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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}}
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| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| {{AttackDataCargo-SF6/Query|marisa_5lp}} | | {{AttackDataCargo-SF6/Query|marisa_5lp}} |
| * '''Cancel Hitconfirm Window:''' 13f (TC) | | * '''Cancel Hitconfirm Window:''' 13f (TC) |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| A jab with good range but, slower startup than most light normals. It is not special cancelable, and only combos into the {{clr|L|5LP}}~{{clr|L|LP}} Target Combo with the bonus advantage from counter-hit, Punish Counter, or {{clr|4|Drive Rush}}. This TC can also cause an air reset if juggled into, though Marisa usually prefers to cash out for big damage instead. Besides the Target Combo, {{clr|L|5LP}} has little use due to its poor frame data. | | A jab with good range but, slower startup than most light normals. It is not special cancelable, and only combos into the {{clr|L|5LP}}~{{clr|L|LP}} Target Combo with the bonus advantage from counter-hit, Punish Counter, or {{clr|4|Drive Rush}}. This TC can also cause an air reset if juggled into, though Marisa usually prefers to cash out for big damage instead. Besides the Target Combo, {{clr|L|5LP}} has little use due to its poor frame data. |
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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| {{AttackDataCargo-SF6/Query|marisa_5hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_5hp_hold}} |
| * Punish Counter: {{sf6-adv|VP|+14}} | | * Punish Counter: {{sf6-adv|VP|+15}} |
| | * 1f extra recovery on whiff |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Releasing the button on frames 7-20 results in uncharged version with 5f startup | | * Releasing the button on frames 7-20 results in uncharged version with 5f startup |
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| An approaching downward hook, useful for whiff punishing and {{clr|4|Drive Rush}} pressure. Not cancelable, but has a notable follow-up like her other standing punches; it can also be charged for significant advantage on hit and block. | | An approaching downward hook, useful for whiff punishing and {{clr|4|Drive Rush}} pressure. Not cancelable, but has a notable follow-up like her other standing punches; it can also be charged for significant advantage on hit and block. |
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| Charged {{clr|H|5HP}} is your biggest Punish Counter starter, becoming {{sf6-adv|VP|+14}} on PC. Be ready to let this rip any time the opponent uses a particularly unsafe move, like a reversal or Super. | | Charged {{clr|H|5HP}} is your biggest Punish Counter starter, becoming {{sf6-adv|VP|+15}} on PC. Be ready to let this rip any time the opponent uses a particularly unsafe move, like a reversal or Super. |
| }} | | }} |
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| ** Special cancel is delayed until after 2nd recovery frame ({{clr|4|DR}}: 3rd recovery frame) | | ** Special cancel is delayed until after 2nd recovery frame ({{clr|4|DR}}: 3rd recovery frame) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+2}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+2}} oH / {{sf6-adv|E|0}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| A quick shin kick and Marisa's farthest reaching light normal. Extremely limited follow-up options even on counter-hit, with only {{clr|10|SA2}} connecting at max range. {{clr|L|214LP}} is also semi-reliable if connecting from slightly closer. | | A quick shin kick and Marisa's farthest reaching light normal. Extremely limited follow-up options even on counter-hit, with only {{clr|10|SA2}} connecting at max range. {{clr|L|214LP}} is also semi-reliable if connecting from slightly closer. |
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| ** Special cancel is delayed until after active frames ({{clr|4|DR}}: after 1st recovery frame) | | ** Special cancel is delayed until after active frames ({{clr|4|DR}}: after 1st recovery frame) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-3}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-3}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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|4|Drive Rush}} or 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|4|Drive Rush}} or Punish Counter bonus advantage. |
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| {{AttackDataCargo-SF6/Query|marisa_2lk}} | | {{AttackDataCargo-SF6/Query|marisa_2lk}} |
| * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Your only conventional low combo starter, but a good one at least. Generally used to combo into {{clr|L|2LP}} > {{clr|L|214LP}} for a quick confirm. | | Your only conventional low combo starter, but a good one at least. Generally used to combo into {{clr|L|2LP}} > {{clr|L|214LP}} for a quick confirm. |
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| * Can hold button for 20f to improve properties | | * Can hold button for 20f to improve properties |
| {{AttackDataCargo-SF6/Query|marisa_2hk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_2hk_hold}} |
| * Counter-hit/Punish Counter: HKD +47 | | * Counter-hit/Punish Counter: HKD +50 |
| | * 3f extra recovery on whiff |
| * Has juggle potential; not a Hard Knockdown when juggled into | | * Has juggle potential; not a Hard Knockdown when juggled into |
| * Releasing the button on frames 7-18 results in an uncharged {{clr|H|2HK}} with 4f additional startup | | * Releasing the button on frames 7-18 results in an uncharged {{clr|H|2HK}} with 4f additional startup |
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| * Spike knockdown vs. airborne opponents | | * Spike knockdown vs. airborne opponents |
| {{AttackDataCargo-SF6/Query|marisa_jhp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_jhp_hold}} |
