit. | | An approaching downward hook. Not cancelable but has a notable follow-up like her other 5P buttons plus it can be charged to be + on block/combo on hit. |
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| {{AttackDataCargo-SF6/Query|marisa_5lk}} | | {{AttackDataCargo-SF6/Query|marisa_5lk}} |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| 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. | | 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. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5hk}} | | {{AttackDataCargo-SF6/Query|marisa_5hk}} |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| {{AttackDataCargo-SF6/Query|marisa_5hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_5hk_hold}} |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| A slow roundhouse kick with good range. Moves Marisa forward, and the charged version moves further. | | A slow roundhouse kick with good range. Moves Marisa forward, and the charged version moves further. |
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| * Chains into 2LP/2LK | | * Chains into 2LP/2LK |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| A crouching jab with good range, and Marisa's quickest attack at only 4f startup. Can be buffered into 214LP for a combo conversion, but has few other useful cancel routes unless benefiting from Drive Rush or Punish Counter bonus advantage. | | A crouching jab with good range, and Marisa's quickest attack at only 4f startup. Can be buffered into 214LP for a combo conversion, but has few other useful cancel routes unless benefiting from Drive Rush or Punish Counter bonus advantage. |
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| {{AttackDataCargo-SF6/Query|marisa_2lk}} | | {{AttackDataCargo-SF6/Query|marisa_2lk}} |
| * Chains into 2LP/2LK | | * Chains into 2LP/2LK |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Your only conventional low combo starter, but a good one at least. Generally used to combo into 2LP > 214LP for a quick confirm. | | Your only conventional low combo starter, but a good one at least. Generally used to combo into 2LP > 214LP for a quick confirm. |
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| {{AttackDataCargo-SF6/Query|marisa_5lp_lp}} | | {{AttackDataCargo-SF6/Query|marisa_5lp_lp}} |
| * '''Cancel Hitconfirm Window:''' 40-42f | | * '''Cancel Hitconfirm Window:''' 40-42f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| | * Applies an extra 15% damage scaling to next attack when comboed into (e.g. from CH 5LP) |
| <br> | | <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. | | 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. |
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| {{AttackDataCargo-SF6/Query|marisa_214mp_6p}} | | {{AttackDataCargo-SF6/Query|marisa_214mp_6p}} |
| * Causes [[Street_Fighter_6/Glossary#Juggles|limited juggle]] OTG Bounce vs. airborne opponents | | * Causes [[Street_Fighter_6/Glossary#Juggles|limited juggle]] OTG Bounce vs. airborne opponents |
| * Counts as 2 hits for damage scaling when comboed into | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| {{AttackDataCargo-SF6/Query|marisa_214hp_6p}} | | {{AttackDataCargo-SF6/Query|marisa_214hp_6p}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * Counts as 2 hits for damage scaling when comboed into | | * 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}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * Counts as 2 hits for damage scaling when comboed into | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <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. | | 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. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_623lp}} | | {{AttackDataCargo-SF6/Query|marisa_623lp}} |
| | * '''Armor:''' 7-11f (High/Mid, 1 hit); '''Lower Body Projectile Invuln:''' 12-27f |
| | * '''Airborne''' 11-29f (Forced Knockdown state) |
| {{AttackDataCargo-SF6/Query|marisa_623mp}} | | {{AttackDataCargo-SF6/Query|marisa_623mp}} |
| | * '''Armor:''' 7-13f (High/Mid, 1 hit); '''Lower Body Projectile Invuln:''' 12-30f |
| | * '''Airborne''' 14-32f (Forced Knockdown state) |
| {{AttackDataCargo-SF6/Query|marisa_623hp}} | | {{AttackDataCargo-SF6/Query|marisa_623hp}} |
| | * '''Armor:''' 10-15f (High/Mid, 1 hit); '''Lower Body Projectile Invuln:''' 12-34f |
| | * '''Airborne''' 17-36f (Forced Knockdown state) |
| {{AttackDataCargo-SF6/Query|marisa_623pp}} | | {{AttackDataCargo-SF6/Query|marisa_623pp}} |
| * Armor Startup and Duration vary based on strength. | | * '''Armor:''' 6-12f (High/Mid, 1 hit); '''Lower Body Projectile Invuln:''' 12-30f; Armor Break |
| ** L (6f startup/5f active), M (6f/7f), H (9f/6f), OD (5f/7f)
| | * '''Airborne''' 14-32f (Forced Knockdown 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 limited juggle OTG state |
| * Overdrive version breaks enemy armor and wallsplats in the corner, but counts as 2 hits of scaling in combos. | | ** Wall Splat 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.
| | * 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> | | <br> |
| 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. While each version has the same frame advantage on block, the stronger versions leave Marisa closer to the opponent, letting her apply stronger pressure on block. | | 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. |
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| Marisa's best meterless combo ender in the corner for oki due to its 42f knockdown window, allowing for easy safe jumps, but which version gives her the safe jump setup depends on the preceding combo.
| | 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. Drive Impact is also a threat, but the OD version breaks armor and the meterless versions recover fast enough to counter-DI if the opponent times it too late. |
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| | 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. |
| }} | | }} |
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| * Depletes 1.5 Drive bars from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~2.1 Drive bars for Marisa | | ** Cinematic time regenerates ~2.1 Drive bars for Marisa |
| * 50% minimum damage scaling | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| * Always carries opponent to a fixed distance from the corner
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| {{AttackDataCargo-SF6/Query|marisa_236236k(ca)}} | | {{AttackDataCargo-SF6/Query|marisa_236236k(ca)}} |
| * '''Full Invuln:''' 1-19f; Armor Break | | * '''Full Invuln:''' 1-19f; Armor Break |
| | * Available at 25% HP or below |
| * Depletes 2 Drive bars from opponent on hit | | * Depletes 2 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~2.1 Drive bars for Marisa | | ** Cinematic time regenerates ~2.1 Drive bars for Marisa |
| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| * Always carries opponent to a fixed distance from the corner (slightly further away from corner compared to SA3)
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| <br> | | <br> |
| Marisa charges forward, shoving and clobbering the opponent into a wall once it connects. | | 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; CA ends up slightly farther from the corner than a regular SA3. 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 SA2 is still the more reliable (and cheaper) reversal. |
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| 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.
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| The initial forward charge makes this a decent fireball callout (especially when using Modern controls). Can be used as a reversal like any SA3, but SA2 is a cheaper option that leaves you 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 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. SA3 can combo from a quick confirm like 2LP, 2LP > 214LP, but this is a fairly inefficient use of meter unless it guarantees the win. |
| }} | | }} |
| <br> | | <br> |