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| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | 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|DR|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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| * 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|+15}} | | * {{clr|PC|Punish Counter}}: {{sf6-adv|VP|+15}} |
| * 1f extra recovery on whiff | | * 1f extra recovery on whiff |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
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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> |
| 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. | | An approaching downward hook, useful for whiff punishing and {{clr|DR|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, becoming {{sf6-adv|VP|+15}} on PC. Be ready to let this rip any time the opponent uses a particularly unsafe move, like a reversal or Super. | | Charged {{clr|H|5HP}} is your biggest Punish Counter starter, becoming {{sf6-adv|VP|+15}} 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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| {{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 ({{clr|4|DR}}: 3rd recovery frame) | | ** Special cancel is delayed until after 2nd recovery frame ({{clr|DR|DR}}: 3rd recovery frame) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+2}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+2}} oH / {{sf6-adv|E|0}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | A quick shin kick and Marisa's farthest reaching light normal. Extremely limited follow-up options even on counter-hit, with only {{clr|SA|SA2}} connecting at max range. {{clr|L|214LP}} is also semi-reliable if connecting from slightly closer. |
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| Useful as a low-commitment neutral check, particularly against {{clr|4|Drive Impact}} when buffering ({{clr|4|DR}}/{{clr|4|DI}}/Gladius). | | Useful as a low-commitment neutral check, particularly against {{clr|DR|Drive Impact}} when buffering ({{clr|DR|DR}}/{{clr|DR|DI}}/Gladius). |
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| Despite not hitting low, {{clr|L|5LK}} will disrupt upper-body armored moves like Gladius and Scutum. | | Despite not hitting low, {{clr|L|5LK}} will disrupt upper-body armored moves like Gladius and Scutum. |
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| {{AttackDataCargo-SF6/Query|marisa_5mk}} | | {{AttackDataCargo-SF6/Query|marisa_5mk}} |
| <br> | | <br> |
| 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}}. | | An important normal out of {{clr|DR|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 {{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}}). | | 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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| {{AttackDataCargo-SF6/Query|marisa_5hk}} | | {{AttackDataCargo-SF6/Query|marisa_5hk}} |
| * Can hold button 17f for improved properties | | * Can hold button 17f for improved properties |
| * Punish Counter: KD +58 Launch ({{sf6-jug|free juggle}} state) | | * {{clr|PC|Punish Counter}}: KD +58 Launch ({{sf6-jug|free juggle}} state) |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * 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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| {{AttackDataCargo-SF6/Query|marisa_5hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_5hk_hold}} |
| * Releasing the button on frames 5-16 results in uncharged version with 10f startup | | * Releasing the button on frames 5-16 results in uncharged version with 10f startup |
| * Punish Counter: KD +65 Launch ({{sf6-jug|free juggle}} state) | | * {{clr|PC|Punish Counter}}: KD +65 Launch ({{sf6-jug|free juggle}} state) |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * 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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| * Chains into {{clr|L|2LP}}/{{clr|L|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 ({{clr|4|DR}}: after 1st recovery frame) | | ** Special cancel is delayed until after active frames ({{clr|DR|DR}}: after 1st recovery frame) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-3}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-3}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | 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|DR|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. | | 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 |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| <br> | | <br> |
| 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. | | 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|DR|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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| * Only first 2 active frames hit grounded; active frames 3-5 only hit airborne | | * Only first 2 active frames hit grounded; active frames 3-5 only hit airborne |
