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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...) |
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| 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. | | A jab with good range but, slower startup than most light normals. 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}}. This TC can also cause an air reset if juggled into, though Marisa usually prefers to cash out for big damage instead. Besides the Target Combo, {{clr|L|5LP}} has little use due to its poor frame data. |
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| * '''Cancel Hitconfirm Window:''' 16f (TC) | | * '''Cancel Hitconfirm Window:''' 16f (TC) |
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| 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. | | A fairly quick mid-range button that chains into one of her most important Target Combos. Great for buffering as a counterpoke due to its disjointed hitbox and relatively low risk. |
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| | At only {{sf6-adv|M|-1}} with low pushback, opponents expecting the TC follow-up can be conditioned to block her staggered {{clr|M|5MP}} pressure. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5hp}} | | {{AttackDataCargo-SF6/Query|marisa_5hp}} |
| | * Can hold button 21f for improved properties |
| * '''Cancel Hitconfirm Window:''' 18f (TC) | | * '''Cancel Hitconfirm Window:''' 18f (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...) |
| {{AttackDataCargo-SF6/Query|marisa_5hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_5hp_hold}} |
| * Punish Counter: {{sf6-adv|VP|+14}} | | * Punish Counter: {{sf6-adv|VP|+14}} |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Releasing the button on frames 7-20 results in uncharged version with 5f startup |
| * '''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...) |
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| 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. | | An approaching downward hook, useful for whiff punishing and {{clr|4|Drive Rush}} pressure. 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 {{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. | | Charged {{clr|H|5HP}} is your biggest Punish Counter starter, becoming {{sf6-adv|VP|+14}} on PC. Be ready to let this rip any time the opponent uses a particularly unsafe move, like a reversal or Super. |
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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...) |
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| 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. | | A quick shin kick and Marisa's farthest reaching light normal. Extremely limited follow-up options even on counter-hit, with only {{clr|10|SA2}} connecting at max range. {{clr|L|214LP}} is also semi-reliable if connecting from slightly closer. |
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| Useful as a lower commitment neutral check, particularly against {{clr|4|Drive Impact}} with buffering ({{clr|4|DR}}/{{clr|4|DI}}/Gladius). | | Useful as a low-commitment neutral check, particularly against {{clr|4|Drive Impact}} when 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 hitting low, {{clr|L|5LK}} will disrupt upper-body armored moves like Gladius and Scutum. |
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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...) |
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| A slow roundhouse kick with good range. Moves Marisa forward, with even more range on the charged version. | | A slow, long-range roundhouse kick that 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, launching the opponent high into the air for an easy confirm into a high damage juggle. | | 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, {{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. | | 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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| {{clr|4|DR~}}{{clr|H|5HK}} is rarely used, but can provide more range if you need extra reach to Punish Counter an opponent.
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| }} | | }} |
| <br> | | <br> |
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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...) |
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| 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. | | 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. |
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| | 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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| * '''{{clr|4|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 |
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| 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 cancelable crouching poke. Standing in range to land {{clr|M|2MP}} is ideal for Marisa, as she has powerful conversions with {{clr|4|Drive Rush}} or her special moves. |
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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 {{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. | | 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_2mk}} | | {{AttackDataCargo-SF6/Query|marisa_2mk}} |
| 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}}. | | Your go to low poke with good range and hitbox priority. Unlike most {{clr|M|2MKs}}, this cannot be special canceled; your combo options are 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.
| | Important for checking the opponent at mid-range or preventing them from freely walking back out of your offense. |
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