input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 400 | 6 | 3 | 11 | 19 | 0 | -2 | LH | TC | 13 |
5MP | 700 | 7 | 4 | 15(17) | 25(27) | +2 | -1 | LH | TC | 16 |
5HP | 1000 | 12 | 2 | 23 | 36 | +3 | -3 | LH | TC | 18 |
5[HP] | 1200 | 23(5) | 2 | 21(22) | 45(46) | +7 | +4 | LH | TC | 20 |
5LK | 400 | 6 | 2 | 14 | 21 | 0 | -2 | LH | Sp SA | 15 |
5MK | 800 | 11 | 4 | 16 | 30 | +4 | -2 | LH | - | |
5HK | 1000 | 15 | 2 | 25 | 41 | +1 | -3 | LH | - | |
5[HK] | 1200 | 24(10) | 2 | 25 | 50 | KD +36 | +1 | LH | - | |
2LP | 300 | 4 | 2 | 10 | 15 | +3 | -3 | LH | Chn Sp SA | 15 |
2MP | 700 | 8 | 3 | 16 | 26 | +3 | -2 | LH | Sp SA | 15 |
2HP | 900 | 9 | 5 | 23 | 36 | KD +35 | -6 | LH | - | |
2[HP] | 1000 | 21(4) | 6 | 21 | 47 | KD +52 | -3 | LH | - | |
2LK | 300 | 5 | 3 | 12 | 19 | 0 | -3 | L | Chn | |
2MK | 600 | 9 | 3 | 18 | 29 | +2 | -2 | L | - | |
2HK | 1000 | 11 | 3 | 26 | 39 | HKD +29 | -11 | L | - | |
2[HK] | 1200 | 20(4) | 3 | 20(23) | 42(45) | HKD +35 | -3 | L | - | |
j.LP | 300 | 4 | 7 | 3 land | - | +9(+11) | +6(+8) | H | - | |
j.MP | 700 | 7 | 4 | 3 land | - | +8(+11) | +4(+7) | H | TC | |
j.HP | 800 | 10 | 7 | 3 land | - | +9(+15) | +5(+11) | H | - | |
j.[HP] | 1500 | 28(5) | 6 | 3 land | - | HKD +69(+75) | +12(+18) | H | - | |
j.LK | 300 | 5 | 10 | 3 land | - | +4(+11) | +1(+8) | H | - | |
j.MK | 500 | 8 | 8 | 3 land | - | +9(+14) | +6(+11) | H | - | |
j.HK | 800 | 10 | 7 | 3 land | - | +10(+15) | +6(+11) | H | - | |
j.[HK] | 1500 | 29(3) | 6 | 3 land | - | HKD +70(+75) | +13(+18) | H | - | |
6MP | 800 | 10 | 2 | 20 | 31 | +2 | -3 | LH | TC | 20 |
4HP | 900 | 8 | 2 | 21(24) | 30(33) | +3 | -1 | LH | Sp SA | 20 |
4[HP] | 1000 | 20(3) | 2 | 19(24) | 39(45) | +13 | +4 | LH | Sp SA | 20 |
3HP | 900 | 21 | 2 | 21 | 43 | 0 | -3 | H | TC | 16 |
3[HP] | 1000 | 28(14) | 2 | 19 | 48 | +5 | +2 | H | TC | 16 |
6HK | 900 | 14 | 4 | 21 | 38 | 0 | -3 | LH | Sp SA TC | 18 Sp / 23 TC |
6[HK] | 1000 | 27(4~7) | 4 | 19 | 49 | +10 | +3 | LH | Sp SA TC | 20 Sp / 25 TC |
nj.2HP | 800 | 9 | 9 | 3 land | - | +11(+15) | +7(+11) | H | - | |
nj.2[HP] | 1500 | 28(4) | 9 | 3 land | - | HKD +71(+75) | +14(+18) | H | - | |
5LP~LP | 600 | 14 | 3 | 22 | 38 | -3 | -6 | LH | Sp SA | 40-42 (17) |
5MP~MP | 600 | 14 | 2 | 23 | 38 | -3 | -8 | LH | Sp SA | 44-46 |
5HP~HP | 1000 (900) | 24 | 3 | 19 | 45 | KD +35 | +2 | LH | - | |
6MP~HP | 800 | 11 | 2 | 26 | 38 | KD +31 | -12 | L | - | |
6MP~HK | 800 | 11 | 4 | 23 | 37 | KD +39 / (-21) | -10(-26) | LH | SA | 49 |
3HP~3HP | 900 | 18 | 2 | 24 | 43 | KD +29 | -12 | H | - | |
6HK~6HK | 1000 | 16 | 5 | 25 | 45 | KD +52 | -12 | LH | - | |
j.MP~MP | 800 | 10 | 3 | 3 land | - | - | - | H | - |
< Street Fighter 6 | Marisa
Frame Data Tables
Character Data
Marisa | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10500 | 0.9 | 0.039 | 0.027 | 22 | 25 | 1.40 | 0.90 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +4 | -12 | +4 | +2 | 14 | 12 | 9 | ||
5MP | +6 | -17 | +6 | +3 | 21 | 18 | 11 | |||
5HP | 10% Starter | +7 | -23 | +7 | +1 | 28 | 22 | 13 | ||
5[HP] | 10% Starter | +15 | -21 | +11 | +8 | 30 | 27 | 15 | ||
5LK | 20% Starter | +4 | -14 | +2 | 0 | +4 | +2 | 16 | 14 | 9 |
5MK | +8 | -18 | +8 | +2 | 24 | 18 | 11 | |||
5HK | 10% Starter | KD +58 Launch | -25 | +5 | +1 | 28 | 24 | 13 | ||
5[HK] | 10% Starter | KD +65 Launch | -25 | KD +36 | +5 | 28 | 15 | |||
2LP | 20% Starter | +7 | -10 | +3 | -3 | +7 | +1 | 15 | 9 | 9 |
2MP | +7 | -17 | +12 | +7 | +7 | +2 | 22 | 17 | 11 | |
2HP | KD +54 | -26 | KD +35 (Free Juggle) | -2 | 22 | 13 | ||||
2[HP] | KD +61 | -25 | KD +52 (Free Juggle) | +1 | 24 | 15 | ||||
2LK | 20% Starter | +4 | -13 | +4 | +1 | 15 | 12 | 9 | ||
2MK | +6 | -19 | +6 | +2 | 23 | 19 | 11 | |||
2HK | HKD +44 | -27 | HKD +29 | -7 | 18 | 13 | ||||
2[HK] | HKD +50 | -24 | HKD +35 | +1 | 20 | 15 | ||||
j.LP | +13(+15) | -4(-2) | 15 | 12 | 9 | |||||
j.MP | +12(+15) | -5(-2) | 15 | 11 | 11 | |||||
j.HP | +13(+19) | -8(-2) | 19 | 15 | 13 | |||||
j.[HP] | HKD +69(+75) | -8(-2) | 22 | 15 | ||||||
j.LK | +8(+15) | -9(-2) | 15 | 12 | 9 | |||||
j.MK | +13(+18) | -7(-2) | 18 | 15 | 11 | |||||