| * Puts opponent into {{sf6-jug|limited juggle}} state on hit | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * Punish Counter: KD +48 ({{sf6-jug|limited juggle}} state) | | * {{clr|PC|Punish Counter}}: KD +48 ({{sf6-jug|limited juggle}} state) |
| {{AttackDataCargo-SF6/Query|marisa_2hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_2hp_hold}} |
| * '''Anti-Air Invuln (Head):''' 20-31f (cannot hit cross-up) | | * '''Anti-Air Invuln (Head):''' 20-31f (cannot hit cross-up) |
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| * Only first 2 active frames hit grounded; active frames 3-6 only hit airborne | | * Only first 2 active frames hit grounded; active frames 3-6 only hit airborne |
| * Puts opponent into {{sf6-jug|limited juggle}} state on hit | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * Punish Counter: KD +55 ({{sf6-jug|free juggle}} state) | | * {{clr|PC|Punish Counter}}: KD +55 ({{sf6-jug|free juggle}} state) |
| 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2mk}} | | {{AttackDataCargo-SF6/Query|marisa_2mk}} |
| 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}}. | | 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|DR|Drive Rush}}. |
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| Important for checking the opponent at mid-range or preventing them from freely 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2hk}} | | {{AttackDataCargo-SF6/Query|marisa_2hk}} |
| * Counter-hit/Punish Counter: HKD +44 | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +44 |
| * Has juggle potential; not a Hard Knockdown when juggled into | | * Has juggle potential; not a Hard Knockdown when juggled into |
| * Can hold button for 20f to improve properties | | * Can hold button for 20f to improve properties |
| {{AttackDataCargo-SF6/Query|marisa_2hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_2hk_hold}} |
| * Counter-hit/Punish Counter: HKD +50 | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +50 |
| * 3f extra recovery on whiff | | * 3f extra recovery on whiff |
| * Has juggle potential; not a Hard Knockdown when juggled into | | * Has juggle potential; not a Hard Knockdown when juggled into |
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| * '''Cancel Hitconfirm Window:''' 20f (TC) | | * '''Cancel Hitconfirm Window:''' 20f (TC) |
| <br> | | <br> |
| The forward movement during startup makes this Marisa's farthest reaching medium poke. Useful for landing counter-hits against the opponent's light buffers, allowing a consistent link into {{clr|L|2LP}}. When used as an approach out of {{clr|4|Drive Rush}}, Marisa gets slight advantage and block and a light extension on hit, though her reward on a counter-hit here is much more damaging with a link to {{clr|H|4HP}}. | | The forward movement during startup makes this Marisa's farthest reaching medium poke. Useful for landing counter-hits against the opponent's light buffers, allowing a consistent link into {{clr|L|2LP}}. When used as an approach out of {{clr|DR|Drive Rush}}, Marisa gets slight advantage and block and a light extension on hit, though her reward on a counter-hit here is much more damaging with a link to {{clr|H|4HP}}. |
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| Can be hitconfirmed into one of two follow-up Target Combos, though both have a very niche use. | | Can be hitconfirmed into one of two follow-up Target Combos, though both have a very niche use. |
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| * 3f extra recovery on whiff | | * 3f extra recovery on whiff |
| * Can hold button 17f for improved properties | | * Can hold button 17f for improved properties |
| * Causes air reset when juggled into (except from {{clr|4|Drive Rush}}) | | * Causes air reset when juggled into (except from {{clr|DR|Drive Rush}}) |
| * '''Cancel Hitconfirm Window:''' 20f | | * '''Cancel Hitconfirm Window:''' 20f |
| ** Special/{{clr|4|DR}} cancel is delayed until after 2nd recovery frame | | ** Special/{{clr|DR|DR}} cancel is delayed until after 2nd recovery frame |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|DR|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}} |
| * 5f extra recovery on whiff | | * 5f extra recovery on whiff |
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| * Does not gain additional advantage when timed as a meaty | | * Does not gain additional advantage when timed as a meaty |
