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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5lp}} | | {{AttackDataCargo-SF6/Query|marisa_5lp}} |
| | * '''Cancel Hitconfirm Window:''' 13f (TC) |
| | <br> |
| Your standard jab. 6f makes this slower than most light options, so avoid using it as a mash over 2LP. Furthermore it's not special cancelable and doesn't link into anything besides its Target Combo follow-up on Counter-Hit. | | Your standard jab. 6f makes this slower than most light options, so avoid using it as a mash over 2LP. Furthermore it's not special cancelable and doesn't link into anything besides its Target Combo follow-up on Counter-Hit. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5mp}} | | {{AttackDataCargo-SF6/Query|marisa_5mp}} |
| | * '''Cancel Hitconfirm Window:''' 16f (TC) |
| | <br> |
| A stubby punch. Being in range to land this is one of your primary goals as it's fairly quick, very safe, leads to Marisa's most important target combo and is an important combo starter in general. At only -1 with not much pushback, using this for stagger pressure isn't the worst idea so long as you've conditioned the opponent to expect the follow-up. | | A stubby punch. Being in range to land this is one of your primary goals as it's fairly quick, very safe, leads to Marisa's most important target combo and is an important combo starter in general. At only -1 with not much pushback, using this for stagger pressure isn't the worst idea so long as you've conditioned the opponent to expect the follow-up. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5hp}} | | {{AttackDataCargo-SF6/Query|marisa_5hp}} |
| | * '''Cancel Hitconfirm Window:''' 18f (TC) |
| {{AttackDataCargo-SF6/Query|marisa_5hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_5hp_hold}} |
| | * '''Cancel Hitconfirm Window:''' 20f (TC) |
| | <br> |
| An approaching downward hook. Not cancelable but has a notable followup like her other 5P buttons plus it can be charged to be + on block/combo on hit. | | An approaching downward hook. Not cancelable but has a notable followup like her other 5P buttons plus it can be charged to be + on block/combo on hit. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5lk}} | | {{AttackDataCargo-SF6/Query|marisa_5lk}} |
| | * '''Cancel Hitconfirm Window:''' 15f |
| | <br> |
| A quick shin kick. Marisa's furthest reaching light. Unfortunately extremely limited follow-ups even with counter-hits; even 214LP can whiff/be blocked if 5LK hits close to the tip. | | A quick shin kick. Marisa's furthest reaching light. Unfortunately extremely limited follow-ups even with counter-hits; even 214LP can whiff/be blocked if 5LK hits close to the tip. |
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| {{AttackDataCargo-SF6/Query|marisa_5hk}} | | {{AttackDataCargo-SF6/Query|marisa_5hk}} |
| {{AttackDataCargo-SF6/Query|marisa_5hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_5hk_hold}} |
| <br>A slow roundhouse kick with good range. Moves Marisa forward, and the charged version moves further. | | <br> |
| | A slow roundhouse kick with good range. Moves Marisa forward, and the charged version moves further. |
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| This move is most important for its punish counter properties. On punish counter, the opponent is knocked into the air and can be juggled, leading to high-damage combos. This juggle state lasts very long and so punish counter 5HK is an easy hit confirm. | | This move is most important for its punish counter properties. On punish counter, the opponent is knocked into the air and can be juggled, leading to high-damage combos. This juggle state lasts very long and so punish counter 5HK is an easy hit confirm. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2lp}} | | {{AttackDataCargo-SF6/Query|marisa_2lp}} |
| *Marisa's only grounded 4f normal | | * Chains into 2LP/2LK |
| | | * '''Cancel Hitconfirm Window:''' 15f |
| Standard crouching jab and Marisa's quickest attack.
| | <br> |
| | | A crouching jab with good range, and Marisa's quickest attack at only 4f startup. Can be buffered into 214LP for a combo conversion, but has few other useful cancel routes unless benefiting from Drive Rush or Punish Counter bonus advantage. |
| Chains into itself and 2LK. Special cancelable so get used to buffering out of this.
