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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| A jab with good range but slower startup than most light normals, making it inferior to 2LP as a defensive mash option. It is not special cancelable, and only combos into the 5LP~LP Target Combo with the bonus advantage from counter-hit, Punish Counter, or Drive Rush. Outside of this Target Combo, 5LP is essentially useless due to its poor frame data. | | A jab with good range but slower startup than most light normals, making it inferior to {{clr|L|2LP}} as a defensive mash option. It is not special cancelable, and only combos into the {{clr|L|5LP}}~{{clr|L|LP}} Target Combo with the bonus advantage from counter-hit, Punish Counter, or {{clr|4|Drive Rush}}. Outside of this Target Combo, {{clr|L|5LP}} is essentially useless due to its poor frame data. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5mp}} | | {{AttackDataCargo-SF6/Query|marisa_5mp}} |
| | * 2f extra recovery on whiff |
| * '''Cancel Hitconfirm Window:''' 16f (TC) | | * '''Cancel Hitconfirm Window:''' 16f (TC) |
| <br> | | <br> |
| 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. | | 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 {{sf6-adv|M|-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. |
| }} | | }} |
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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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}} |
| * Punish Counter: +14 | | * Punish Counter: {{sf6-adv|VP|+14}} |
| * '''Cancel Hitconfirm Window:''' 20f (TC) | | * '''Cancel Hitconfirm Window:''' 20f (TC) |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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 standing punches; it can also be charged for significant advantage on hit and block. |
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| Charged 5HP is your biggest Punish Counter starter as it becomes +14 on PC, so be ready to let one rip anytime a blocked reversal presents you with an opportunity to punish. | | Charged {{clr|H|5HP}} is your biggest Punish Counter starter as it becomes {{sf6-adv|VP|+14}} on PC, so be ready to let one rip anytime a blocked reversal presents you with an opportunity to punish. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|marisa_5lk}} | | {{AttackDataCargo-SF6/Query|marisa_5lk}} |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| ** Special cancel is delayed until after 2nd recovery frame (DR: 3rd recovery frame) | | ** Special cancel is delayed until after 2nd recovery frame ({{clr|4|DR}}: 3rd recovery frame) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|P|+2}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+2}} oH / {{sf6-adv|E|0}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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 {{clr|L|214LP}} can whiff/be blocked if {{clr|L|5LK}} hits close to the tip. |
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| Useful as a lower commitment neutral check, particularly against DI with buffering (DR/DI/Gladius). | | Useful as a lower commitment neutral check, particularly against {{clr|4|Drive Impact}} with buffering ({{clr|4|DR}}/{{clr|4|DI}}/Gladius). |
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| Despite not being a Low, this move will disrupt Marisa's armored moves like Gladius/Scutum. | | Despite not being a Low, this move will disrupt Marisa's armored moves like Gladius/Scutum. |
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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|4|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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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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, with even more range on the charged version. |
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| This move is most important for its punish counter properties. On punish counter, the opponent is knocked into the air and can be juggled, leading to high-damage combos. This juggle state lasts very long and so punish counter 5HK is an easy hit confirm. | | This move is most important for its 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, 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. | | 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. |
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| Drive rush 5HK is rarely used but can provide more range if you need extra reach to punish counter an opponent.
| | {{clr|4|DR~}}{{clr|H|5HK}} is rarely used, but can provide more range if you need extra reach to Punish Counter an opponent. |
| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2lp}} | | {{AttackDataCargo-SF6/Query|marisa_2lp}} |
| * Chains into 2LP/2LK (4f gap when chained into itself) | | * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} (4f gap when chained into itself) |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| ** Special cancel is delayed until after active frames (DR: after 1st recovery frame) | | ** Special cancel is delayed until after active frames ({{clr|4|DR}}: after 1st recovery frame) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-3}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-3}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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. 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 Punish Counter state while the opponent will only be counter-hit. | | 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|4|Drive Rush}} or Punish Counter bonus advantage. 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 Punish Counter state while the opponent will only be counter-hit. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|marisa_2mp}} | | {{AttackDataCargo-SF6/Query|marisa_2mp}} |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| <br> | | <br> |
| Very nice range for a crouching poke and special cancelable, being at range to land this is very ideal for Marisa as it gives her a poke with a multitude of follow-ups from either drive mechanics or her scary callout specials. | | Very nice range for a crouching poke and special cancelable, being at range to land this is very ideal for Marisa as it gives her a poke with a multitude of follow-ups from either Drive mechanics or her scary callout specials. |
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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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| 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. | | 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. |
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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. | | 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2lk}} | | {{AttackDataCargo-SF6/Query|marisa_2lk}} |
| * Chains into 2LP/2LK | | * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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 {{clr|L|2LP}} > {{clr|L|214LP}} for a quick confirm. |
| }} | | }} |
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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 canceled, so your only combo options are extremely limited even with counter-hits/drive rush. | | Your go to low poke as it's your only real low poke. Unlike most {{clr|M|2MKs}}, this cannot be special canceled, so your only combo options are extremely limited even with counter-hits and {{clr|4|Drive Rush}}. |
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| Still important to keep the opponent's movement in check at mid-range or prevent them from just walking back out of your offense. | | Still important to keep the opponent's movement in check at mid-range or prevent them from just walking back out of your offense. |
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| * Counter-hit/Punish Counter: HKD +47 | | * Counter-hit/Punish Counter: HKD +47 |
| * Has juggle potential; not a Hard Knockdown when juggled into | | * Has juggle potential; not a Hard Knockdown when juggled into |
| * Releasing the button on frames 7-18 results in an uncharged 2HK with 4f additional startup | | * Releasing the button on frames 7-18 results in an uncharged {{clr|H|2HK}} with 4f additional startup |
| <br> | | <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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| A 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. |
| }} | | }} |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|marisa_jmp}} | | {{AttackDataCargo-SF6/Query|marisa_jmp}} |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Chains into j.MP~MP Target Combo for a spike knockdown | | * Chains into {{clr|M|j.MP}}~{{clr|M|MP}} Target Combo for a spike knockdown |
| <br> | | <br> |
| An excellent air-to-air option with a target combo follow-up. Overall solid alternative to 2HP when it comes to checking jump-ins. | | 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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| * Can be used as a fuzzy instant overhead | | * Can be used as a fuzzy instant overhead |
| <br> | | <br> |
| Marisa's primary cross-up, j.LK is great for safe jumps and is always plus on block on the way down. Can always link into 2LP even when it connects at maximum height (+5); a deep jump-in can be up to +11 for a stronger link into 4HP or 5MP~MP. | | 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}}. |
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| Also functions as a good anti-cross-up 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. |