| * Charged version has 6f landing recovery (can always be punished on Perfect Parry)
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| * Spike knockdown on hit | | * Spike knockdown on hit |
| * Releasing HP on frames 5-22 results in uncharged version with 5f startup | | * Releasing HP on frames 5-19 results in uncharged version with 5f startup |
| <br> | | <br> |
| A hard-hitting downward punch that can be charged for more damage and deliver a hard knockdown. Be sure not to hold the button too long if you want the uncharged version, otherwise the attack may not come out before you land. | | A hard-hitting downward punch that can be charged for more damage and deliver a hard knockdown. Be sure not to hold the button too long if you want the uncharged version, otherwise the attack may not come out before you land. |
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| * Can hold HK for 20f to improve properties | | * Can hold HK for 20f to improve properties |
| {{AttackDataCargo-SF6/Query|marisa_jhk_hold}} | | {{AttackDataCargo-SF6/Query|marisa_jhk_hold}} |
| * Charged version has 6f landing recovery (can always be punished on Perfect Parry)
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| * Spike knockdown on hit | | * Spike knockdown on hit |
| * Releasing HK on frames 7-25 results in uncharged version with 3f startup | | * Releasing HK on frames 7-19 results in uncharged version with 3f startup |
| <br> | | <br> |
| A hard-hitting angled kick that can be charged for more damage. The range and angle makes this a solid jump-in option for air assaults. Be sure not to hold the button too long if you want the uncharged version, otherwise the attack may not come out before you land. | | A hard-hitting angled kick that can be charged for more damage. The range and angle makes this a solid jump-in option for air assaults. Be sure not to hold the button too long if you want the uncharged version, otherwise the attack may not come out before you land. |
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| {{AttackDataCargo-SF6/Query|marisa_nj2hp_hold}} | | {{AttackDataCargo-SF6/Query|marisa_nj2hp_hold}} |
| * Can hit cross-up; spike knockdown vs. grounded/airborne opponents | | * Can hit cross-up; spike knockdown vs. grounded/airborne opponents |
| * Releasing the button on frames 5-24 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. |
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| 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.
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| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{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 |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| * Applies an extra 15% damage scaling to next attack when comboed into (e.g. from CH 5LP) | | * Applies an extra 5% 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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| | info = | | | info = |
| {{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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| | 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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| 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 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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| | info = | | | info = |
| {{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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| | info = | | | info = |
| {{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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6hk_6hk}} | | {{AttackDataCargo-SF6/Query|marisa_6hk_6hk}} |
| | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | ** Does not increase opponent's juggle count when hitting airborne opponent |
| | * 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}}. Leads to {{clr|10|SA2}} on grounded hit, and is very strong in juggles using {{clr|4|DR~}}{{clr|H|6HK}} against airborne opponents. |
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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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| | info = | | | info = |
| {{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 |
| | <br> |
| | 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. |
| }} | | }} |
| <br> | | <br> |
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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| Marisa can dash after a corner Forward Throw to become +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 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 Marisa 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|4|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|4|Drive Rush}} animation. Mixing throw with powerful {{clr|4|Drive Rush}} starters like 5MK and 5HP can quickly overwhelm a cornered opponent. | | {{clr|4|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|4|Drive Rush}} animation. Mixing throw with powerful starters like {{clr|4|DR~}}{{clr|M|5MK}} and {{clr|4|DR~}}{{clr|H|5HP}} can quickly overwhelm a cornered opponent. |
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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| After throwing the opponent back into the corner, Marisa can walk or dash for follow-up oki without spending meter on {{clr|4|Drive Rush}}. A good option is to walk slightly forward and charge a meaty 6[HK] for a combo on hit or advantage on block. | | After throwing the opponent back into the corner, Marisa has fairly weak meterless oki; she can't dash to get back in throw range, and her conversions on a counter-hit are very limited. Using {{clr|4|Drive Rush}} allows her to get close enough for much more powerful mixups; for example, {{clr|4|DR~}}{{clr|H|5[HP]}} is {{sf6-adv|VP|+8}} on block and trades with reversal 4f normals for high damage trade combos. |