| * '''Cancel Hitconfirm Window:''' 20f | | * '''Cancel Hitconfirm Window:''' 20f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+23}} oH / {{sf6-adv|VP|+14}} oB | | * '''{{clr|DR|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, leading into important special moves like {{clr|H|214HP}} for huge, meter-efficient damage. Requires a Punish Counter or {{clr|4|Drive Rush}} cancel to link into this move. | | Lead uppercut. Marisa's most important normal for combos, leading into important special moves like {{clr|H|214HP}} for huge, meter-efficient damage. Requires a Punish Counter or {{clr|DR|Drive Rush}} cancel to link into this move. |
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| The charged version is an important punish starter against highly unsafe move, and is also instrumental to some of Marisa's juggle routes, particularly after a {{clr|4|DI}} wallsplat. It's also excellent for pressuring the opponent's wakeup, though its charge time makes it semi-reactable with Perfect Parry. | | The charged version is an important punish starter against highly unsafe move, and is also instrumental to some of Marisa's juggle routes, particularly after a {{clr|DR|DI}} wallsplat. It's also excellent for pressuring the opponent's wakeup, though its charge time makes it semi-reactable with Perfect Parry. |
| }} | | }} |
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| * '''Cancel Hitconfirm Window:''' 16f (TC) | | * '''Cancel Hitconfirm Window:''' 16f (TC) |
| <br> | | <br> |
| A relatively short-ranged overhead with a Target Combo follow-up. Safe on block, and leads to a light combo or block pressure when used from {{clr|4|Drive Rush}}. | | A relatively short-ranged overhead with a Target Combo follow-up. Safe on block, and leads to a light combo or block pressure when used from {{clr|DR|Drive Rush}}. |
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| The charged version is quite slow and reactable, but gives Marisa similar advantage to her {{clr|4|Drive Rush}} version without spending any meter. This can be set up after a point blank {{clr|L|214LP~6P}} knockdown to catch both neutral and back rise. Marisa can also counter the opponent's wakeup {{clr|4|Drive Impact}} afterwards, but the charge time can allow opponents to react with an {{clr|10|OD}} reversal or Perfect Parry. | | The charged version is quite slow and reactable, but gives Marisa similar advantage to her {{clr|DR|Drive Rush}} version without spending any meter. This can be set up after a point blank {{clr|L|214LP~6P}} knockdown to catch both neutral and back rise. Marisa can also counter the opponent's wakeup {{clr|DR|Drive Impact}} afterwards, but the charge time can allow opponents to react with an {{clr|OD|OD}} reversal or Perfect Parry. |
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| The Target Combo follow-up is hard to hitconfirm, and very risky if blocked, so it should only be used in juggles or if you need it to secure the round. | | The Target Combo follow-up is hard to hitconfirm, and very risky if blocked, so it should only be used in juggles or if you need it to secure the round. |
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| * Can hold button 21f for improved properties | | * Can hold button 21f for improved properties |
| * '''Cancel Hitconfirm Window:''' 18f / 23f (TC) | | * '''Cancel Hitconfirm Window:''' 18f / 23f (TC) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+12}} oB | | * '''{{clr|DR|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}} |
| * Forces Stand on hit | | * Forces Stand on hit |
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| * Releasing the button on frames 15-20 results in uncharged version with 4f startup | | * Releasing the button on frames 15-20 results in uncharged version with 4f startup |
| * '''Cancel Hitconfirm Window:''' 20f / 25f (TC) | | * '''Cancel Hitconfirm Window:''' 20f / 25f (TC) |
| ** Special/{{clr|4|DR}} cancel is delayed until after 3rd active frame | | ** Special/{{clr|DR|DR}} cancel is delayed until after 3rd active frame |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+21}} oH / {{sf6-adv|VP|+14}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+21}} oH / {{sf6-adv|VP|+14}} oB |
| <br> | | <br> |
| Marisa's longest reaching special cancelable normal. In combos, it serves a similar function to {{clr|H|4HP}}, though its higher hitstun allows it to combo into {{clr|10|OD Quadriga}}, for more optimal corner routes. The charged version offers more range and gives strong follow-up pressure on block. | | Marisa's longest reaching special cancelable normal. In combos, it serves a similar function to {{clr|H|4HP}}, though its higher hitstun allows it to combo into {{clr|OD|OD Quadriga}}, for more optimal corner routes. The charged version offers more range and gives strong follow-up pressure on block. |
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| Marisa can consistently combo into her {{clr|H|HK}} TC follow-up with its lenient hitconfirm window. Other special move follow-ups are stronger, however, so those should take priority if you can react fast enough. | | Marisa can consistently combo into her {{clr|H|HK}} TC follow-up with its lenient hitconfirm window. Other special move follow-ups are stronger, however, so those should take priority if you can react fast enough. |