| |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2mp}} | | {{AttackDataCargo-SF6/Query|marisa_2mp}} |
| | * '''Cancel Hitconfirm Window:''' 15f |
| | <br> |
| Very nice range for a crouching poke and special cancelable, being at range to land this is very ideal for Marisa as it gives her a poke with a multitude of followups from either drive mechanics or her scary callout specials. | | Very nice range for a crouching poke and special cancelable, being at range to land this is very ideal for Marisa as it gives her a poke with a multitude of followups from either drive mechanics or her scary callout specials. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2lk}} | | {{AttackDataCargo-SF6/Query|marisa_2lk}} |
| Your only conventional low combo starter, but a good one at least. Links into itself or 2LP for a special cancel. | | * Chains into 2LP/2LK |
| | <br> |
| | Your only conventional low combo starter, but a good one at least. Generally used to combo into 2LP > 214LP for a quick confirm. |
| }} | | }} |
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| Your go to low poke as it's your only real low poke. Unlike most 2MKs, this cannot be special canceled, so your only combo options are extremely limited even with counter-hits/drive rush. | | Your go to low poke as it's your only real low poke. Unlike most 2MKs, this cannot be special canceled, so your only combo options are extremely limited even with counter-hits/drive rush. |
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| Still important to keep opponent movement in check at mid-range or prevent them from just walking back out of your offense. | | Still important to keep the opponent's movement in check at mid-range or prevent them from just walking back out of your offense. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_2hk}} | | {{AttackDataCargo-SF6/Query|marisa_2hk}} |
| | * Counter-hit/Punish Counter: HKD +44 |
| | * Has juggle potential (no Hard Knockdown if juggled into) |
| | * 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 +47 |
| | * Has juggle potential (no Hard Knockdown if juggled into) |
| | * Releasing the button on frames 7-18 results in an uncharged 2HK with 4f additional startup |
| | <br> |
| Moves Marisa forward a bit. Not a particularly great sweep. | | Moves Marisa forward a bit. Not a particularly great sweep. |
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| Bit on the slower side so be careful using this as a reactionary punish against blocked sweeps: Cammy, Chun, Honda, Kimberly are a few examples that all recover from their blocked sweeps fast enough to block and punish your own.
| | A bit on the slower side so be careful using this as a reactionary punish against blocked sweeps: Cammy, Chun, Honda, Kimberly are a few examples that all recover from their blocked sweeps fast enough to block and punish your own. |
| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6mp}} | | {{AttackDataCargo-SF6/Query|marisa_6mp}} |
| 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 followups from 4HP on counthits. | | * '''Cancel Hitconfirm Window:''' 20f (TC) |
| | <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 followups from 4HP on counter-hit. |
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| Can be hit confirmed into one of two follow-up target combos, though both are very niche use. | | Can be hit confirmed into one of two follow-up target combos, though both are very niche use. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_4hp}} | | {{AttackDataCargo-SF6/Query|marisa_4hp}} |
| | * '''Cancel Hitconfirm Window:''' 20f |
| {{AttackDataCargo-SF6/Query|marisa_4hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_4hp_hold}} |
| | * '''Cancel Hitconfirm Window:''' 20f |
| | <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 drive rushes is vital for Marisa's combo game. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_3hp}} | | {{AttackDataCargo-SF6/Query|marisa_3hp}} |
| | * '''Cancel Hitconfirm Window:''' 16f (TC) |
| {{AttackDataCargo-SF6/Query|marisa_3hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_3hp_hold}} |
| | * '''Cancel Hitconfirm Window:''' 16f (TC) |
| | <br> |
| 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6hk}} | | {{AttackDataCargo-SF6/Query|marisa_6hk}} |
| | * '''Cancel Hitconfirm Window:''' 18f / 23f (TC) |
| {{AttackDataCargo-SF6/Query|marisa_6hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_6hk_hold}} |
| | * '''Cancel Hitconfirm Window:''' 20f / 25f (TC) |
| <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 EX quadriga, enabling many of her corner optimals. | | 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 EX quadriga, enabling many of her corner optimals. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_nj2hp}} | | {{AttackDataCargo-SF6/Query|marisa_nj2hp}} |
| | * Can hit cross-up; spike knockdown vs. airborne opponents |
| {{AttackDataCargo-SF6/Query|marisa_nj2hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_nj2hp_hold}} |
| * Charged version has 6f of landing recovery when landing before the charge finishes | | * Can hit cross-up; spike knockdown vs. airborne opponents |
| | * Releasing the button on frames 5-24 results in uncharged nj.2HP with 4f additional startup |
| | <br> |
| | An interesting air command normal that has a wide range of attack. Natively is able to cross up the opponent if done close to them. Can only be done during a neutral jump, so you'll need to train the other player to respect your other normals before attempting to land this, otherwise it can make for a rewarding surprise strike. |
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| An interesting air command normal that has a wide range of attack. Natively is able to cross up the opponent if done close to them. Can only be done during a neutral jump, so you'll need to train the other player to respect your other normals before attempting to land this, otherwise it can make for a rewarding surprise strike.
