|
|
Line 18: |
Line 18: |
| * 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|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. | | 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 {{clr|PC|Counter-hit}}, {{clr|PC|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. |
| }} | | }} |
|
| |
|
Line 67: |
Line 67: |
| 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. | | 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. |
|
| |
|
| 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 {{clr|PC|Punish Counter}} starter, becoming {{sf6-adv|VP|+15}} on {{clr|PC|PC}}. Be ready to let this rip any time the opponent uses a particularly unsafe move, like a reversal or {{clr|SA|Super}}. |
| }} | | }} |
|
| |
|
Line 86: |
Line 86: |
| * 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|SA|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 {{clr|PC|Counter-hit}}, with only {{clr|SA|SA2}} connecting at max range. {{clr|L|214LP}} is also semi-reliable if connecting from slightly closer. |
|
| |
|
| Useful as a low-commitment neutral check, particularly against {{clr|DR|Drive Impact}} when buffering ({{clr|DR|DR}}/{{clr|DR|DI}}/Gladius). | | Useful as a low-commitment neutral check, particularly against {{clr|DR|Drive Impact}} when buffering ({{clr|DR|DR}}/{{clr|DR|DI}}/Gladius). |
Line 138: |
Line 138: |
| A slow, long-range roundhouse kick that moves Marisa forward, with even more range on the charged version. | | A slow, long-range roundhouse kick that moves Marisa forward, with even more range on the charged version. |
|
| |
|
| This move is most important for its Punish Counter properties, launching the opponent high into the air for an easy confirm into a high damage juggle. | | This move is most important for its {{clr|PC|Punish Counter}} properties, launching the opponent high into the air for an easy confirm into a high damage juggle. |
|
| |
|
| At 15 frames, {{clr|H|5HK}} is too slow to whiff punish many moves on reaction, but it is a high-damage whiff punish against any move with a long recovery. | | At 15 frames, {{clr|H|5HK}} is too slow to whiff punish many moves on reaction, but it is a high-damage whiff punish against any move with a long recovery. |
Line 162: |
Line 162: |
| * 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|DR|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 {{clr|PC|Punish Counter}} bonus advantage. |
|
| |
|
| In light chains, it leaves a 4f gap, allowing the opponent to force a trade to escape pressure. This trade is usually worse for Marisa since she is in a Punish Counter state while the opponent will only be counter-hit. | | 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 {{clr|PC|Punish Counter}} state while the opponent will only be {{clr|PC|Counter-hit}}. |
| }} | | }} |
|
| |
|
Line 247: |
Line 247: |
| | 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|DR|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 {{clr|PC|Counter-hits}} and {{clr|DR|Drive Rush}}. |
|
| |
|
| 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. |
Line 409: |
Line 409: |
| * '''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|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}}. | | The forward movement during startup makes this Marisa's farthest reaching medium poke. Useful for landing {{clr|PC|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 {{clr|PC|Counter-hit}} here is much more damaging with a link to {{clr|H|4HP}}. |
|
| |
|
| 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. |
Line 441: |
Line 441: |
| * '''{{clr|DR|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|DR|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 {{clr|PC|Punish Counter}} or {{clr|DR|Drive Rush}} cancel to link into this move. |
|
| |
|
| 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. | | 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. |
Line 548: |
Line 548: |
| * 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|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. | | A Target Combo follow-up from {{clr|L|5LP}}. Not a true combo unless the first hit is enhanced by {{clr|PC|Counter-hit}}, {{clr|PC|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 {{clr|PC|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. |
|
| |
|
| 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. | | 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 {{clr|PC|Counter-hit}} indicator. |
| }} | | }} |
|
| |
|
Line 610: |
Line 610: |
| * True blockstring from {{clr|M|6MP}} even at max delay | | * True blockstring from {{clr|M|6MP}} even at max delay |
| <br> | | <br> |
| A sweeping low follow-up from {{clr|M|6MP}}. Like most low knockdowns, this is quite unsafe; however, it's fairly easy to hitconfirm due to the lenient cancel window. This ender is required if the opponent is crouching, since the {{clr|H|HK}} ender whiffs on crouching and {{clr|M|6MP}} only allows links in Counter-hit. | | A sweeping low follow-up from {{clr|M|6MP}}. Like most low knockdowns, this is quite unsafe; however, it's fairly easy to hitconfirm due to the lenient cancel window. This ender is required if the opponent is crouching, since the {{clr|H|HK}} ender whiffs on crouching and {{clr|M|6MP}} only allows links in {{clr|PC|Counter-hit}}. |
| }} | | }} |
|
| |
|
Line 629: |
Line 629: |
| ** 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|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. Notably optimal if you want to combo level 1 without spending extra drive from a 236KK wallsplat. | | 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 {{clr|PC|Punish Counter}} {{clr|H|5HK}}), though it's not particularly rewarding compared to many of Marisa's juggle options. Notably optimal if you want to combo level 1 without spending extra drive from a 236KK wallsplat. |
|
| |
|
| 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. | | 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. |
Line 725: |
Line 725: |
| * 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|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. | | 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 {{clr|PC|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. |
|
| |
|