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| Forcing the opponent to stand on hit serves little practical purpose other than allowing a {{clr|4|Drive Rush}} cancel into {{clr|M|6MP}}~{{clr|H|HK}}, which is a fairly pointless combo route. | | Forcing the opponent to stand on hit serves little practical purpose other than allowing a {{clr|DR|Drive Rush}} cancel into {{clr|M|6MP}}~{{clr|H|HK}}, which is a fairly pointless combo route. |
| }} | | }} |
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| * Leaves a 3f blockstring gap between hits | | * Leaves a 3f blockstring gap between hits |
| * '''Cancel Hitconfirm Window:''' 17f (single hit) / 40-42f (full TC from CH) | | * '''Cancel Hitconfirm Window:''' 17f (single hit) / 40-42f (full TC from CH) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|DR|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 5% damage scaling to next attack when comboed into (e.g. from CH 5LP) | | * Applies an extra 5% damage scaling to next attack when comboed into (e.g. from CH 5LP) |
| <br> | | <br> |
| A Target Combo follow-up from {{clr|L|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 {{clr|L|236LP}} for safety if you don't see the Counter-hit indicator. A {{clr|M|236MP}} cancel can also be used as a frame trap, but this leaves a small gap that the opponent can reversal through. | | A Target Combo follow-up from {{clr|L|5LP}}. Not a true combo unless the first hit is enhanced by Counter-hit, Punish Counter, or {{clr|DR|Drive Rush}}. Punishable on block, so it should be canceled into {{clr|L|236LP}} for safety if you don't see the Counter-hit indicator. A {{clr|M|236MP}} cancel can also be used as a 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 {{clr|L|5LP}}, the {{clr|L|LP}} follow-up has an unusually large cancel window for a light normal, making it possible to hitconfirm with good reactions. This can allow a stronger cancel like {{clr|10|214PP}} even without reacting to a Counter-hit indicator. | | 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 {{clr|L|5LP}}, the {{clr|L|LP}} follow-up has an unusually large cancel window for a light normal, making it possible to hitconfirm with good reactions. This can allow a stronger cancel like {{clr|OD|214PP}} even without reacting to a Counter-hit indicator. |
| }} | | }} |
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| * True blockstring even at max delay | | * True blockstring even at max delay |
| * '''Cancel Hitconfirm Window:''' 44-46f | | * '''Cancel Hitconfirm Window:''' 44-46f |
| ** Special/{{clr|4|DR}} cancel is delayed until after 1st recovery frame | | ** Special/{{clr|DR|DR}} cancel is delayed until after 1st recovery frame |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+5}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+5}} oB |
| <br> | | <br> |
| A Target Combo follow-up from Marisa's great {{clr|M|5MP}}. Unlike some of her other TCs, this cannot cause a frame trap between hits on mashing opponents, and it's very difficult to hitconfirm from just the {{clr|M|5MP}}. | | A Target Combo follow-up from Marisa's great {{clr|M|5MP}}. Unlike some of her other TCs, this cannot cause a frame trap between hits on mashing opponents, and it's very difficult to hitconfirm from just the {{clr|M|5MP}}. |
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| On hit, you'll usually want to cancel into {{clr|10|214PP}} for optimal damage and corner carry, but if Drive meter is scarce you can end with a Super or meterless knockdown. | | On hit, you'll usually want to cancel into {{clr|OD|214PP}} for optimal damage and corner carry, but if Drive meter is scarce you can end with a Super or meterless knockdown. |
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| On block, every special move except the very unsafe {{clr|L|214LP}} leaves a gap that can be interrupted. This allows opponents with an invincible Super with 8f or less startup to punish almost anything Marisa does. The only way to prevent this is to {{clr|4|Drive Rush}} cancel into a 5f or faster button like {{clr|L|2LP}} or {{clr|L|2LK}}. | | On block, every special move except the very unsafe {{clr|L|214LP}} leaves a gap that can be interrupted. This allows opponents with an invincible Super with 8f or less startup to punish almost anything Marisa does. The only way to prevent this is to {{clr|DR|Drive Rush}} cancel into a 5f or faster button like {{clr|L|2LP}} or {{clr|L|2LK}}. |