| | Due to the extra landing recovery on the charged version, it will always be punishable if Perfect Parried (can only be -5 at best). |
| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5lp_lp}} | | {{AttackDataCargo-SF6/Query|marisa_5lp_lp}} |
| <br>Light Punch Target Combo follow-up. Not a true combo unless the first hit was CH. Punishable on block so unless you are certain of a counter-hit then make sure to cancel into 236LP, which is gapless if the 2nd LP is blocked and a combo if hit. | | * '''Cancel Hitconfirm Window:''' 40-42f |
| | <br> |
| | Light Punch Target Combo follow-up. Not a true combo unless the first hit was CH. Punishable on block so unless you are certain of a counter-hit then make sure to cancel into 236LP, which is gapless if the 2nd LP is blocked and a combo if hit. |
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| Small gap between the two light punches make for a frame trap against mashers, but also an easy parry window, so be careful using this too predictably vs players who know how to parry effectively. | | Small gap between the two light punches make for a frame trap against mashers, but also an easy parry window, so be careful using this too predictably vs players who know how to parry effectively. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5mp_mp}} | | {{AttackDataCargo-SF6/Query|marisa_5mp_mp}} |
| <br>Medium Punch target combo follow-up. Unlike her LP/HP target combos, MP>MP does not have a gap between both 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. | | * '''Cancel Hitconfirm Window:''' 44-46f |
| | <br> |
| | Medium Punch target combo follow-up. Unlike her LP/HP target combos, MP>MP does not have a gap between both 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 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6mp_hp}} | | {{AttackDataCargo-SF6/Query|marisa_6mp_hp}} |
| <br>Marisa's 1st possible follow-up from 6MP, a punching sweep. Just as punishable as most sweeps, so hit-confirm into this if you intend to use it. | | <br> |
| | Marisa's 1st possible follow-up from 6MP, a punching sweep. Just as punishable as most sweeps, so hit-confirm into this if you intend to use it. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6mp_hk}} | | {{AttackDataCargo-SF6/Query|marisa_6mp_hk}} |
| * Cancelable into Supers
| | * Whiffs on crouching opponents |
| * Whiffs crouching opponents | | * '''Cancel Hitconfirm Window:''' 49f (Super) |
| | | <br> |
| <br>Marisa's 2nd possible followup 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 followup 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. |
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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 Drive Rushes into 6MP, this can allow for some unique confirms into SA1, such as after a Punish Counter 5HK. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_3hp_3hp}} | | {{AttackDataCargo-SF6/Query|marisa_3hp_3hp}} |
| <br>3HP Overhead follow-up. Tacks on 900 damage when used off her overhead. -3 on hit and and very punishable if blocked, making this a High-risk/Low-reward option. Has some use as a combo ender but ultimately a fairly limited use move altogether. | | <br> |
| | 3HP Overhead follow-up. Tacks on 900 damage when used off her overhead. -3 on hit and and very punishable if blocked, making this a High-risk/Low-reward option. Has some use as a combo ender but ultimately a fairly limited use move altogether. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214lp}} | | {{AttackDataCargo-SF6/Query|marisa_214lp}} |
| | * '''Anti-Air Invuln:''' 5-15f |
| | * '''Cancel Hitconfirm Window:''' 24f (Super) / 34f (follow-up, only combos up to 32f) |
| {{AttackDataCargo-SF6/Query|marisa_214mp}} | | {{AttackDataCargo-SF6/Query|marisa_214mp}} |
| | * '''Anti-Air Invuln:''' 6-19f (Head only) |
| | * '''Cancel Hitconfirm Window:''' 24f (Super) / 34f (follow-up) |
| {{AttackDataCargo-SF6/Query|marisa_214hp}} | | {{AttackDataCargo-SF6/Query|marisa_214hp}} |
| | * '''Anti-Air Invuln:''' 10-25f (Head only) |
| | * '''Cancel Hitconfirm Window:''' 25f (Super) / 34f (follow-up) |
| {{AttackDataCargo-SF6/Query|marisa_214pp}} | | {{AttackDataCargo-SF6/Query|marisa_214pp}} |
| * Light and OD version have air invuln starting on frame 5 | | * '''Anti-Air Invuln:''' 5-19f |
| | | * '''Cancel Hitconfirm Window:''' 25f (Super) / 37f (follow-up) |
| Your primary anti-air, combo ender for light confirms, and extension tool for most anything else. Extremely punishable if blocked, so make sure to properly confirm into this special. Each version can connect from a button of its corresponding strength (c.LP>(L)Dimachaerus/MP>MP>(M)Dimachaerus). OD version connects from any Medium cancelable normals. | | <br> |
| | Your primary anti-air, combo ender for light confirms, and extension tool for most anything else. Extremely punishable if blocked, so make sure to properly confirm into this special. Each version can connect from a button of its corresponding strength (e.g. 2LP > 214LP, 5MP~MP > 214MP, 4HP > 214HP). OD version connects from any Medium cancelable normals. |