j.HK | +14(+19) | -7(-2) | 19 | 15 | 13 | |||||
j.[HK] | HKD +70(+75) | -7(-2) | 22 | 15 | ||||||
6MP | +6 | -20 | +6 | +1 | 24 | 19 | 11 | |||
4HP | +7 | -21 | +13 | +9 | +7 | +3 | 26 | 22 | 13 | |
4[HP] | +17 | -18 | +23 | +14 | +17 | +8 | 33 | 24 | 15 | |
3HP | +4 | -21 | +4 | +1 | 23 | 20 | 13 | |||
3[HP] | +9 | -19 | +9 | +6 | 26 | 23 | 13 | |||
6HK | +4 | -23 | +15 | +12 | +4 | +1 | 25 | 22 | 13 | |
6[HK] | +14 | -21 | +21 | +14 | +14 | +7 | 33 | 26 | 15 | |
nj.2HP | +15(+19) | -6(-2) | 19 | 15 | 13 | |||||
nj.2[HP] | HKD +71(+75) | -6(-2) | 22 | 15 | ||||||
5LP~LP | 10% Starter; Combo (extra 5%) | +1 | -23 | +12 | +9 | 22 | 19 | 13 | ||
5MP~MP | +1 | +10 | +5 | 22 | 17 | 13 | ||||
5HP~HP | KD +35 | -20 | 24 | 13 | ||||||
6MP~HP | KD +31 | 16 | 13 | |||||||
6MP~HK | KD +49 | 17 | 13 | |||||||
3HP~3HP | KD +29 | 14 | 13 | |||||||
6HK~6HK | KD +52 | -28 | 18 | 13 | ||||||
j.MP~MP | 11 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
5HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5[HP] | 8000 | [12000] | 3000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 4000 | [6000] | 2000 | 700 (490) | 350 (175) |
5HK | 5000 | [8000] | 3000 | 1000 (700) | 500 (250) |
5[HK] | 8000 | [12000] | 3000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
2HP | 5000 | [8000] | 2500 | 1000 (700) | 500 (250) |
2[HP] | 8000 | [12000] | 3000 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 4000 | [6000] | 2000 | 600 (420) | 300 (150) |
2HK | 3000 | [10000] | 2500 | 1000 (700) | 500 (250) |
2[HK] | 8000 | [12000] | 3000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 3000 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.[HP] | 6000 | [15000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.[HK] | 6000 | [15000] | 2000 | 1000 (700) | 500 (250) |
6MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
4HP | 5000 | [8000] | 2000 | 500 (350) | 250 (125) |
4[HP] | 6000 | [10000] | 2500 | 500 (350) | 250 (125) |
3HP | 5000 | [5000] | 1000 | 500 (350) | 250 (125) |
3[HP] | 5000 | [12000] | 1500 | 500 (350) | 250 (125) |
6HK | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
6[HK] | 8000 | [12000] | 3000 | 1000 (700) | 500 (250) |
nj.2HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
nj.2[HP] | 6000 | [15000] | 2000 | 1000 (700) | 500 (250) |
5LP~LP | 1000 | [5000] | 1000 | 1000 (700) | 500 (250) |
5MP~MP | 3000 | [5000] | 1500 | 1000 (700) | 500 (250) |
5HP~HP | 5000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6MP~HP | 5000 | [10000] | 2000 | 1000 (700) | 287 (143) |
6MP~HK | 5000 | [10000] | 2500 | 1000 (700) | 500 (250) |
3HP~3HP | 5000 | [5000] | 1000 | 500 (350) | 250 (125) |
6HK~6HK | 3000 | [5000] | 2500 | 1000 (700) | 500 (250) |
j.MP~MP | 1000 | 500 (350) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1.216 | 1 | 1 | 1 | |||
5MP | 1.356 | 1 | 1 | 1 | |||
5HP | 1.958 | 1 | 1 | 1 | |||
5[HP] | 2.188 | 1 | 1 | 1 | |||
5LK | 1.433 | 1 | 1 | 0 | |||
5MK | 1.749 | 1 | 1 | 1 | |||
5HK | 2.045 (2.016) | 1 / '"`UNIQ--templatestyles-00000000-QINU`"'0 PC | 1 | 1 | |||
5[HK] | 2.235 (2.206) | 1 / '"`UNIQ--templatestyles-00000002-QINU`"'0 PC | 1 | 1 | |||
2LP | 1.17 | 1 | 1 | 0 | |||
2MP | 1.45 | 1 | 1 | 0 | |||
2HP | 10-13 Air (Head) | 1.103 | 1 | 1 | 1 | ||
2[HP] | 20-31 Air (Head) | 1.103 | 1 | 1 | 1 | ||
2LK | 1.34 | 1 | 1 | 0 | |||
2MK | 1.623 | 1 | 1 | 0 | |||
2HK | 1.856 | 1 | 1 | 5 | |||
2[HK] | 1.956 | 1 | 1 | 5 | |||
j.LP | 1.24 | 1 | 1 | 1 | |||
j.MP | 1.26 | 1 | 10 | 4 | |||
j.HP | 1.14 | 1 | 1 | 1 | |||
j.[HP] | 1.14 | 1 | 1 | 1 | |||
j.LK | 0.64 | 1 | 1 | 0 | |||
j.MK | 1.31 | 1 | 1 | 0 | |||
j.HK | 1.19 | 1 | 1 | 1 | |||
j.[HK] | 1.19 | 1 | 1 | 1 | |||
6MP | 1.893 | 1 | 1 | 1 | |||
4HP | 1.323 | 1 | 1 | 1 | |||
4[HP] | 1.413 (1.361) | 1 | 1 | 1 | |||
3HP | 1.717 | 1 | 1 | 1 | |||
3[HP] | 1.907 | 1 | 1 | 1 | |||
6HK | 1.912 | 1 | 1 | 1 | |||
6[HK] | 2.212 | 1 | 1 | 1 | |||
nj.2HP | 0.93 | 1 | 1 | 1 | |||
nj.2[HP] | 0.93 | 1 | 1 | 1 | |||
5LP~LP | 1 | 1 | 1 | ||||
5MP~MP | 1 | 1 | 1 | ||||
5HP~HP | 1 | 1 | 2 | ||||
6MP~HP | |||||||
