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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 {{clr|4|Drive Rush}} as its forward movement allows for easy follow-ups from counter-hit 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|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}}. |
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| Can be hit confirmed into one of two follow-up target combos, though both have a very niche use. | | Can be hitconfirmed into one of two follow-up Target Combos, though both have a very niche use. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_4hp}} | | {{AttackDataCargo-SF6/Query|marisa_4hp}} |
| | * 3f extra recovery on whiff |
| | * Can hold button 17f for improved properties |
| | * Causes air reset when juggled into (except from {{clr|4|Drive Rush}}) |
| * '''Cancel Hitconfirm Window:''' 20f | | * '''Cancel Hitconfirm Window:''' 20f |
| ** Special/{{clr|4|DR}} cancel is delayed until after 2nd recovery frame | | ** Special/{{clr|4|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|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+9}} oB |
| {{AttackDataCargo-SF6/Query|marisa_4hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_4hp_hold}} |
| | * 5f extra recovery on whiff |
| | * Releasing the button on frames 5-16 results in uncharged version with 3f startup |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * 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|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+23}} oH / {{sf6-adv|VP|+14}} oB |
| <br> | | <br> |
| Lead uppercut. Marisa's most important normal for combos as she's capable of landing pretty much any special after this, including 214HP for big and meter efficient damage. Leading into this normal via punish counters and {{clr|4|Drive Rushes}} is vital for Marisa's combo game. | | 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. |
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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. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|marisa_3hp}} | | {{AttackDataCargo-SF6/Query|marisa_3hp}} |
| | * Causes short OTG bounce vs. airborne opponents |
| | * Can hold button 17f for improved properties |
| * '''Cancel Hitconfirm Window:''' 16f (TC) | | * '''Cancel Hitconfirm Window:''' 16f (TC) |
| {{AttackDataCargo-SF6/Query|marisa_3hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_3hp_hold}} |
| | * Causes short OTG bounce vs. airborne opponents |
| | * Releasing the button on frames 7-16 results in uncharged version with 14f startup |
| * '''Cancel Hitconfirm Window:''' 16f (TC) | | * '''Cancel Hitconfirm Window:''' 16f (TC) |
| <br> | | <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.
| | 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}}. |
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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. |
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| If Marisa's close enough (near point blank) after landing light Dimachaerus combo, charging into this overhead immediately will land meaty and catch both neutral and back-tech. Recovers in time to react to reversal {{clr|4|Drive Impact}}, but loses to OD reversals and being meaty makes it susceptible to a perfect parry.
| | 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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| {{AttackDataCargo-SF6/Query|marisa_6hk}} | | {{AttackDataCargo-SF6/Query|marisa_6hk}} |
| | * Forces Stand on hit |
| | * 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|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+12}} oB |
| {{AttackDataCargo-SF6/Query|marisa_6hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_6hk_hold}} |
| | * Forces Stand on hit |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Releasing the button on frames 7-14 results in uncharged version with 7f 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|4|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|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+21}} oH / {{sf6-adv|VP|+14}} oB |
| <br> | | <br> |
| Marisa's longest range special cancelable normal. In combos it serves a very similar function to 4HP, although its higher hitstun allows it to combo into OD Quadriga, enabling many of her corner optimal routes. | | Marisa's longest 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. |
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| | Because the opponent will always be standing on hit, 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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| {{AttackDataCargo-SF6/Query|marisa_nj2hp}} | | {{AttackDataCargo-SF6/Query|marisa_nj2hp}} |
| * Can hit cross-up; spike knockdown vs. airborne opponents | | * Can hit cross-up; spike knockdown vs. airborne opponents |
| | * Can hold button 20f for improved properties |
| {{AttackDataCargo-SF6/Query|marisa_nj2hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_nj2hp_hold}} |
| * Can hit cross-up; spike knockdown vs. airborne opponents | | * Can hit cross-up; spike knockdown vs. grounded/airborne opponents |
| * Releasing the button on frames 5-24 results in uncharged nj.2HP with 4f additional startup | | * Releasing the button on frames 5-24 results in uncharged {{clr|H|nj.2HP}} with 4f additional startup |
| <br> | | <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. | | An interesting air command normal that has a wide horizontal hitbox. The cross-up hitbox prevents opponents from easily walking or dashing under Marisa's neutral jumps, forcing them to anti-air or back up to avoid it. |
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| Due to the extra landing recovery on the charged version, it will always be punishable if Perfect Parried (can only be -5 at best). | | Due to the extra landing recovery on the charged version, it will always be punishable if Perfect Parried, as it can only be {{sf6-adv|VM|-5}} at best. |
| }} | | }} |
| <br> | | <br> |