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| Heavy version should be utilized wherever possible over the OD version. The heavy version allows for extensions similar to the Overdrive version that deal more damage and don't have the drawback of using Drive Meter. | | Heavy version should be utilized wherever possible over the OD version. The heavy version allows for extensions similar to the Overdrive version that deal more damage and don't have the drawback of using Drive Meter. |
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| | input = 214P~6P | | | input = 214P~6P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214p_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_214lp_6p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|marisa_214pp_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_214pp_6p|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214p_6p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_214lp_6p|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214lp_6p}} | | {{AttackDataCargo-SF6/Query|marisa_214lp_6p}} |
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| * Overdrive version breaks enemy armor and wallsplats in the corner, but counts as 2 hits of scaling in combos. | | * Overdrive version breaks enemy armor and wallsplats in the corner, but counts as 2 hits of scaling in combos. |
| * Hits 1 frame later against crouching opponents making it +3 on crouch block. | | * Hits 1 frame later against crouching opponents making it +3 on crouch block. |
| | | <br> |
| Marisa launches herself upward and swings down with a superman punch. A very versatile and important special as it can serve numerous uses for her: Advancing Poke, Pressure Starter/Reset, a Projectile Read, Combo Ender, and Combo Extension with Overdrive in the corner. While each version has the same frame advantage on block, the stronger versions leave Marisa closer to the opponent, letting her apply stronger pressure on block. | | Marisa launches herself upward and swings down with a superman punch. A very versatile and important special as it can serve numerous uses for her: Advancing Poke, Pressure Starter/Reset, a Projectile Read, Combo Ender, and Combo Extension with Overdrive in the corner. While each version has the same frame advantage on block, the stronger versions leave Marisa closer to the opponent, letting her apply stronger pressure on block. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_236lk}} | | {{AttackDataCargo-SF6/Query|marisa_236lk}} |
| | * ~50% screen length |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| {{AttackDataCargo-SF6/Query|marisa_236mk}} | | {{AttackDataCargo-SF6/Query|marisa_236mk}} |
| | * ~60% screen length |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| {{AttackDataCargo-SF6/Query|marisa_236hk}} | | {{AttackDataCargo-SF6/Query|marisa_236hk}} |
| | * ~70% screen length |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| {{AttackDataCargo-SF6/Query|marisa_236kk}} | | {{AttackDataCargo-SF6/Query|marisa_236kk}} |
| * Overdrive version Armor Breaks | | * Armor Break; ~65% screen length |
| 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 wallsplats. 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. | | * Wall Splat on hit (KD Adv. increases when farther from wall) |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| | <br> |
| | 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 w/ Armor Break, but it shares the L 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 DI attempts with Armor Break, though it shares the LK version's spacing requirements. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214k}} | | {{AttackDataCargo-SF6/Query|marisa_214k}} |
| | * '''Armor:''' 3-28(158)f Upper Body (1-hit); triggers Counter-attack |
| | * Can hold the button to extend the stance an extra 90f |
| | ** The final 26 recovery frames do not have armor |
| | * Cancelable into follow-ups after 8f |
| | * Stance cannot be canceled into from other attacks |
| {{AttackDataCargo-SF6/Query|marisa_214k_counter}} | | {{AttackDataCargo-SF6/Query|marisa_214k_counter}} |
| * Triggers automatically after absorbing attack | | * Triggers automatically after absorbing attack; can hold button to remain in stance after attack |
| * Recovery from this stance leave Marisa in a Punish Counter state | | * Marisa incurs only 6f armor hitstop (usually results in +1 Counter-hit rather than +3 Punish Counter vs. medium/heavy attacks) |
| * What can and cannot be armored is determined by hitbox position. Some lows can be absorbed and some mids and even a few overheads can not be absorbed. | | * Punish Counter state for entire duration |
| <br>Grants Marisa upper body armor. Has two frames of startup, so it loses to any proper meaties on wakeup. Decent for catching approaching specials on reaction or as an anti-air, but take care not to be baited and thrown out of this.