6MP~HK | 1 | 1 | 1 | ||||
3HP~3HP | 1 | 1 | 2 | ||||
6HK~6HK | 6 | 0 | 3 | ||||
j.MP~MP | 1 | 1 |
input | Notes |
---|---|
input | Notes |
5LP | Good neutral buffer into 5LP~LP Target Combo (requires at least a Counter-hit to combo); causes air reset if juggled into |
5MP | 2f extra recovery on whiff; great hitbox and a strong buffer into 5MP~MP Target Combo |
5HP | Can hold button 21f for improved properties; strong whiff punish tool |
5[HP] | 1f extra recovery on whiff; releasing the button on frames 7-17 results in uncharged version with 5f startup; great range and frame advantage for follow-up combos and pressure; puts airborne opponents into limited juggle state |
5LK | At farther ranges, can only combo into SA2; special cancel is delayed until after 2nd recovery frame; DR cancel is delayed until after 3rd recovery frame |
5MK | Good poke and Drive Rush starter |
5HK | Can hold button 17f for improved properties; solid poke with good hitbox priority; Punish Counter puts opponent into free juggle state; puts airborne opponents into limited juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles |
5[HK] | Releasing the button on frames 5-13 results in uncharged version with 10f startup; puts airborne opponents into limited juggle state; Punish Counter causes free juggle state |
2LP | Chains into 2LP/2LK (4f gap on block when chained into itself); Marisa's only 4f normal; special cancel is delayed until after active frames; DR cancel is delayed until after 1st recovery frame |
2MP | Long range for a cancelable 2MP (but slower than average startup) |
2HP | Can hold button 17f for improved properties; slow but solid anti-air; cannot hit cross-up; only first 2 active frames hit grounded opponents; active frames 3-5 only hit airborne opponents; puts opponent into limited juggle state on hit (higher launch vs. airborne, and much higher on Punish Counter) |
2[HP] | Launches opponent into limited juggle state on hit, and much higher launch on Punish Counter; useful for continuing juggles; cannot hit cross-up and too slow to realistically anti-air; only first 2 active frames hit grounded opponents; active frames 3-6 only hit airborne opponents; releasing the button on frames 5-16 results in uncharged version with 4f startup |
2LK | Chains into 2LP/2LK |
2MK | Solid low poke with good range and hitbox priority; can lead to combos out of Drive Rush |
2HK | Can hold button 20f for improved properties; has juggle potential (no Hard Knockdown if juggled into) |
2[HK] | 3f extra recovery on whiff; has juggle potential (no Hard Knockdown if juggled into); releasing the button on frames 7-15 results in uncharged version with 4f startup |
j.LP | Quick air-to-air |
j.MP | Puts airborne opponents into limited juggle state |
j.HP | Can hold button 20f for improved properties; causes spike knockdown vs. airborne opponents |
j.[HP] | Releasing the button on frames 5-22 results in uncharged version with 5f startup; causes spike knockdown |
j.LK | Cross-up; useful for safe jumps; can be used as a fuzzy instant overhead |
j.MK | Farthest reaching horizontal jump-in with good hitbox priority |
j.HK | Can hold button 20f for improved properties |
j.[HK] | Releasing the button on frames 7-25 results in uncharged version with 3f startup; causes spike knockdown |
6MP | Strong forward movement with useful links out after Counter-hit, Punish Counter, or Drive Rush; has 2 hitconfirmable Target Combo follow-ups |
4HP | 3f extra recovery on whiff; can hold button 17f for improved properties; causes air reset when juggled into without Drive Rush; short range but important in combos and pressure; special/DR cancel is delayed until after 2nd recovery frame |
4[HP] | 5f extra recovery on whiff; releasing the button on frames 5-16 results in uncharged version with 3f startup; short range but excellent combo and pressure tool; meaty connect does not give extra frame advantage; puts airborne opponents into limited juggle state |
3HP | Can hold button 17f for improved propertied; has a Target Combo follow-up; causes a short OTG bounce vs. airborne opponents |
