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| * '''Cancel Hitconfirm Window:''' 20f (TC) | | * '''Cancel Hitconfirm Window:''' 20f (TC) |
| <br> | | <br> |
| Marisa's furthest reaching medium poke as it moves her forward. A decent poke/whiff punish normal, especially when combined with Drive Rush as its forward movement allows for easy follow-ups from counter-hit 4HP. | | Marisa's furthest reaching medium poke as it moves her forward. A decent poke/whiff punish normal, especially when combined with {{clr|4|Drive Rush}} as its forward movement allows for easy follow-ups from counter-hit 4HP. |
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| Can be hit confirmed into one of two follow-up target combos, though both have a very niche use. | | Can be hit confirmed into one of two follow-up target combos, though both have a very niche use. |
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| {{AttackDataCargo-SF6/Query|marisa_4hp}} | | {{AttackDataCargo-SF6/Query|marisa_4hp}} |
| * '''Cancel Hitconfirm Window:''' 20f | | * '''Cancel Hitconfirm Window:''' 20f |
| ** Special/DR cancel is delayed until after 2nd recovery frame | | ** Special/{{clr|4|DR}} cancel is delayed until after 2nd recovery frame |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+9}} oB |
| {{AttackDataCargo-SF6/Query|marisa_4hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_4hp_hold}} |
| * '''Cancel Hitconfirm Window:''' 20f | | * '''Cancel Hitconfirm Window:''' 20f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+23}} oH / {{sf6-adv|VP|+14}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+23}} oH / {{sf6-adv|VP|+14}} oB |
| <br> | | <br> |
| Lead uppercut. Marisa's most important normal for combos as she's capable of landing pretty much any special after this, including 214HP for big and meter efficient damage. Leading into this normal via punish counters and drive rushes is vital for Marisa's combo game. | | Lead uppercut. Marisa's most important normal for combos as she's capable of landing pretty much any special after this, including 214HP for big and meter efficient damage. Leading into this normal via punish counters and {{clr|4|Drive Rushes}} is vital for Marisa's combo game. |
| }} | | }} |
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| Your primary overhead. Fairly slow, especially if charged, but offset by being one of the only standing overheads in the game that leave you at an advantage with no meter use. | | Your primary overhead. Fairly slow, especially if charged, but offset by being one of the only standing overheads in the game that leave you at an advantage with no meter use. |
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| If Marisa's close enough (near point blank) after landing light Dimachaerus combo, charging into this overhead immediately will land meaty and catch both neutral and back-tech. Recovers in time to react to reversal Drive Impact, but loses to OD reversals and being meaty makes it susceptible to a perfect parry. | | If Marisa's close enough (near point blank) after landing light Dimachaerus combo, charging into this overhead immediately will land meaty and catch both neutral and back-tech. Recovers in time to react to reversal {{clr|4|Drive Impact}}, but loses to OD reversals and being meaty makes it susceptible to a perfect parry. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|marisa_6hk}} | | {{AttackDataCargo-SF6/Query|marisa_6hk}} |
| * '''Cancel Hitconfirm Window:''' 18f / 23f (TC) | | * '''Cancel Hitconfirm Window:''' 18f / 23f (TC) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+12}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+12}} oB |
| {{AttackDataCargo-SF6/Query|marisa_6hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_6hk_hold}} |
| * '''Cancel Hitconfirm Window:''' 20f / 25f (TC) | | * '''Cancel Hitconfirm Window:''' 20f / 25f (TC) |
| ** Special/DR cancel is delayed until after 3rd active frame | | ** Special/{{clr|4|DR}} cancel is delayed until after 3rd active frame |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+21}} oH / {{sf6-adv|VP|+14}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+21}} oH / {{sf6-adv|VP|+14}} oB |
| <br> | | <br> |
| Marisa's longest range special cancelable normal. In combos it serves a very similar function to 4HP, although its higher hitstun allows it to combo into OD Quadriga, enabling many of her corner optimal routes. | | Marisa's longest range special cancelable normal. In combos it serves a very similar function to 4HP, although its higher hitstun allows it to combo into OD Quadriga, enabling many of her corner optimal routes. |
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| {{AttackDataCargo-SF6/Query|marisa_5lp_lp}} | | {{AttackDataCargo-SF6/Query|marisa_5lp_lp}} |
| * '''Cancel Hitconfirm Window:''' 17f (single hit) / 40-42f (full TC from CH) | | * '''Cancel Hitconfirm Window:''' 17f (single hit) / 40-42f (full TC from CH) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+9}} 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...) |
| * Applies an extra 15% damage scaling to next attack when comboed into (e.g. from CH 5LP) | | * Applies an extra 15% damage scaling to next attack when comboed into (e.g. from CH 5LP) |
| <br> | | <br> |
