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| {{AttackDataCargo-SF6/Query|marisa_2lp}} | | {{AttackDataCargo-SF6/Query|marisa_2lp}} |
| * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} (4f gap when chained into itself) | | * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} (2f gap when chained into itself) |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| ** Special cancel is delayed until after active frames ({{clr|DR|DR}}: after 1st recovery frame) | | ** Special cancel is delayed until after active frames ({{clr|DR|DR}}: after 2nd recovery frame) |
| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-3}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-3}} oB |
| * 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 {{clr|PC|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. |
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| 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}}.
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| Charged {{clr|H|2HP}} is primarily combo filler as it leaves the opponent in juggle state. While charging can lead to big damage if it hits an aerial opponent, whiffing leaves you wide-open to an easy punish, so it's not recommended unless you have a huge read on an opponent's jump habits. | | Charged {{clr|H|2HP}} is primarily combo filler as it leaves the opponent in juggle state. While charging can lead to big damage if it hits an aerial opponent, whiffing leaves you wide-open to an easy punish, so it's not recommended unless you have a huge read on an opponent's jump habits. |
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| As a punish starter, both versions launch the opponent high into the air. Marisa can implement several charged normals or Target Combos afterwards for some incredible damage. | | As a punish starter, both versions launch the opponent high into the air. Marisa can implement several charged normals or Target Combos afterwards, or even cancel into charged Level 1 for some incredible damage. |
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| {{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 {{clr|PC|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. {{sf6-adv|VP|+7}} on hit from {{clr|DR|Drive Rush}}, allowing decent conversions if hit close enough. |
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| 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. |
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| * Releasing the button on frames 5-19 results in uncharged {{clr|H|nj.2HP}} with 4f additional startup | | * Releasing the button on frames 5-19 results in uncharged {{clr|H|nj.2HP}} with 4f additional startup |
| <br> | | <br> |
| 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. | | 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. Deals the most drive damage of Marisa's jump buttons. |
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| <br> | | <br> |
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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|DR|Drive Rush}} cancel into a 5f or faster button like {{clr|L|2LP}} or {{clr|L|2LK}}. | | 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|DR|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|OD|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. | | 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 some {{clr|OD|OD}} reversal options, and charged OD Gladius beats all of them. 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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| * () refers to scaled damage after {{clr|H|5HP}}/{{clr|H|5[HP]}} combo starter | | * () refers to scaled damage after {{clr|H|5HP}}/{{clr|H|5[HP]}} combo starter |
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| 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|DR|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. | | 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|DR|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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| 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|DR|Drive Impact}} during the gap will beat the regular TC, but if Marisa starts with {{clr|DR|Drive Rush}} or Charged {{clr|H|5[HP]}} then she recovers in time for a {{clr|DR|counter-DI}}. | | 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|DR|Drive Impact}} during the gap will beat the regular TC, but if Marisa starts with {{clr|DR|Drive Rush}} or Charged {{clr|H|5[HP]}} then she recovers in time for a {{clr|DR|counter-DI}}. |
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| Marisa can dash after a corner Forward Throw to become {{sf6-adv|P|+1}} at point blank; this does not allow for a true throw loop, as the opponent's reversal 4f normal will beat an immediate throw. The threat of {{clr|L|2LP}} may convince them not to mash, but it's not the most rewarding option for her. A dash does allow Marisa to walk back for a shimmy, which can lead to immense damage if the opponent takes the bait. However, characters with longer throw range (Marisa, Blanka, E. Honda, and Zangief) can throw her out of this shimmy attempt unless they delay their throw tech by several frames. | | Marisa can dash after a corner Forward Throw to become {{sf6-adv|P|+1}} at point blank; this does not allow for a true throw loop, as the opponent's reversal 4f normal will beat an immediate throw. The threat of {{clr|L|2LP}} may convince them not to mash, but it's not the most rewarding option for her. A dash does allow Marisa to walk back for a shimmy, which can lead to immense damage if the opponent takes the bait. However, characters with longer throw range (Marisa, Blanka, E. Honda, and Zangief) can throw her out of this shimmy attempt unless they delay their throw tech by several frames. |
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| {{clr|DR|Drive Rush}} allows Marisa to enact a true throw loop at the cost of 1 Drive bar per attempt. She can also delay her attack in order to bait invincible reversals during the {{clr|DR|Drive Rush}} animation. Mixing throw with powerful starters like {{clr|DR|DR~}}{{clr|M|5MK}} and {{clr|DR|DR~}}{{clr|H|5HP}} can quickly overwhelm a cornered opponent. | | {{clr|DR|Drive Rush}} allows Marisa to enact a true throw loop at the cost of 1 Drive bar per attempt. She can also delay her attack in order to bait invincible reversals during the {{clr|DR|Drive Rush}} animation. Mixing throw with powerful starters like {{clr|DR|DR~}}{{clr|H|5HP}} and {{clr|H|6[HK]}} can quickly overwhelm a cornered opponent. |