3[HP] | Slow overhead that can combo on hit or give pressure on block; releasing the button on frames 7-13 results in uncharged version with 14f startup; causes a short OTG bounce vs. airborne opponents |
6HK | Can hold button 21f for improved properties; has a hitconfirmable Target Combo follow-up; forces stand on hit |
6[HK] | Releasing the button on frames 7-14 results in uncharged version with 7f startup (frames 15-20: 4f startup); has a hitconfirmable Target Combo follow-up; forces stand on hit; puts airborne opponents into limited juggle state; more range than uncharged version with excellent follow-up combos or block pressure; special/DR cancel is delayed until after 3rd active frame |
nj.2HP | Can hit Cross-up; can hold button 20f for improved properties; causes spike knockdown vs. airborne opponents |
nj.2[HP] | Can hit Cross-up; releasing the button on frames 5-24 results in uncharged version with 4f startup; causes spike knockdown |
5LP~LP | Requires Counter-hit, Punish Counter, or Drive Rush 5LP to combo; 3f gap on block between hits that allows for a frame trap |
5MP~MP | Great pressure and bully tool from 5MP; true blockstring between hits; special/DR cancel is delayed until after 1st recovery frame |
5HP~HP | () refers to scaled damage after 5HP combo starter; 6f gap between hits on block (1f gap if starting from 5[HP]) |
6MP~HP | Low follow-up; true blockstring from 6MP, so an opponent mashing a crouching button after blocked 6MP will not be frame trapped; useful confirm if 6MP hits crouching opponent |
6MP~HK | Whiffs on crouching opponents; if the opponent is standing, this ender is preferable for its corner carry and Super cancelability; Super cancel is delayed until after 3rd active frame |
3HP~3HP | Gives a risky 2nd overhead after 3MP; true blockstring, so opponent can safely mash a standing normal after blocking 3MP without being frame trapped or hit by the overhead; can be juggled into (KD +31) |
6HK~6HK | Hitconfirmable ender after 6HK; delaying the input can create a frame trap up to 3f on block (no gap if starting from 6[HK]); puts opponent into limited juggle state; extremely powerful when juggled into (does not increase juggle count at all from DR~6HK) |
j.MP~MP | Spike KD vs. airborne opponents |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +23 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +33 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +23 | ||||
4LPLK | 20% Immediate | HKD +33 | ||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 (16 block) | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 (16 block) | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.90 | |||||
4LPLK | 0.90 | |||||
HPHK | 1-27 | 2.527 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.798 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.798 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Can use Drive Rush for a corner throw loop |
4LPLK | Side switch; after throwing opponent into corner, can Drive Rush for strong strike/throw mixup; DR~5[HP] trades with reversal 4f normals for a high-damage trade combo; meaty options are much weaker after normal dash (no throw, limited conversions on hit) |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; 4f less hitstop on block compared to most Drive Reversals (changes the punish timing); see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; 4f less hitstop on block compared to most Drive Reversals (changes the punish timing); see Drive Reversal. |
MPMK | See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.544 (min/throw), 1.903 (min/block), 3.081 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
236LP | 1200 | 17 | 4 | 21 | 41 | KD +36 | -5 | LH | SA3 | 21 |
236[LP] | 1200,1000,200 (2400) | 30 | 4 | 20 | 53 | HKD +40 | +4 | LH | SA3 (1st) | 17 |
236MP | 1400 | 19 | 4 | 21 | 43 | KD +36 | -5 | LH | SA3 | 21 |
236[MP] | 1400,1000,200 (2600) | 35 | 4 | 20 | 58 | HKD +40 | +4 | LH | SA3 (1st) | 17 |
236HP | 1600 | 22 | 4 | 21 | 46 | KD +36 | -5 | LH | SA3 | 21 |