| A Target Combo follow-up from 5LP. Not a true combo unless the first hit is enhanced by counter-hit, Punish Counter, or Drive Rush. Punishable on block, so it should be canceled into 236LP for safety if you don't confirm the initial counter-hit. Canceling into 236MP can also be effective as yet another frame trap, but this leaves a small gap that the opponent can reversal through. | | A Target Combo follow-up from 5LP. Not a true combo unless the first hit is enhanced by counter-hit, Punish Counter, or {{clr|4|Drive Rush}}. Punishable on block, so it should be canceled into 236LP for safety if you don't confirm the initial counter-hit. Canceling into 236MP can also be effective as yet another frame trap, but this leaves a small gap that the opponent can reversal through. |
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| The small gap between the two jabs allows for a frame trap against mashers, but also an easy parry window, so be careful using this too predictably. After a blocked 5LP, the LP follow-up can be hitconfirmed on its own with good reactions, allowing a stronger follow-up like 214PP or a Super. | | The small gap between the two jabs allows for a frame trap against mashers, but also an easy parry window, so be careful using this too predictably. After a blocked 5LP, the LP follow-up can be hitconfirmed on its own with good reactions, allowing a stronger follow-up like 214PP or a Super. |
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| {{AttackDataCargo-SF6/Query|marisa_5mp_mp}} | | {{AttackDataCargo-SF6/Query|marisa_5mp_mp}} |
| * '''Cancel Hitconfirm Window:''' 44-46f | | * '''Cancel Hitconfirm Window:''' 44-46f |
| ** Special/DR cancel is delayed until after 1st recovery frame | | ** Special/{{clr|4|DR}} cancel is delayed until after 1st recovery frame |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+5}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+5}} oB |
| <br> | | <br> |
| Medium Punch target combo follow-up. Unlike her LP and HP target combos, there is no gap between the hits. Similar to LP target combo in that you'll always be throwing this out with the intention of canceling out of it, usually into a hit confirmed 214PP. | | Medium Punch target combo follow-up. Unlike her LP and HP target combos, there is no gap between the hits. Similar to LP target combo in that you'll always be throwing this out with the intention of canceling out of it, usually into a hit confirmed 214PP. |
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| No special cancel is gapless barring 214LP, which is heavily punishable, and Drive Rush into a fast normal, which is expensive. Since the target combo is -8 on block, fast invincible reversals can beat most of Marisa's cancel options while punishing her if she does not cancel. | | No special cancel is gapless barring 214LP, which is heavily punishable, and {{clr|4|Drive Rush}} into a fast normal, which is expensive. Since the target combo is -8 on block, fast invincible reversals can beat most of Marisa's cancel options while punishing her if she does not cancel. |
| }} | | }} |
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| * '''Cancel Hitconfirm Window:''' 49f (Super) | | * '''Cancel Hitconfirm Window:''' 49f (Super) |
| <br> | | <br> |
| Marisa's 2nd possible follow-up from 6MP, ideally for if you want higher damage once you have a Super to burn. Despite being super cancelable, the combined startup of 6MP~HK make this impossible to use as a DI callout. | | Marisa's 2nd possible follow-up from 6MP, ideally for if you want higher damage once you have a Super to burn. Despite being super cancelable, the combined startup of 6MP~HK make this impossible to use as a {{clr|4|DI}} callout. |
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| Avoid use entirely unless you're able to hit-confirm the initial hit as well as that the opponent standing or in a juggle state, as this is very punishable otherwise. As the second hit can maintain a juggle state if Marisa Drive Rushes into 6MP, this can allow for some unique confirms into SA1, such as after a Punish Counter 5HK. | | Avoid use entirely unless you're able to hit-confirm the initial hit as well as that the opponent standing or in a juggle state, as this is very punishable otherwise. As the second hit can maintain a juggle state if Marisa uses {{clr|4|DR~}}{{clr|M|6MP}}, this can allow for some unique confirms into {{clr|10|SA1}}, such as after a Punish Counter 5HK. |
| }} | | }} |
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| A delayable target combo. | | A delayable target combo. |
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| OK damage and very unsafe on block. Since 6HK is special cancelable and leads to 214HP, this target combo is often out classed by other routes against a grounded opponent. Notably, This target combo gives good midscreen oki after a drive rush 6HK juggle. | | OK damage and very unsafe on block. Since 6HK is special cancelable and leads to 214HP, this target combo is often out classed by other routes against a grounded opponent. Notably, This target combo gives good midscreen oki after a {{clr|4|DR~}}{{clr|H|6HK}} juggle. |
| }} | | }} |
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| Marisa can dash after a corner Forward Throw to become +1 at point blank; this does not allow for a true throw loop, as the opponent's reversal 4f normal will beat an immediate throw. The threat of 2LP may convince them not to mash, but it's not the most rewarding option for her. A dash does allow Marisa to walk back for a shimmy, which can lead to immense damage if the opponent takes the bait. However, characters with longer throw range (Marisa, Blanka, E. Honda, and Zangief) can throw Marisa out of this shimmy attempt unless they delay their throw tech by several frames. | | Marisa can dash after a corner Forward Throw to become +1 at point blank; this does not allow for a true throw loop, as the opponent's reversal 4f normal will beat an immediate throw. The threat of 2LP may convince them not to mash, but it's not the most rewarding option for her. A dash does allow Marisa to walk back for a shimmy, which can lead to immense damage if the opponent takes the bait. However, characters with longer throw range (Marisa, Blanka, E. Honda, and Zangief) can throw Marisa out of this shimmy attempt unless they delay their throw tech by several frames. |