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| * '''Cancel Hitconfirm Window:''' 24f (Super) / 34f (follow-up, only combos up to 32f) | | * '''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) | | * '''Anti-Air Invuln:''' 6-19f (Upper body) |
| * '''Cancel Hitconfirm Window:''' 24f (Super) / 34f (follow-up) | | * '''Cancel Hitconfirm Window:''' 24f (Super) / 34f (follow-up) |
| {{AttackDataCargo-SF6/Query|marisa_214hp}} | | {{AttackDataCargo-SF6/Query|marisa_214hp}} |
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| * 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) | | * 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) |
| * {{clr|PC|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. At only {{sf6-adv|P|+1}} on hit when countering most moves, the reward Scutum grants is less than ideal, and arguably almost disadvantageous for Marisa. |
| {{AttackDataCargo-SF6/Query|marisa_214kk}} | | {{AttackDataCargo-SF6/Query|marisa_214kk}} |
| * '''Full Body Armor (2-hit):''' 1-28(58)f; triggers Counter-attack | | * '''Full Body Armor (2-hit):''' 1-28(58)f; triggers Counter-attack |
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| * 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) | | * 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) |
| * {{clr|PC|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. Immensely risky when used as a reversal, losing 3 bars of Drive Gauge if Marisa is thrown. |
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| 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. | | 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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| Armored haymaker Super Art that can be charged to change its properties. | | Armored haymaker Super Art that can be charged to change its properties. |
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| The uncharged version is quite slow as a reversal, and Marisa takes armor damage that can lead to a KO at very low health. All versions lose to throws, and can be too slow to counter some meaty projectiles on wakeup. | | The uncharged version is quite slow as a reversal, and Marisa takes armor damage that can lead to a KO at very low health. It loses to throws, and can be too slow to counter some meaty projectiles on wakeup. |
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| The held version is a much better reversal due to the cinematic counter that triggers when absorbing a strike; this counter does not cause Marisa to take any armor damage, but can be baited with safe jump timing. The held counter does not lose to Armor Break attacks; for example, a normal canceled into {{clr|SA|236236[P]}} will beat the opponent's Drive Reversal unless they delay it significantly. | | The held version is a much better reversal due to the cinematic counter that triggers when absorbing strikes and throws; this counter does not cause Marisa to take any armor damage, but can be baited with safe jump timing. The held counter does not lose to Armor Break attacks; for example, a normal canceled into {{clr|SA|236236[P]}} will beat the opponent's Drive Reversal unless they delay it significantly. |
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| Javelin is fairly easy to route as a combo ender for a relatively cheap 3000-4000 damage from most common routes. If the opponent is midscreen, this causes a reset to neutral that gives up all of Marisa's momentum. The charged version can always land after an {{clr|OD|OD Phalanx}} corner wall splat for some extra damage. If the held version connects at max distance (active frames 4-6), it triggers a weaker version that does reduced damage and Drive depletion and is no longer a hard knockdown. | | Javelin is fairly easy to route as a combo ender for a relatively cheap 3000-4000 damage from most common routes. If the opponent is midscreen, this causes a reset to neutral that gives up all of Marisa's momentum. The charged version can always land after an {{clr|OD|OD Phalanx}} corner wall splat, and when cancelled from {{clr|H|2{HP]}}, for some extra damage. If the held version connects at max distance (active frames 4-6), it triggers a weaker version that does reduced damage and Drive depletion and is no longer a hard knockdown. |
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| * 40% minimum damage scaling; applies 15% immediate scaling when comboed into | | * 40% minimum damage scaling; applies 15% immediate scaling when comboed into |
| <br> | | <br> |
| Marisa launches herself upward and slams the opponent back to the ground. The full invincibility makes it a more consistent reversal than {{clr|SA|SA1}}, as well as a strong anti-air that's easy to input when buffering 214P (her other go-to anti-air). It can also be a useful juggle ender, granting better damage and positioning than {{clr|SA|SA1}} (especially midscreen). | | Marisa launches herself upward and slams the opponent back to the ground. The full invincibility makes it a more consistent reversal than {{clr|SA|SA1}}, as well as a strong anti-air that's easy to input when buffering 214P (her other go-to anti-air). It can also be a useful juggle ender, granting better damage and positioning than {{clr|SA|SA1}} (especially midscreen). Can be steered on startup to catch certain jump angles, as well as to finish comboes that would otherwise drop. |
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| If the first hit connects, it triggers a cinematic hit that does above average damage for a {{clr|SA|Level 2 Super}}. On block or whiff, Marisa continues the attack with a downward slam that does 500 less damage than the cinematic version (while still dealing 1 full bar of Drive damage on hit). This second attack can easily be avoided with a jump, but Marisa's collision box stretches downward far enough that the opponent can't walk or dash under her without a low-profile move. | | If the first hit connects, it triggers a cinematic hit that does above average damage for a {{clr|SA|Level 2 Super}}. On block or whiff, Marisa continues the attack with a downward slam that does 500 less damage than the cinematic version (while still dealing 1 full bar of Drive damage on hit). This second attack can easily be avoided with a jump, but Marisa's collision box stretches downward far enough that the opponent can't walk or dash under her without a low-profile move. |