236[HP] | 1600,1000,200 (2800) | 41 | 4 | 20 | 64 | HKD +40 | +4 | LH | SA3 (1st) | 17 |
236PP | 1700 | 19 | 4 | 21 | 43 | KD +36 | -2 | LH | SA2 SA3 | 21 |
236[PP] | 1700,1000,200 (2900) | 35 | 4 | 20 | 58 | HKD +40 | +4 | LH | SA2 SA3 (1st) | 17 |
214LP | 600 | 12 | 4 | 30 | 45 | -3 | -16 | LH | SA3 | 24 SA / 34(32) follow-up |
214MP | 700 | 16 | 4 | 30 | 49 | 0 | -16 | LH | SA3 | 24 SA / 34 follow-up |
214HP | 800 | 22 | 4 | 30 | 55 | KD +38 | -16 | LH | SA3 | 25 SA / 34 follow-up |
214PP | 600 | 16 | 4 | 26 | 45 | KD +42 | -12 | LH | SA2 SA3 | 25 SA / 37 follow-up |
214LP~6P | 600 | 13 | 5 | 23 | 40 | KD +31 | - | LH | - | |
214MP~6P | 600 | 13 | 5 | 24 | 41 | KD +36 | - | LH | - | |
214HP~6P | 600 | 18 | 5 | 23 | 45 | KD +56 Bounce | - | LH | - | |
214PP~6P | 600 | 13 | 5 | 23 | 40 | KD +58 Bounce | - | LH | - | |
623LP | 1500 | 25 | 6 | 15 land | 45 | KD +42(43) | +2(3) | LH | - | |
623MP | 1600 | 28 | 6 | 15 land | 48 | KD +42(43) | +2(3) | LH | - | |
623HP | 1700 | 32 | 6 | 15 land | 52 | KD +42(43) | +2(3) | LH | - | |
623PP | 1400 | 28 | 6 | 15 land | 48 | KD +70 Tumble (HKD +138 Wall Splat) | +4(5) | LH | - | |
236LK | 1400 | 20 | 4 | 24 | 47 | KD +35 | -6 | LH | SA3 | 20 |
236MK | 1500 | 24 | 4 | 22 | 49 | KD +37 | -4 | LH | SA3 | 20 |
236HK | 1600 | 29 | 4 | 21 | 53 | KD +37 | -3 | LH | SA3 | 20 |
236KK | 1500 | 24 | 4 | 24 | 51 | KD +50(68) Wall Splat | -6 | LH | SA2 SA3 | 20 |
214K | - | 3(8) | 26(116) | 26 | 54(144) | - | - | - | - | |
214KK | - | 1 | 28(58) | 29 | 57(87) | - | - | - | - | |
214K | 700 | 7 | 4 | 20 | 30 | -1 | -3 | LH | - | |
214KK | 700 | 7 | 4 | 20 | 30 | -1 | -3 | LH | - | |
214K~P | 900 | 8+15(16) | 3 | 23(25) | 40(42) | +1 | -3 | H | TC | 17(16) |
214K~P~P | 1000 | 20 | 3 | 36 | 58 | KD +31 | -21 | LH | - | |
214K~K | 1200 | 8+16 | 3 | 37 | 55 | HKD +22 | -24 | L | - | |
214K~LPLK | 2500 (2875) | 8+5 | 3 | 54 | 61 | HKD +18 | - | T | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236LP | 300 | KD +36 | -23 | 20 | 16(14 block) | |
236[LP] | 300 | HKD +40 | -22 | 28 | 15 | |
236MP | 350 | KD +36 | -23 | 20 | 16(14 block) | |
236[MP] | 350 | HKD +40 | -22 | 28 | 15 | |
236HP | 400 | KD +36 | -23 | 20 | 16(14 block) | |
236[HP] | 400 | HKD +40 | -22 | 28 | 15 | |
236PP | 425 | 30% Starter | KD +36 | -23 | 23 | 16(14 block) |
236[PP] | 425 | 30% Starter | HKD +40 | -22 | 28 | 15 |
214LP | 150 | +1 | -32 | 18 | 13 | |
214MP | 175 | +4 | -32 | 18 | 13 | |
214HP | 200 | KD +38 | -32 | 18 | 13 | |
214PP | 150 | KD +42 | -28 | 18 | 13 | |
214LP~6P | KD +31 | 10 | ||||
214MP~6P | Combo (2 hits) | KD +36 | 13 | |||
214HP~6P | Combo (2 hits) | KD +50 Bounce | 13 | |||
214PP~6P | Combo (2 hits) | 13 | ||||
623LP | 375 | HKD +58(59) | -19 | 23 | 15 | |
623MP | 400 | HKD +58(59) | -19 | 23 | 15 | |
623HP | 425 | HKD +58(59) | -19 | 23 | 15 | |
623PP | 350 | 20% Starter; Combo (2 hits) | HKD +76 Tumble (HKD +144 Wall Splat) | -19 | 25 | 15 |
236LK | 350 | KD +35 | -26 | 22 | 15 | |
236MK | 375 | KD +37 | -24 | 22 | 15 | |
236HK | 400 | KD +37 | -23 | 22 | 15 | |
236KK | 375 | KD +50(68) Wall Splat | -26 | 22 | 15 | |
214K | ||||||
214KK | ||||||
214K | 175 | +3 | -22 | 21 | 11(13) | |
214KK | 175 | +3 | -22 | 21 | 11(13) | |
214K~P | 225 | +5 | -23 | 22 | 13 | |
214K~P~P | 250 | KD +31 | 18 | 13 | ||
214K~K | 300 | HKD +22 | -38 | 16 | 13 | |
214K~LPLK | HKD +18 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
236LP | 5000 | [12000] | 2000 | 1150 (805) | 575 (287) |
236[LP] | 8000 | [12000] | 2000x2 (2000) | 1150,1500[1150] (805,1050[805]) | 575 (287) |
236MP | 5000 | [12000] | 2000 | 1150 (805) | 575 (287) |
236[MP] | 8000 | [12000] | 2000x2 (2000) | 1150,1500[1150] (805,1050[805]) | 575 (287) |
236HP | 5000 | [12000] | 2000 | 1150 (805) | 575 (287) |
236[HP] | 8000 | [12000] | 2000x2 (2000) | 1150,1500[1150] (805,1050[805]) | 575 (287) |
236PP | 5000 | [12000] | -20000 | 1150 (805) | 575 (287) |
236[PP] | 8000 | [12000] | -20000 | 1150,1500[1150] (805,1050[805]) | 575 (287) |
214LP | 5000 | [5000] | 1250 | 575 (402) | 288 (144) |
214MP | 5000 | [5000] | 1250 | 575 (402) | 288 (144) |
