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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_236lp}} | | {{AttackDataCargo-SF6/Query|marisa_236lp}} |
| * '''Upper Body Armor (1-hit):''' 5-10f (loses to low attacks) | | * '''Upper Body Armor (1-hit):''' 5-10f |
| * '''Cancel Hitconfirm Window:''' 21f (Super) | | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| * Can hold button to charge; armor time is extended, but ends upon early button release | | * Can hold button to charge; armor time is extended, but ends upon early button release |
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| * Startup after partial charge release: 5f (frames 12-19); 4f (frames 20-25) | | * Startup after partial charge release: 5f (frames 12-19); 4f (frames 20-25) |
| {{AttackDataCargo-SF6/Query|marisa_236mp}} | | {{AttackDataCargo-SF6/Query|marisa_236mp}} |
| * '''Upper Body Armor (1-hit):''' 5-12f (loses to low attacks) | | * '''Upper Body Armor (1-hit):''' 5-12f |
| * '''Cancel Hitconfirm Window:''' 21f (Super) | | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| * Can hold button to charge; armor time is extended, but ends upon early button release | | * 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) | | * Startup after partial charge release: 7f (frames 12-19); 6f (frames 20-28) |
| {{AttackDataCargo-SF6/Query|marisa_236hp}} | | {{AttackDataCargo-SF6/Query|marisa_236hp}} |
| * '''Upper Body Armor (1-hit):''' 5-15f (loses to low attacks) | | * '''Upper Body Armor (1-hit):''' 5-15f |
| * '''Cancel Hitconfirm Window:''' 21f (Super) | | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| * Can hold button to charge; armor time is extended, but ends upon early button release | | * Can hold button to charge; armor time is extended, but ends upon early button release |
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| * Startup after partial charge release: 10f (frames 12-19); 9f (frames 20-27), 8f (frames 28-34) | | * Startup after partial charge release: 10f (frames 12-19); 9f (frames 20-27), 8f (frames 28-34) |
| {{AttackDataCargo-SF6/Query|marisa_236pp}} | | {{AttackDataCargo-SF6/Query|marisa_236pp}} |
| * '''Upper Body Armor (1-hit):''' 1-22f (loses to low attacks); Armor Break | | * '''Upper Body Armor (1-hit):''' 1-22f; Armor Break |
| * '''Cancel Hitconfirm Window:''' 21f (Super) | | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| * Can hold button to charge; armor time is extended, but ends upon early button release | | * Can hold button to charge; armor time is extended, but ends upon early button release |
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| The most important attribute of Gladius is its ability to charge into a more powerful version by holding the button. A fully charged Gladius breaks armor, rendering Drive Impact useless unless they predict an early release. The OD version even breaks armor without charge, making it the best version to use if you want to guarantee safety. Partially charging the attack also makes it harder for the opponent to Perfect Parry on reaction, somewhat mitigating one of Marisa's biggest weaknesses. Be aware that charging gives the opponent more time to react with something like an invincible Super, which will break Marisa's armor and interrupt any gap in the blockstring. | | The most important attribute of Gladius is its ability to charge into a more powerful version by holding the button. A fully charged Gladius breaks armor, rendering 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. |
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| 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. | | 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. |
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| As a combo ender, Gladius is highly damaging, but pushes the opponent far away. Marisa thrives off momentum, so it's important to pick combo routes that will take you to the corner, or use an alternative ender midscreen. It is cancelable into 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. | | 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. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_236lp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_236lp_hold}} |
| * '''Upper Body Armor (1-hit):''' 5-26f (loses to low attacks); Armor Break | | * '''Upper Body Armor (1-hit):''' 5-26f; Armor Break |
| * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) | | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| {{AttackDataCargo-SF6/Query|marisa_236mp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_236mp_hold}} |
| * '''Upper Body Armor (1-hit):''' 5-29f (loses to low attacks); Armor Break | | * '''Upper Body Armor (1-hit):''' 5-29f; Armor Break |
| * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) | | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| {{AttackDataCargo-SF6/Query|marisa_236hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_236hp_hold}} |
| * '''Upper Body Armor (1-hit):''' 5-35f (loses to low attacks); Armor Break | | * '''Upper Body Armor (1-hit):''' 5-35f; Armor Break |
| * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) | | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| {{AttackDataCargo-SF6/Query|marisa_236pp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_236pp_hold}} |
| * '''Upper Body Armor (2-hit):''' 1-38f (loses to low attacks); Armor Break | | * '''Upper Body Armor (2-hit):''' 1-38f; Armor Break |
| * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) | | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| <br> | | <br> |
| 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. | | 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 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. |
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| 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. | | 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. |