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| * '''Cancel Hitconfirm Window:''' 20f (TC) | | * '''Cancel Hitconfirm Window:''' 20f (TC) |
| <br> | | <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 follow-up like her other 5P buttons plus it can be charged to be + on block/combo on hit. |
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| Charged 5HP is your biggest Punish Counter starter as it becomes +14 on PC, so be ready to let one rip anytime a blocked reversal presents you with an opportunity to punish. | | Charged 5HP is your biggest Punish Counter starter as it becomes +14 on PC, so be ready to let one rip anytime a blocked reversal presents you with an opportunity to punish. |
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| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| <br> | | <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 follow-ups from either drive mechanics or her scary callout specials. |
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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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| * '''Cancel Hitconfirm Window:''' 20f (TC) | | * '''Cancel Hitconfirm Window:''' 20f (TC) |
| <br> | | <br> |
| Marisa's furthest reaching medium poke as it moves her forward. A decent poke/whiff punish normal, especially when combined with drive rush as its forward movement allows for easy followups from 4HP on counter-hit. | | Marisa's furthest reaching medium poke as it moves her forward. A decent poke/whiff punish normal, especially when combined with drive rush as its forward movement allows for easy follow-ups from 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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| * '''Cancel Hitconfirm Window:''' 49f (Super) | | * '''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 follow-up from 6MP, ideally for if you want higher damage once you have a Super to burn. Despite being super cancelable, the combined startup of 6MP~HK make this impossible to use as a DI callout. |
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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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| The fully charged version of Gladius shuts down Drive Impact, which would otherwise be a potent counter to Marisa's moveset. The slow startup makes it easy to interrupt with a jump or a Super on reaction, so it's important to mix up the timing so that the opponent can't overly rely on any one defensive option. Many opponents will instead attempt to Perfect Parry in response to the slow startup. Mixing between slower and faster versions makes this hard to do on reaction, as it's not immediately obvious which strength Marisa is using (except for the OD version, of course). By making the opponent block or parry, you put yourself at excellent frame advantage and can continue enforcing your pressure at will. | | The fully charged version of Gladius shuts down 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 first hit of charged Gladius crumples the opponent before transitioning to a cinematic. If Marisa trades with the opponent as her armor runs out, the crumple still happens, allowing for a combo conversion. If the charged hit connects on an airborne opponent, the 2nd hit of the followup will drop, dealing 200 less damage and losing the Hard Knockdown status. | | The first hit of charged Gladius crumples the opponent before transitioning to a cinematic. If Marisa trades with the opponent as her armor runs out, the crumple still happens, allowing for a combo conversion. If the charged hit connects on an airborne opponent, the 2nd hit of the follow-up will drop, dealing 200 less damage and losing the Hard Knockdown status. |
| }} | | }} |
| </tabber> | | </tabber> |
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| }} | | }} |
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| ======<font style="visibility:hidden; float:right">Dimachaerus Followup (214P~6P)</font>====== | | ======<font style="visibility:hidden; float:right">Dimachaerus Follow-up (214P~6P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Dimachaerus Followup | | | title = Dimachaerus Follow-up |
| | subtitle = | | | subtitle = |
| | input = 214P~6P | | | input = 214P~6P |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_214lp_6p}} | | {{AttackDataCargo-SF6/Query|marisa_214lp_6p}} |
| * Immediate knockdown with no possible followup | | * Immediate knockdown with no possible follow-up |
| {{AttackDataCargo-SF6/Query|marisa_214mp_6p}} | | {{AttackDataCargo-SF6/Query|marisa_214mp_6p}} |
| * Causes [[Street_Fighter_6/Glossary#Juggles|limited juggle]] OTG Bounce vs. airborne opponents | | * Causes [[Street_Fighter_6/Glossary#Juggles|limited juggle]] OTG Bounce vs. airborne opponents |
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| * Counts as 2 hits for damage scaling when comboed into | | * Counts as 2 hits for damage scaling when comboed into |
| <br> | | <br> |
| A followup to Dimachaerus that can only come out on hit or when absorbed by armor. Unless canceling into a Super, there is no reason not to input this move every time; 214PP can technically lead to a safe jump j.LK, but this would never be worth the huge damage sacrifice. | | A follow-up to Dimachaerus that can only come out on hit or when absorbed by armor. Unless canceling into a Super, there is no reason not to input this move every time; 214PP can technically lead to a safe jump j.LK, but this would never be worth the huge damage sacrifice. |
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| The LP version is a simple knockdown ender, as is the MP version on grounded opponents. Using MP Dimachaerus as an anti-air allows the followup to ground bounce high enough for a followup juggle; depending on the timing, you may need to delay the 6P to connect properly. The HP and OD versions ground bounce even on grounded opponents, leading to extremely damaging combos despite the extra damage scaling applied to the juggle followups. | | The LP version is a simple knockdown ender, as is the MP version on grounded opponents. Using MP Dimachaerus as an anti-air allows the follow-up to ground bounce high enough for a follow-up juggle; depending on the timing, you may need to delay the 6P to connect properly. The HP and OD versions ground bounce even on grounded opponents, leading to extremely damaging combos despite the extra damage scaling applied to the juggle follow-ups. |
| }} | | }} |
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| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|marisa_236236p_hold|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|marisa_236236p_hold|caption=}} |
| ----
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| {{MoveDataCargoImage|hitbox=yes|imageHeight=12px|marisa_236236p_counter|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_236236p}} | | {{AttackDataCargo-SF6/Query|marisa_236236p}} |