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| Drive Rush allows Marisa to enact a true throw loop at the cost of 1 Drive bar per attempt. She can also delay her attack in order to bait invincible reversals during the Drive Rush animation. Mixing throw with powerful Drive Rush starters like 5MK and 5HP can quickly overwhelm a cornered opponent. | | {{clr|4|Drive Rush}} allows Marisa to enact a true throw loop at the cost of 1 Drive bar per attempt. She can also delay her attack in order to bait invincible reversals during the {{clr|4|Drive Rush}} animation. Mixing throw with powerful {{clr|4|Drive Rush}} starters like 5MK and 5HP can quickly overwhelm a cornered opponent. |
| }} | | }} |
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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| After throwing the opponent back into the corner, Marisa can walk or dash for follow-up oki without spending meter on Drive Rush. A good option is to walk slightly forward and charge a meaty 6[HK] for a combo on hit or advantage on block. | | After throwing the opponent back into the corner, Marisa can walk or dash for follow-up oki without spending meter on {{clr|4|Drive Rush}}. A good option is to walk slightly forward and charge a meaty 6[HK] for a combo on hit or advantage on block. |
| }} | | }} |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|marisa_66}} | | {{AttackDataCargo-SF6/Query|marisa_66}} |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo | | ** Only applies scaling once per combo; does not apply when an enhanced {{clr|4|Drive Rush}} attack starts the combo |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush. | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to {{clr|4|Parry Drive Rush}}. |
| * Distance: | | * Distance: |
| ** 0.544 (min, cancel into immediate Throw) | | ** 0.544 (min, cancel into immediate Throw) |
| ** 1.903 (min, earliest blocking/movement frame) | | ** 1.903 (min, earliest blocking/movement frame) |
| ** 3.081 (max, final DR frame) | | ** 3.081 (max, final {{clr|4|DR}} frame) |
| * See Strategy page for [[Street_Fighter_6/Marisa/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | * See Strategy page for [[Street_Fighter_6/Marisa/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| }} | | }} |
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| Marisa can harass opponents in the mid-range and chip away at their Drive gauge while taking advantage of the high pushback to keep herself safe. This is fairly easy to do, as even a ranged 5MP~MP canceled into Gladius is usually safe on block. Higher strength versions have more range in exchange for slower startup; it's important not to whiff in neutral, as Gladius is easily whiff punished. If the opponent has a strong cancelable low poke, the lack of lower-body armor makes this move much risker to use in neutral; it still remains effective in combos and blockstrings, however. | | Marisa can harass opponents in the mid-range and chip away at their Drive gauge while taking advantage of the high pushback to keep herself safe. This is fairly easy to do, as even a ranged 5MP~MP canceled into Gladius is usually safe on block. Higher strength versions have more range in exchange for slower startup; it's important not to whiff in neutral, as Gladius is easily whiff punished. If the opponent has a strong cancelable low poke, the lack of lower-body armor makes this move much risker to use in neutral; it still remains effective in combos and blockstrings, however. |
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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 {{clr|4|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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| 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. | | 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 {{clr|10|SA3}} (and {{clr|10|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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| * '''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 {{clr|4|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. | | 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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| 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. | | 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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| 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. | | 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. {{clr|4|Drive Impact}} is also a threat, but the OD version breaks armor and the meterless versions recover fast enough to {{clr|4|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. | | 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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| An approaching Spartan Kick. A very straightforward move used to approach with a poke and not much else. OD knocks the opponent full-screen and wall splats. This wallsplat can be used for some optimal corner combos provided you can route into 6HK early in a combo, as it is her only launcher that counts as only one hit for combo scaling. | | An approaching Spartan Kick. A very straightforward move used to approach with a poke and not much else. OD knocks the opponent full-screen and wall splats. This wallsplat can be used for some optimal corner combos provided you can route into 6HK early in a combo, as it is her only launcher that counts as only one hit for combo scaling. |