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| Against opponents without a reversal Super option, canceling into Gladius with variable strengths and charge timing makes it much harder for the opponent to counter. Charged Gladius armor can beat most {{clr|10|OD}} reversal options. Being too predictable with your cancel allows opponents to Perfect Parry; if you predict this and feel like taking a big risk, you can opt for no cancel, then walk up and throw the parry recovery. | | Against opponents without a reversal Super option, canceling into Gladius with variable strengths and charge timing makes it much harder for the opponent to counter. Charged Gladius armor can beat most {{clr|OD|OD}} reversal options. Being too predictable with your cancel allows opponents to Perfect Parry; if you predict this and feel like taking a big risk, you can opt for no cancel, then walk up and throw the parry recovery. |
| }} | | }} |
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| * () refers to scaled damage after {{clr|H|5HP}}/{{clr|H|5[HP]}} combo starter | | * () refers to scaled damage after {{clr|H|5HP}}/{{clr|H|5[HP]}} combo starter |
| <br> | | <br> |
| A Target Combo extension from Marisa's long-range {{clr|H|5HP}} that allows her to maintain pressure on block. There is an interruptible gap that loses to 5f or faster normals unless she starts with {{clr|4|Drive Rush}}, uses Charged {{clr|H|5[HP]}}, or the opponent is in Burnout. This makes it a bit less oppressive as an approach, but if the opponent always sticks out a fast button you may be able to make them whiff to set up a spacing trap after {{clr|H|5HP}} instead. | | A Target Combo extension from Marisa's long-range {{clr|H|5HP}} that allows her to maintain pressure on block. There is an interruptible gap that loses to 5f or faster normals unless she starts with {{clr|DR|Drive Rush}}, uses Charged {{clr|H|5[HP]}}, or the opponent is in Burnout. This makes it a bit less oppressive as an approach, but if the opponent always sticks out a fast button you may be able to make them whiff to set up a spacing trap after {{clr|H|5HP}} instead. |
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| Even in cases where the opponent can't mash reversal light normals on block, the threat of reversals or Perfect Parry makes this Target Combo risky to throw out predictably. Be aware that {{clr|4|Drive Impact}} during the gap will beat the regular TC, but if Marisa starts with {{clr|4|Drive Rush}} or Charged {{clr|H|5[HP]}} then she recovers in time for a {{clr|4|counter-DI}}. | | Even in cases where the opponent can't mash reversal light normals on block, the threat of reversals or Perfect Parry makes this Target Combo risky to throw out predictably. Be aware that {{clr|DR|Drive Impact}} during the gap will beat the regular TC, but if Marisa starts with {{clr|DR|Drive Rush}} or Charged {{clr|H|5[HP]}} then she recovers in time for a {{clr|DR|counter-DI}}. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|marisa_6mp_hk}} | | {{AttackDataCargo-SF6/Query|marisa_6mp_hk}} |
| * Whiffs on crouching opponents | | * Whiffs on crouching opponents |
| * Punish Counter: KD +49 | | * {{clr|PC|Punish Counter}}: KD +49 |
| * '''Cancel Hitconfirm Window:''' 49f (Super) | | * '''Cancel Hitconfirm Window:''' 49f (Super) |
| ** Super cancel is delayed until after 3rd active frame | | ** Super cancel is delayed until after 3rd active frame |
| <br> | | <br> |
| A more rewarding ender from {{clr|M|6MP}} due to its launch and Super cancel, but requires you to confirm that the opponent is standing to avoid a punish. Can also be used in some juggles (like {{clr|4|DR~}}{{clr|M|6MP}} after Punish Counter {{clr|H|5HK}}), though it's not particularly rewarding compared to many of Marisa's juggle options. | | A more rewarding ender from {{clr|M|6MP}} due to its launch and Super cancel, but requires you to confirm that the opponent is standing to avoid a punish. Can also be used in some juggles (like {{clr|DR|DR~}}{{clr|M|6MP}} after Punish Counter {{clr|H|5HK}}), though it's not particularly rewarding compared to many of Marisa's juggle options. |
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| Against {{clr|4|Drive Impact}}, the Super cancel on the 2nd hit can only save Marisa if the opponent starts their armor right as {{clr|M|6MP}} is connecting. Don't try to use this TC as a reaction counter when you see {{clr|M|6MP}} get absorbed. | | Against {{clr|DR|Drive Impact}}, the Super cancel on the 2nd hit can only save Marisa if the opponent starts their armor right as {{clr|M|6MP}} is connecting. Don't try to use this TC as a reaction counter when you see {{clr|M|6MP}} get absorbed. |
| }} | | }} |
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| ** Does not increase opponent's juggle count when hitting airborne opponent | | ** Does not increase opponent's juggle count when hitting airborne opponent |
| * True blockstring after {{clr|H|6HK}} (can delay for up to 3f blockstring gap) | | * True blockstring after {{clr|H|6HK}} (can delay for up to 3f blockstring gap) |
