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| {{AttackDataCargo-SF6/Query|marisa_5lp_lp}} | | {{AttackDataCargo-SF6/Query|marisa_5lp_lp}} |
| | * 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|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+9}} oB |
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| * Applies an extra 15% damage scaling to next attack when comboed into (e.g. from CH 5LP) | | * Applies an extra 15% damage scaling to next attack when comboed into (e.g. from CH 5LP) |
| <br> | | <br> |
| A Target Combo follow-up from 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 236LP for safety if you don't confirm the initial counter-hit. Canceling into 236MP can also be effective as yet another 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|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. |
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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 5LP, the LP follow-up can be hitconfirmed on its own with good reactions, allowing a stronger follow-up like 214PP or a Super. | | 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. |
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| {{AttackDataCargo-SF6/Query|marisa_5mp_mp}} | | {{AttackDataCargo-SF6/Query|marisa_5mp_mp}} |
| | * 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|4|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|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+5}} oB |
| <br> | | <br> |
| Medium Punch target combo follow-up. Unlike her LP and HP target combos, there is no gap between the 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.
| | 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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| No special cancel is gapless barring 214LP, which is heavily punishable, and {{clr|4|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.
| | 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. |
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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}}. |
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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. |
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| {{AttackDataCargo-SF6/Query|marisa_5hp_hp}} | | {{AttackDataCargo-SF6/Query|marisa_5hp_hp}} |
| | * Leaves a 6f blockstring gap after {{clr|H|5HP}}; only 1f gap after charged {{clr|H|5[HP]}} |
| | * () refers to scaled damage after {{clr|H|5HP}}/{{clr|H|5[HP]}} combo starter |
| <br> | | <br> |
| Plus on block target combo. Primarily used to give 5HP a knockdown on normal hit.
| | 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. |
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| It has a 5F gap on block, coupled with 5HP's forward movement it can be difficult to land outside of burnout. Starting this target combo with charged 5HP gives it a 0F gap, but Charged 5HP is more plus and has less pushback so it's not advisable.
| | 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}}. |
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| {{AttackDataCargo-SF6/Query|marisa_6mp_hp}} | | {{AttackDataCargo-SF6/Query|marisa_6mp_hp}} |
| | * True blockstring from {{clr|M|6MP}} even at max delay |
| <br> | | <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.
| | 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. |
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| * Punish Counter: KD +49 | | * Punish Counter: KD +49 |
| * '''Cancel Hitconfirm Window:''' 49f (Super) | | * '''Cancel Hitconfirm Window:''' 49f (Super) |
| | ** Super cancel is delayed until after 3rd active frame |
| <br> | | <br> |
| 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 {{clr|4|DI}} callout.
| | 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. |
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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 uses {{clr|4|DR~}}{{clr|M|6MP}}, this can allow for some unique confirms into {{clr|10|SA1}}, such as after a Punish Counter 5HK.
| | 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. |
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| {{AttackDataCargo-SF6/Query|marisa_3hp_3hp}} | | {{AttackDataCargo-SF6/Query|marisa_3hp_3hp}} |
| | * Always a true blockstring even at max delay |
| <br> | | <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. | | An extension from the {{clr|H|3HP}} overhead, primarily used in juggles or to finish off an opponent when you're confident they won't block the first hit. Slightly negative on hit and very punishable on block, making this high risk and low reward in most cases. There is no gap that you can use to call out the opponent's mashing, and the hitconfirm window is fairly strict (though not impossible to react to). |
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| | The small OTG bounce from a juggled {{clr|H|3HP}} is what allows this to work in juggles consistently. |
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| {{AttackDataCargo-SF6/Query|marisa_6hk_6hk}} | | {{AttackDataCargo-SF6/Query|marisa_6hk_6hk}} |
| | * 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}} |
| <br> | | <br> |
| A delayable target combo.
| | An easily hitconfirmable Target Combo from Marisa's advancing {{clr|H|6HK}}. Other cancel routes are much stronger, but can be harder to confirm in neutral or cost too many resources in some circumstances. It does lead to good midscreen oki after a {{clr|4|DR~}}{{clr|H|6HK}} juggle, giving it some utility. |
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| OK damage and very unsafe on block. Since 6HK is special cancelable and leads to 214HP, this target combo is often out classed by other routes against a grounded opponent. Notably, This target combo gives good midscreen oki after a {{clr|4|DR~}}{{clr|H|6HK}} juggle.
| | 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. |
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| {{AttackDataCargo-SF6/Query|marisa_jmp_mp}} | | {{AttackDataCargo-SF6/Query|marisa_jmp_mp}} |
| Volare Combo deals 1500 damage and leads to consistent frame advantage and strong oki, making it a very strong air-to-air option. If your reactions are fast enough, this is generally stronger than Marisa's grounded anti-air options as well. If you haven't incorporated this into your game, you should as Marisa's anti-air options are otherwise mediocre. | | * Spike knockdown vs. airborne opponents |
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| | Volare Combo deals 1500 total damage and leads to consistent frame advantage and strong oki, making it a very strong air-to-air option. If your reactions are fast enough, this is generally stronger than Marisa's grounded anti-air options as well. An important part of any well-rounded Marisa's gameplan, as her grounded anti-air options are generally quite mediocre. |
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| <br> | | <br> |