214HP | 5000 | [5000] | 1250 | 575 (402) | 288 (144) |
214PP | 5000 | [5000] | -20000 | 575 (402) | 288 (144) |
214LP~6P | [5000] | 1250 | 575 (402) | ||
214MP~6P | [5000] | 1250 | 575 (402) | ||
214HP~6P | [5000] | 1250 | 575 (402) | ||
214PP~6P | 575 (402) | ||||
623LP | 5000 | [12000] | 3000 | 1150 (805) | 575 (287) |
623MP | 5000 | [12000] | 3000 | 1150 (805) | 575 (287) |
623HP | 5000 | [12000] | 3000 | 1150 (805) | 575 (287) |
623PP | 5000 | [12000] | -20000 | 1150 (805) | 575 (287) |
236LK | 5000 | [12000] | 2000 | 1150 (805) | 575 (287) |
236MK | 5000 | [12000] | 2000 | 1150 (805) | 575 (287) |
236HK | 5000 | [12000] | 2000 | 1150 (805) | 575 (287) |
236KK | 5000 | [12000] | -20000 | 1150 (805) | 575 (287) |
214K | |||||
214KK | -20000 | ||||
214K | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
214KK | 2500 | [4000] | 500 (350) | 250 (125) | |
214K~P | 5000 | [5000] | 1000 | 500 (350) | 250 (125) |
214K~P~P | 5000 | [5000] | 1500 | 1150 (805) | 575 (287) |
214K~K | 3000 | [10000] | 2000 | 1000 (700) | 500 (250) |
214K~LPLK | [10000] | 2000 | 3000 (2100) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236LP | 5-10 (High/Mid) | 1.865 (1.659) | 1 | 1 | 5 | ||
236[LP] | Break; 5-26 (High/Mid) | 2.075 (1.869) | 0 | 1,1 | 0,6 | ||
236MP | 5-12 (High/Mid) | 1.985 (1.779) | 1 | 1 | 5 | ||
236[MP] | Break; 5-29 (High/Mid) | 2.255 (2.049) | 0 | 1,1 | 0,6 | ||
236HP | 5-15 (High/Mid) | 2.105 (1.899) | 1 | 1 | 5 | ||
236[HP] | Break; 5-35 (High/Mid) | 2.375 (2.169) | 0 | 1,1 | 0,6 | ||
236PP | Break; 1-22 (High/Mid) | 2.105 (1.899) | 1 | 1 | 5 | ||
236[PP] | Break; 1-38 (2-hit, High/Mid) | 2.269 (2.169) | 0 | 1,1 | 0,6 | ||
214LP | 5-15 Air | 1.535 (1.395) | 0 | 0 | 0 | ||
214MP | 6-19 Air (Head) | 1.356 (1.266) | 0 | 0 | 0 | ||
214HP | 10-25 Air (Head) | 1.356 (1.266) | 0 | 0 | 0 | ||
214PP | 5-19 Air | Break | 1.356 (1.266) | 0 | 0 | 0 | |
214LP~6P | 0 | 1 | 0 | ||||
214MP~6P | 0 | 1 | 0 | ||||
214HP~6P | 0 | 1 | 0 | ||||
214PP~6P | 0 | 1 | 0 | ||||
623LP | 12-27 Lower Body Projectile | 7-11 High/Mid | 11-30 (FKD) | 2.571 (2.537) | 1 | 1 | 5 |
623MP | 12-30 Lower Body Projectile | 7-13 High/Mid | 14-33 (FKD) | 2.871 (2.817) | 1 | 1 | 5 |
623HP | 12-34 Lower Body Projectile | 10-15 High/Mid | 17-37 (FKD) | 3.386 (3.332) | 1 | 1 | 5 |
623PP | 12-30 Lower Body Projectile | Break; 6-12 High/Mid | 14-33 (FKD) | 3.246 (3.182) | 0 | 1 | 5 |
236LK | 2.885 | 1 | 1 | 5 | |||
236MK | 3.22 | 1 | 1 | 5 | |||
236HK | 3.735 | 1 | 1 | 5 | |||
236KK | Break | 3.54 | 0 | 1 | 5 | ||
214K | 3-28(118) Upper Body | ||||||
214KK | 1-28(58) 2-hit | ||||||
214K | Break | 1.916 | 1 | 1 | 0 | ||
214KK | 1-10; Break | 1.816 | 1 | 1 | 0 | ||
214K~P | 2.253 | 1 | 1 | 1 | |||
214K~P~P | 0 | 0 | 1 | ||||
214K~K | 2.711 (2.666) | 1 | 1 | 5 | |||
214K~LPLK | 1.164 (1.109) |
input | Notes |
---|---|
input | Notes |
236LP | Armor loses to low attacks; cannot hit cross-up; can hold the button 26f to charge a more powerful version (armor is lost immediately upon button release); after releasing partial charge, startup is 5f (frames 12-19) or 4f (frames 20-25); holding the button for 11-12f can extend the armor by 1-2f without increasing startup |
236[LP] | Armor loses to low attacks; transitions to a cinematic follow-up on hit; vs. airborne opponents, 2nd follow-up hit whiffs (no Hard Knockdown and reduced Super Meter gain); cannot hit cross-up |
236MP | Armor loses to low attacks; cannot hit cross-up; can hold the button 29f to charge a more powerful version (armor is lost immediately upon button release); after releasing partial charge, startup is 7f (frames 12-19) or 6f (frames 20-28) |
236[MP] | Armor loses to low attacks; transitions to a cinematic follow-up on hit; vs. airborne opponents, 2nd follow-up hit whiffs (no Hard Knockdown and reduced Super Meter gain); cannot hit cross-up |
236HP | Armor loses to low attacks; cannot hit cross-up; can hold the button 35f to charge a more powerful version (armor is lost immediately upon button release); after releasing partial charge, startup is 10f (frames 12-19), 9f (frames 20-27), or 8f (frames 28-34); holding the button for 33-34f results in an uncharged 236HP with even slower startup than the fully charged version |