| ** No blockstring gap vs. Burnout or after {{clr|H|6[HK]}}/{{clr|4|DR~}}{{clr|H|6HK}} | | ** No blockstring gap vs. Burnout or after {{clr|H|6[HK]}}/{{clr|DR|DR~}}{{clr|H|6HK}} |
| <br> | | <br> |
| An easily hitconfirmable Target Combo from Marisa's advancing {{clr|H|6HK}}. Leads to {{clr|10|SA2}} on grounded hit, and is very strong in juggles using {{clr|4|DR~}}{{clr|H|6HK}} against airborne opponents. | | An easily hitconfirmable Target Combo from Marisa's advancing {{clr|H|6HK}}. Leads to {{clr|SA|SA2}} on grounded hit, and is very strong in juggles using {{clr|DR|DR~}}{{clr|H|6HK}} against airborne opponents. |
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| If you know the opponent likes to mash after {{clr|H|6HK}}, you can delay this TC to frame trap them. Keep in mind that this won't work if your blockstun is enhanced by charging {{clr|H|6[HK]}}, {{clr|4|Drive Rush}}, or Burnout. | | If you know the opponent likes to mash after {{clr|H|6HK}}, you can delay this TC to frame trap them. Keep in mind that this won't work if your blockstun is enhanced by charging {{clr|H|6[HK]}}, {{clr|DR|Drive Rush}}, or Burnout. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_lplk}} | | {{AttackDataCargo-SF6/Query|marisa_lplk}} |
| * Punish Counter: HKD +23 | | * {{clr|PC|Punish Counter}}: HKD +23 |
| * 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> |
| Marisa can dash after a corner Forward Throw to become {{sf6-adv|P|+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 {{clr|L|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 her out of this shimmy attempt unless they delay their throw tech by several frames. | | Marisa can dash after a corner Forward Throw to become {{sf6-adv|P|+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 {{clr|L|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 her out of this shimmy attempt unless they delay their throw tech by several frames. |
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| {{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 starters like {{clr|4|DR~}}{{clr|M|5MK}} and {{clr|4|DR~}}{{clr|H|5HP}} can quickly overwhelm a cornered opponent. | | {{clr|DR|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|DR|Drive Rush}} animation. Mixing throw with powerful starters like {{clr|DR|DR~}}{{clr|M|5MK}} and {{clr|DR|DR~}}{{clr|H|5HP}} can quickly overwhelm a cornered opponent. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|marisa_4lplk}} | | {{AttackDataCargo-SF6/Query|marisa_4lplk}} |
| * Side switch | | * Side switch |
| * Punish Counter: HKD +33 | | * {{clr|PC|Punish Counter}}: HKD +33 |
| * 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 has fairly weak meterless oki; she can't dash to get back in throw range, and her conversions on a counter-hit are very limited. Using {{clr|4|Drive Rush}} allows her to get close enough for much more powerful mixups; for example, {{clr|4|DR~}}{{clr|H|5[HP]}} is {{sf6-adv|VP|+8}} on block and trades with reversal 4f normals for high damage trade combos. | | After throwing the opponent back into the corner, Marisa has fairly weak meterless oki; she can't dash to get back in throw range, and her conversions on a counter-hit are very limited. Using {{clr|DR|Drive Rush}} allows her to get close enough for much more powerful mixups; for example, {{clr|DR|DR~}}{{clr|H|5[HP]}} is {{sf6-adv|VP|+8}} on block and trades with reversal 4f normals for high damage trade combos. |
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| Midscreen, even {{clr|4|Drive Rush}} won't get Marisa back into throw range, but she can still threaten opponents with a manually timed {{clr|4|DR~}}{{clr|M|6MP}} or {{clr|4|DR~}}{{clr|H|5HP}} to beat the opponent's 4f normals and deal a little Drive gauge damage. | | Midscreen, even {{clr|DR|Drive Rush}} won't get Marisa back into throw range, but she can still threaten opponents with a manually timed {{clr|DR|DR~}}{{clr|M|6MP}} or {{clr|DR|DR~}}{{clr|H|5HP}} to beat the opponent's 4f normals and deal a little Drive gauge damage. |
| }} | | }} |
| <br> | | <br> |
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| * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| * Combos when canceled from {{clr|H|4[HP]}} or Punish Counter {{clr|H|4HP}}/{{clr|H|6HK}}/{{clr|H|6[HK]}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) | | * Combos when canceled from {{clr|H|4[HP]}} or Punish Counter {{clr|H|4HP}}/{{clr|H|6HK}}/{{clr|H|6[HK]}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| * A blocked {{clr|4|DI}} can combo into another {{clr|4|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) | | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| ** This happens because a blocked {{clr|4|DI}} is not considered a "hit" for combo purposes | | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo | | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|6HK}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|H|6HK}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|H|4[HP]}}{{clr|10|*}} > delay {{clr|4|DI}}: 1-2f blockstring gap prevents opponent from absorbing the hit (must delay until final 2 cancel frames) | | * {{clr|H|4[HP]}}{{clr|OD|*}} > delay {{clr|DR|DI}}: 1-2f blockstring gap prevents opponent from absorbing the hit (must delay until final 2 cancel frames) |