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| Light version is quickest but punishable if poorly spaced. Heavy version is slowest but doesn't require spacing to be safe. Overdrive this special to stay safe against DI attempts with Armor Break, though it shares the LK version's spacing requirements. | | Light version is quickest but punishable if poorly spaced. Heavy version is slowest but doesn't require spacing to be safe. Overdrive this special to stay safe against {{clr|4|DI}} attempts with Armor Break, though it shares the LK version's spacing requirements. |
| }} | | }} |
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| * Punish Counter state for entire duration | | * Punish Counter state for entire duration |
| <br> | | <br> |
| Marisa makes a heart shaped double handed punch. This overhead follow-up is the safest ender out of Scutum, though the slow animation makes it vulnerable to armored attacks like Drive Impact. The 2nd hit is unsafe and fairly hard to hitconfirm, so should be used sparingly unless you can react. | | Marisa makes a heart shaped double handed punch. This overhead follow-up is the safest ender out of Scutum, though the slow animation makes it vulnerable to armored attacks like {{clr|4|Drive Impact}}. The 2nd hit is unsafe and fairly hard to hitconfirm, so should be used sparingly unless you can react. |
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| These follow-ups are identical between the meterless and OD Scutum starters. | | These follow-ups are identical between the meterless and OD Scutum starters. |
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| ** Includes the 0.22 forward movement from 214K startup | | ** Includes the 0.22 forward movement from 214K startup |
| <br> | | <br> |
| Command Grab follow-up from Scutum. While it's still mostly unreactable, the total required startup (8f from Scutum + 5f throw) makes it harder to use than a traditional command grab. It works best as a mixup on the opponent's wakeup, or out of a Drive Rush canceled attack that prevents the opponent from interrupting with defensive light normals. | | Command Grab follow-up from Scutum. While it's still mostly unreactable, the total required startup (8f from Scutum + 5f throw) makes it harder to use than a traditional command grab. It works best as a mixup on the opponent's wakeup, or out of a {{clr|4|Drive Rush}} canceled attack that prevents the opponent from interrupting with defensive light normals. |
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| This follow-up is identical between the meterless and OD Scutum starters. | | This follow-up is identical between the meterless and OD Scutum starters. |
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| * 40% minimum damage scaling; applies 15% immediate scaling when comboed into | | * 40% minimum damage scaling; applies 15% immediate scaling when comboed into |
| <br> | | <br> |
| Marisa launches herself upward and slams the opponent back to the ground. The full invincibility makes it a more consistent reversal than SA1, as well as a strong anti-air that's easy to input when buffering 214P (her other go-to anti-air). It can also be a useful juggle ender, granting better damage and positioning than SA1 (especially midscreen). | | Marisa launches herself upward and slams the opponent back to the ground. The full invincibility makes it a more consistent reversal than {{clr|10|SA1}}, as well as a strong anti-air that's easy to input when buffering 214P (her other go-to anti-air). It can also be a useful juggle ender, granting better damage and positioning than {{clr|10|SA1}} (especially midscreen). |
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| If the first hit connects, it triggers a cinematic hit that does above average damage for a Level 2 Super. On block or whiff, Marisa continues the attack with a downward slam that does 500 less damage than the cinematic version (while still dealing 1 full bar of Drive damage on hit). This second attack can easily be avoided with a jump, but Marisa's collision box stretches downward far enough that the opponent can't walk or dash under her without a low-profile move. | | If the first hit connects, it triggers a cinematic hit that does above average damage for a Level 2 Super. On block or whiff, Marisa continues the attack with a downward slam that does 500 less damage than the cinematic version (while still dealing 1 full bar of Drive damage on hit). This second attack can easily be avoided with a jump, but Marisa's collision box stretches downward far enough that the opponent can't walk or dash under her without a low-profile move. |
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| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
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| 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. | | 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 {{clr|10|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 {{clr|10|SA2}} is still the more reliable (and cheaper) reversal. |
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| 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. | | Marisa's juggle routes usually ensure at least 5000 damage on any combo ending in {{clr|10|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. {{clr|10|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. |
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