236[HP] | Armor loses to low attacks; transitions to a cinematic follow-up on hit; vs. airborne opponents, 2nd follow-up hit whiffs (no Hard Knockdown and reduced Super Meter gain); cannot hit cross-up |
236PP | Armor loses to low attacks; cannot hit cross-up; can hold the button 29f to charge a more powerful version (2nd hit of armor is lost immediately upon releasing both Punch buttons); after releasing partial charge, startup is 8f (frames 11-12), 7f (frames 13-19), or 6f (frames 20-28) |
236[PP] | Armor loses to low attacks; transitions to a cinematic follow-up on hit; vs. airborne opponents, 2nd follow-up hit whiffs (no Hard Knockdown and reduced Super Meter gain); cannot hit cross-up |
214LP | Cannot hit cross-up; cancelable into 6P follow-up on hit or armor absorb; puts airborne opponents into free juggle state |
214MP | Cannot hit cross-up; cancelable into 6P follow-up on hit or armor absorb; puts airborne opponents into free juggle state |
214HP | Cannot hit cross-up; cancelable into 6P follow-up on hit or armor absorb; puts airborne opponents into free juggle state |
214PP | Cannot hit cross-up; cancelable into 6P follow-up on hit or armor absorb; puts airborne opponents into free juggle state |
214LP~6P | Only comes out after 214LP hits or is armor absorbed |
214MP~6P | Only comes out after 214MP hits or is armor absorbed; gives a slight ground bounce on hit (can follow up with juggle vs. airborne opponents) |
214HP~6P | Only comes out after 214HP hits or is armor absorbed |
214PP~6P | Only comes out after 214PP hits or is armor absorbed |
623LP | Cannot hit cross-up; hits 1f later vs. crouching opponents |
623MP | Cannot hit cross-up; hits 1f later vs. crouching opponents |
623HP | Cannot hit cross-up; hits 1f later vs. crouching opponents |
623PP | Sends opponent tumbling backward into OTG state; if opponent hits the corner, a low-height Wall Splat occurs (opponent is grounded and throwable, but strikes put them into juggle state); cannot hit cross-up; hits 1f later vs. crouching opponents |
236LK | Cannot hit cross-up; ~50% screen length |
236MK | Cannot hit cross-up; ~60% screen length |
236HK | Cannot hit cross-up; ~70% screen length |
236KK | Cannot hit cross-up; ~65% screen length; Wall Splat on hit; KD Advantage increases when farther from the wall; significant pushback on block makes it hard to punish when spaced out |
214K | Stance with 1-hit armor can be extended an extra 90f by holding the button, followed by 26 unarmored recovery frames; no armor on lower half of body; cancelable into follow-ups after 8f; stance cannot be canceled into from other attacks; absorbing an attack automatically triggers counterattack follow-up; Marisa takes a fixed 6f hitstop when absorbing attacks (causing the counterattack to often land as a Counter-hit rather than a Punish Counter against medium/heavy attacks) |
214KK | Stance with 2-hit full-body armor can be extended an extra 30f by holding a kick button, followed by 29 unarmored recovery frames; cancelable into follow-ups after 8f; stance cannot be canceled into from other attacks; absorbing an attack automatically triggers counterattack follow-up; Marisa takes a fixed 6f hitstop when absorbing attacks (causing the counterattack to often land as a Counter-hit rather than a Punish Counter against medium/heavy attacks) |
214K | Automatically triggers counterattack after 214K absorbs attack; Marisa is in a Punish Counter state for entire duration; can hold button to remain in Scutum stance after counterattack; hit advantage depends on attack that is absorbed; Marisa's short 6f hitstop causes attack to land as a +1 Counter-hit against most Medium/Heavy normals, while landing as a +3 Punish Counter against Lights |