| * {{clr|4|DR~}}{{clr|M|2MP}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| }} | | }} |
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| ** Can also be performed from whiffed cancelable light normals | | ** Can also be performed from whiffed cancelable light normals |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Marisa/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Marisa/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation | | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| * The first 15 recovery frames are cancelable into any attack | | * The first 15 recovery frames are cancelable into any attack |
| * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) | | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties | | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * 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 a {{clr|4|Drive Rush}} enhanced attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
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| 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 {{clr|4|DR}} frame) | | * 3.081 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| <br> | | <br> |
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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 {{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. | | 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|DR|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 {{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. | | 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|SA|SA3}} (and {{clr|SA|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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| * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) | | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| <br> | | <br> |
| 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. | | The fully charged version of Gladius shuts down {{clr|DR|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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| * '''High/Mid Armor (1-hit):''' 7-11f; '''Lower Body Projectile Invuln:''' 12-27f | | * '''High/Mid Armor (1-hit):''' 7-11f; '''Lower Body Projectile Invuln:''' 12-27f |
| * '''Airborne''' 11-29f ({{FKD}} state) | | * '''Airborne''' 11-29f ({{FKD}} state) |
| * Punish Counter: HKD +58(59) Slide; hits 1f later vs. crouching opponents | | * {{clr|PC|Punish Counter}}: HKD +58(59) Slide; hits 1f later vs. crouching opponents |
| {{AttackDataCargo-SF6/Query|marisa_623mp}} | | {{AttackDataCargo-SF6/Query|marisa_623mp}} |
| * '''High/Mid Armor (1-hit):''' 7-13f; '''Lower Body Projectile Invuln:''' 12-30f | | * '''High/Mid Armor (1-hit):''' 7-13f; '''Lower Body Projectile Invuln:''' 12-30f |
| * '''Airborne''' 14-32f ({{FKD}} state) | | * '''Airborne''' 14-32f ({{FKD}} state) |
| * Punish Counter: HKD +58(59) Slide; hits 1f later vs. crouching opponents | | * {{clr|PC|Punish Counter}}: HKD +58(59) Slide; hits 1f later vs. crouching opponents |
| {{AttackDataCargo-SF6/Query|marisa_623hp}} | | {{AttackDataCargo-SF6/Query|marisa_623hp}} |
| * '''High/Mid Armor (1-hit):''' 10-15f; '''Lower Body Projectile Invuln:''' 12-34f | | * '''High/Mid Armor (1-hit):''' 10-15f; '''Lower Body Projectile Invuln:''' 12-34f |
| * '''Airborne''' 17-36f ({{FKD}} state) | | * '''Airborne''' 17-36f ({{FKD}} state) |
| * Punish Counter: HKD +58(59) Slide; hits 1f later vs. crouching opponents | | * {{clr|PC|Punish Counter}}: HKD +58(59) Slide; hits 1f later vs. crouching opponents |
| {{AttackDataCargo-SF6/Query|marisa_623pp}} | | {{AttackDataCargo-SF6/Query|marisa_623pp}} |
| * '''High/Mid Armor (1-hit):''' 6-12f; '''Lower Body Projectile Invuln:''' 12-30f; Armor Break | | * '''High/Mid Armor (1-hit):''' 6-12f; '''Lower Body Projectile Invuln:''' 12-30f; Armor Break |
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| * Puts opponent into {{sf6-jug|limited juggle}} OTG state | | * Puts opponent into {{sf6-jug|limited juggle}} OTG state |
| ** Wall Splat (HKD) if opponent reaches the corner (grounded and throwable, but strikes cause juggle state) | | ** Wall Splat (HKD) if opponent reaches the corner (grounded and throwable, but strikes cause juggle state) |
| * Punish Counter: HKD +76 Tumble; hits 1f later vs. crouching opponents | | * {{clr|PC|Punish Counter}}: HKD +76 Tumble; hits 1f later vs. crouching opponents |