| | 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}} |
| | * '''Armor:''' 1-28(58)f Full Body (2-hit); triggers Counter-attack |
| | * Can hold the button to extend the stance an extra 30f |
| | ** The final 29 recovery frames do not have armor |
| | * Cancelable into follow-ups after 8f (OD follow-ups are identical to meterless version) |
| | * Stance cannot be canceled into from other attacks |
| {{AttackDataCargo-SF6/Query|marisa_214kk_counter}} | | {{AttackDataCargo-SF6/Query|marisa_214kk_counter}} |
| * Triggers automatically after absorbing attack | | * Triggers automatically after absorbing attack; can hold button to remain in stance after attack |
| * Recovery from this stance leave Marisa in a Punish Counter state | | * Marisa incurs only 6f armor hitstop (usually results in +1 Counter-hit rather than +3 Punish Counter vs. medium/heavy attacks) |
| ** NOTE: OD Scutum does not effect any of its follow-ups in any way.
| | * 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. |
| Armors everything including lows. Still loses to grabs though.
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| Activates immediately, making it an effective reversal option against safe jumps. The OD version also has two hits of armor, allowing it to absorb and counter many multi-hitting moves that would beat meterless Scutum.
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| This is still an armored move; Using it at very low HP will result in death even if a move is armored through.
| | Like all armored moves, Marisa still takes 50% recoverable damage when absorbing attacks; this means she can be KO'd when this move is used at low health. |
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| {{AttackDataCargo-SF6/Query|marisa_214k_p}} | | {{AttackDataCargo-SF6/Query|marisa_214k_p}} |
| * | | * 1st active frame only hits airborne opponents (causes spike knockdown) |
| | * '''Cancel Hitconfirm Window:''' 16f (Follow-up; 17f if 1st active frame hits airborne) |
| | * Punish Counter state for entire duration |
| {{AttackDataCargo-SF6/Query|marisa_214k_p_p}} | | {{AttackDataCargo-SF6/Query|marisa_214k_p_p}} |
| * No difference when performed from OD Scutum | | * True blockstring from 214K~P overhead starter |
| | * Punish Counter state for entire duration |
| <br> | | <br> |
| Marisa makes a heart shaped double handed punch. Scutum's overhead follow-up and your safest option from it provided your using it as a mix-up opportunity and didn't armor through anything. The 2nd hit must be input immediately, making it near impossible to actually hit confirm and fairly risky. | | 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. |
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| | These follow-ups are identical between the meterless and OD Scutum starters. |
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| {{AttackDataCargo-SF6/Query|marisa_214k_k}} | | {{AttackDataCargo-SF6/Query|marisa_214k_k}} |
| * No difference when performed from OD Scutum | | * Punish Counter state for entire duration |
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| A cutting sweep that travels forward. Low follow-up from Scutum. Their similar startup make reacting between overhead/low very difficult, but 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 100% conditioned the opponent to expect an overhead and they're wary on parrying. | | 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. |
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| | This follow-up is identical between the meterless and OD Scutum starters. |
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| {{AttackDataCargo-SF6/Query|marisa_214k_lplk}} | | {{AttackDataCargo-SF6/Query|marisa_214k_lplk}} |
| * No difference when performed from OD Scutum | | * Punish Counter state for entire duration |
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| Command Grab Followup from Scutum. Though her fastest follow-up from Scutum, it is on the slower side for command grabs due to needing at least 8f initial startup of Scutum on top of the 5 to activate the grab, so don't go for this without conditioning the opponent to parry or stay put. | | 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. |
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| | This follow-up is identical between the meterless and OD Scutum starters. |
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| <br> | | <br> |