214KK | Automatically triggers counterattack after 214KK absorbs attack; Marisa is in a Punish Counter state for entire duration; can hold button to remain in Scutum stance after counterattack; hit advantage depends on attack that is absorbed; Marisa's short 6f hitstop causes attack to land as a +1 Counter-hit against most Medium/Heavy normals, while landing as a +3 Punish Counter against Lights |
214K~P | 1st active frame only hits airborne opponents (functionally 8+16f startup vs. grounded); causes spike knockdown vs. airborne opponents; Marisa is in a Punish Counter state for entire duration; hitconfirm window is 1f shorter vs. grounded opponents; range includes 0.218 forward movement from 214K startup |
214K~P~P | True blockstring from overhead starter; Marisa is in a Punish Counter state for entire duration |
214K~K | Risky low ender; may catch opponent by surprise since the overhead ender is safe on block; Marisa is in a Punish Counter state for entire duration; range includes 0.218 forward movement from 214K startup |
214K~LPLK | Marisa is in a Punish Counter state for entire duration; Range: 1.109 (final active frame: 1.164); range includes 0.218 forward movement from 214K startup |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236P | 2200 | 19 | 5 | 60 | 83 | KD +14 | -43 | LH |
236236[P] | 2900(2600) | 42 | 6 | 60 | 107 | HKD +35 (KD +17) | -42 | LH |
236236[P] Counter | 2640 | 7 | 3 | 54 | 63 | KD +46 | -37 | LH |
214214P | 3000(2500) | 9 | 7(33)3 | 59 | 110 | HKD +17 | -44(-77) | LH |
236236K | 4000 | 13 | 7 | 60 | 79 | HKD +14 | -39(-33) | LH |
236236K | 4500 | 13 | 7 | 60 | 79 | HKD +14 | -39(-33) | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236P | 500 | 30% Minimum | KD +14 | -63 | 22 | 20 |
236236[P] | 500 | 30% Minimum | HKD +35 (KD +17) | -64 | 24 | 20 |
236236[P] Counter | 500 | 30% Minimum | KD +46 | -55 | 20 | 20 |
214214P | 500,250 | 40% Minimum; 15% Immediate | HKD +17 | -60(-100) | 25,18 | 10,13 |
236236K | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +14 | -65(-59) | 28 | 4 |
236236K | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +14 | -65(-59) | 28 | 4 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236P | 2500 | 5000 | -10000 | -10000 |
236236[P] | 2500 | 5000,2500 | -10000 | -10000 |
236236[P] Counter | 2500 | 5000 | -10000 | -10000 |
214214P | 2500x2 | 10000 | -20000 | -20000 |
236236K | 7500 | 15000 | -30000 | -30000 |
236236K | 10000 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236P | 1 Strike/Throw | Break; 1-23 (2 hits) | 3.215 (2.694) | 1 | 1 | 5 | |
236236[P] | 1 Strike/Throw | Break; 1-47 (2 hits) | 3.075 (2.504) | 99 | |||
236236[P] Counter | 1-10 Full | Break | 100 | 100 | 5 | ||
214214P | 1-15 Full | Break | 16-47 (FKD) | 4.893 (2.09/1.56) | 99 | ||
236236K | 1-19 Full | Break | 2.911 (2.289) | 99 | |||
236236K | 1-19 Full | Break | 2.911 (2.289) | 99 |
input | Notes |
---|---|
input | Notes |
236236P | Can hold button 27f for more damage and a cinematic counter that activates against strikes |
236236[P] | Held version; only the first 3 active frames trigger cinematic hit, which deals extra damage and Drive damage; max-range non-cinematic version does not give a Hard Knockdown; if frames 1-27 absorb a strike, results in Counterattack version instead; has slightly less range than the uncharged version |
236236[P] Counter | Automatically triggers counterattack after Held SA1 armor absorbs a strike on frames 1-27; can be baited with safe jump timing |
214214P | Useful anti-air, reversal, and juggle ender; upward hit triggers a cinematic; on block/whiff, ends with a downward slam that does 500 less damage than the cinematic version (still does full Drive Damage on hit); Marisa's collision box extends far downward, preventing opponent from walking or dashing underneath (opponent can still jump to avoid 2nd hit) |
236236K | Takes opponent to corner; cinematic time regenerates ~2.1 Drive bars for Marisa; excellent whiff punish and projectile counter tool (especially with Modern controls) |
236236K | Takes opponent to corner; available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Marisa; excellent whiff punish and projectile counter tool (especially with Modern controls) |