| * 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) | | * 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 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. {{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. | | 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|DR|Drive Impact}} is also a threat, but the OD version breaks armor and the meterless versions recover fast enough to {{clr|DR|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 {{clr|4|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|DR|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 |
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| 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. | | 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|DR|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 |
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| 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. | | 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|DR|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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| The uncharged version is quite slow as a reversal, and Marisa takes armor damage that can lead to a KO at very low health. All versions lose to throws, and can be too slow to counter some meaty projectiles on wakeup. | | The uncharged version is quite slow as a reversal, and Marisa takes armor damage that can lead to a KO at very low health. All versions lose to throws, and can be too slow to counter some meaty projectiles on wakeup. |
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| The held version is a much better reversal due to the cinematic counter that triggers when absorbing a strike; this counter does not cause Marisa to take any armor damage, but can be baited with safe jump timing. The held counter does not lose to Armor Break attacks; for example, a normal canceled into {{clr|10|236236[P]}} will beat the opponent's Drive Reversal unless they delay it significantly. | | The held version is a much better reversal due to the cinematic counter that triggers when absorbing a strike; this counter does not cause Marisa to take any armor damage, but can be baited with safe jump timing. The held counter does not lose to Armor Break attacks; for example, a normal canceled into {{clr|SA|236236[P]}} will beat the opponent's Drive Reversal unless they delay it significantly. |
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| Javelin is fairly easy to route as a combo ender for a relatively cheap 3000-4000 damage from most common routes. If the opponent is midscreen, this causes a reset to neutral that gives up all of Marisa's momentum. The charged version can always land after an {{clr|10|OD Phalanx}} corner wall splat for some extra damage. If the held version connects at max distance (active frames 4-6), it triggers a weaker version that does reduced damage and Drive depletion and is no longer a hard knockdown. | | Javelin is fairly easy to route as a combo ender for a relatively cheap 3000-4000 damage from most common routes. If the opponent is midscreen, this causes a reset to neutral that gives up all of Marisa's momentum. The charged version can always land after an {{clr|OD|OD Phalanx}} corner wall splat for some extra damage. If the held version connects at max distance (active frames 4-6), it triggers a weaker version that does reduced damage and Drive depletion and is no longer a hard knockdown. |
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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 |
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| 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). | | Marisa launches herself upward and slams the opponent back to the ground. The full invincibility makes it a more consistent reversal than {{clr|SA|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|SA|SA1}} (especially midscreen). |
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| If the first hit connects, it triggers a cinematic hit that does above average damage for a {{clr|10|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 {{clr|SA|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. 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. | | 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. 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|SA|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 {{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 {{clr|L|2LP}}, {{clr|L|2LP}} > {{clr|L|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|SA|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|SA|SA3}} can combo from a quick confirm like {{clr|L|2LP}}, {{clr|L|2LP}} > {{clr|L|214LP}}, but this is a fairly inefficient use of meter unless it guarantees the win. |
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