| 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. | | 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. |
Line 746: |
Line 746: |
| * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo | | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| * 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 {{clr|PC|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|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) | | * 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|DR|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 |
Line 766: |
Line 766: |
| * '''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|OD|*}} 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 {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|6HK}}{{clr|OD|*}} > {{clr|DR|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|OD|*}} > delay {{clr|DR|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) |
Line 1,078: |
Line 1,078: |
| * Armor Break | | * Armor Break |
| * Triggers automatically after absorbing attack; can hold button to remain in stance after attack | | * Triggers automatically after absorbing attack; can hold button to remain in stance after attack |
| * Marisa incurs only 6f armor hitstop (usually results in +1 Counter-hit rather than +3 Punish Counter vs. medium/heavy attacks) | | * Marisa incurs only 6f armor hitstop (usually results in {{sf6-adv|P|+1}} {{clr|PC|Counter-hit}} rather than {{sf6-adv|P|+3}} {{clr|PC|Punish Counter}} vs. medium/heavy attacks) |
| * Punish Counter state for entire duration | | * {{clr|PC|Punish Counter}} state for entire duration |
| Scutum grants Marisa upper body armor, making it useful as an anti-air or against certain predictable high/mid attacks. Not suitable as a wakeup reversal since the armor doesn't activate until frame 3. The armor activation is determined by hitbox position; some lows hit high enough to be absorbed, while some high/mid attacks hit below the armor box. | | Scutum grants Marisa upper body armor, making it useful as an anti-air or against certain predictable high/mid attacks. Not suitable as a wakeup reversal since the armor doesn't activate until frame 3. The armor activation is determined by hitbox position; some lows hit high enough to be absorbed, while some high/mid attacks hit below the armor box. |
| {{AttackDataCargo-SF6/Query|marisa_214kk}} | | {{AttackDataCargo-SF6/Query|marisa_214kk}} |
Line 1,090: |
Line 1,090: |
| * '''Armor:''' 1-10f; Armor Break | | * '''Armor:''' 1-10f; Armor Break |
| * Triggers automatically after absorbing attack; can hold button to remain in stance after attack | | * Triggers automatically after absorbing attack; can hold button to remain in stance after attack |
| * Marisa incurs only 6f armor hitstop (usually results in +1 Counter-hit rather than +3 Punish Counter vs. medium/heavy attacks) | | * Marisa incurs only 6f armor hitstop (usually results in {{sf6-adv|P|+1}} {{clr|PC|Counter-hit}} rather than {{sf6-adv|P|+3}} {{clr|PC|Punish Counter}} vs. medium/heavy attacks) |
| * Punish Counter state for entire duration | | * {{clr|PC|Punish Counter}} state for entire duration |
| With 2 hits of armors starting on frame 1, this is a much better defensive option than meterless Scutum. It can even absorb lows, but is still vulnerable to throws and armor breaking attacks. The early armor makes it useful vs. safe jumps involving medium/heavy normals; a perfectly timed light air normal will be able to land and block. | | With 2 hits of armors starting on frame 1, this is a much better defensive option than meterless Scutum. It can even absorb lows, but is still vulnerable to throws and armor breaking attacks. The early armor makes it useful vs. safe jumps involving medium/heavy normals; a perfectly timed light air normal will be able to land and block. |
|
| |
|
Line 1,114: |
Line 1,114: |
| * 1st active frame only hits airborne opponents (causes spike knockdown) | | * 1st active frame only hits airborne opponents (causes spike knockdown) |
| * '''Cancel Hitconfirm Window:''' 16f (Follow-up; 17f if 1st active frame hits airborne) | | * '''Cancel Hitconfirm Window:''' 16f (Follow-up; 17f if 1st active frame hits airborne) |
| * Punish Counter state for entire duration | | * {{clr|PC|Punish Counter}} state for entire duration |
| {{AttackDataCargo-SF6/Query|marisa_214k_p_p}} | | {{AttackDataCargo-SF6/Query|marisa_214k_p_p}} |
| * True blockstring from 214K~P overhead starter | | * True blockstring from 214K~P overhead starter |
| * Punish Counter state for entire duration | | * {{clr|PC|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 {{clr|DR|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. |
Line 1,135: |
Line 1,135: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214k_k}} | | {{AttackDataCargo-SF6/Query|marisa_214k_k}} |
| * Punish Counter state for entire duration | | * {{clr|PC|Punish Counter}} state for entire duration |
| <br> | | <br> |
| A low-hitting sweep from Scutum that steps forward during startup. While the similar startup time makes it difficult to react between the overhead and low enders, this attack is very unsafe if blocked/parried. Additionally, opponents jumping back expecting command grab may end up getting a free punish as this propels Marisa toward them, so use this only if you've conditioned the opponent to expect an overhead. | | A low-hitting sweep from Scutum that steps forward during startup. While the similar startup time makes it difficult to react between the overhead and low enders, this attack is very unsafe if blocked/parried. Additionally, opponents jumping back expecting command grab may end up getting a free punish as this propels Marisa toward them, so use this only if you've conditioned the opponent to expect an overhead. |
Line 1,153: |
Line 1,153: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214k_lplk}} | | {{AttackDataCargo-SF6/Query|marisa_214k_lplk}} |
| * Punish Counter state for entire duration | | * {{clr|PC|Punish Counter}} state for entire duration |
| * Range: 1.11 (final active frame: 1.17) | | * Range: 1.11 (final active frame: 1.17) |
| ** Includes the 0.22 forward movement from 214K startup | | ** Includes the 0.22 forward movement from 214K startup |