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| | Midscreen, even {{clr|4|Drive Rush}} won't get Marisa back into throw range, but she can still threaten opponents with a manually timed {{clr|4|DR~}}{{clr|M|6MP}} or {{clr|4|DR~}}{{clr|H|5HP}} to beat the opponent's 4f normals and deal a little Drive gauge damage. |
| }} | | }} |
| <br> | | <br> |
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| * '''Armor (2-hit):''' 1-27f | | * '''Armor (2-hit):''' 1-27f |
| * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) | | * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) |
| | * Combos when canceled from {{clr|H|4[HP]}}/{{clr|H|6[HK]}} or Punish Counter {{clr|H|4HP}}/{{clr|H|6HK}} (no corner wallsplat) |
| | ** Useful for draining opponent's Drive gauge, especially after Perfect Parry |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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| * {{clr|M|5MP}}~{{clr|M|MP}}: 12[8] | | * {{clr|M|5MP}}~{{clr|M|MP}}: 12[8] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause {{clr|4|DI}} to Lock. |
| | * {{clr|H|6HK}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|4|DR~}}{{clr|M|2MP}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| }} | | }} |
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = 6HPHK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|marisa_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_6hphk|caption=}} |
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| {{AttackDataCargo-SF6/Query|marisa_6hphk}} | | {{AttackDataCargo-SF6/Query|marisa_6hphk}} |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; Armor Break |
| * 5f extra recovery on hit | | * 5f extra recovery on hit; 4f screen freeze during startup |
| * 4f less hitstop (16f) on block than most characters; affects opponent's punish timing | | * 4f less hitstop (16f) on block than most characters; affects opponent's punish timing |
| | {{AttackDataCargo-SF6/Query|marisa_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| | * 4f less hitstop (16f) on block compared to most characters; affects opponent's punish timing |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
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| }} | | }} |
|
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|
| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|marisa_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|marisa_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|marisa_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_66}} | | {{AttackDataCargo-SF6/Query|marisa_mpmk_66_pdr}} |
| | * 1-bar version performed out of Parry |
| | * Startup is 1+8 immediately after successful Parry |
| | {{AttackDataCargo-SF6/Query|marisa_mpmk_66_drc}} |
| | * 3-bar version performed on hit/block from a cancelable normal |
| | ** Can also be performed from whiffed cancelable light normals |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Marisa/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|4|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 |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when an enhanced {{clr|4|Drive Rush}} attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to {{clr|4|Parry Drive Rush}}.
| | |
| * Distance:
| | Distance: |
| ** 0.544 (min, cancel into immediate Throw)
| | * 0.544 (min, cancel into immediate Throw) |
| ** 1.903 (min, earliest blocking/movement frame)
| | * 1.903 (min, earliest blocking/movement frame) |
| ** 3.081 (max, final {{clr|4|DR}} frame)
| | * 3.081 (max, final {{clr|4|DR}} frame) |
| * See Strategy page for [[Street_Fighter_6/Marisa/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
| |
| }} | | }} |
| <br> | | <br> |
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| * '''Upper Body Armor (1-hit):''' 1-22f; Armor Break | | * '''Upper Body Armor (1-hit):''' 1-22f; Armor Break |
| * '''Cancel Hitconfirm Window:''' 21f (Super) | | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| * Can hold button to charge; armor time is extended, but ends upon early button release | | * Can hold button to charge; armor time is extended, but ends upon early button release |
| * Startup after partial charge release: 8f (frames 11-12); 7f (frames 13-19), 6f (frames 20-28) | | * Startup after partial charge release: 8f (frames 11-12); 7f (frames 13-19), 6f (frames 20-28) |
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| * '''Upper Body Armor (2-hit):''' 1-38f; Armor Break | | * '''Upper Body Armor (2-hit):''' 1-38f; Armor Break |
| * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) | | * '''Cancel Hitconfirm Window:''' 17f (Super, 1st hit) |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| <br> | | <br> |
| The fully charged version of Gladius shuts down {{clr|4|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 {{clr|4|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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| * '''High/Mid Armor (1-hit):''' 7-11f; '''Lower Body Projectile Invuln:''' 12-27f | | * '''High/Mid Armor (1-hit):''' 7-11f; '''Lower Body Projectile Invuln:''' 12-27f |
| * '''Airborne''' 11-29f ({{FKD}} state) | | * '''Airborne''' 11-29f ({{FKD}} state) |
| * Punish Counter: KD +58(59) Slide; hits 1f later vs. crouching opponents | | * Punish Counter: HKD +58(59) Slide; hits 1f later vs. crouching opponents |
| {{AttackDataCargo-SF6/Query|marisa_623mp}} | | {{AttackDataCargo-SF6/Query|marisa_623mp}} |
| * '''High/Mid Armor (1-hit):''' 7-13f; '''Lower Body Projectile Invuln:''' 12-30f | | * '''High/Mid Armor (1-hit):''' 7-13f; '''Lower Body Projectile Invuln:''' 12-30f |
| * '''Airborne''' 14-32f ({{FKD}} state) | | * '''Airborne''' 14-32f ({{FKD}} state) |
| * Punish Counter: KD +58(59) Slide; hits 1f later vs. crouching opponents | | * Punish Counter: HKD +58(59) Slide; hits 1f later vs. crouching opponents |
| {{AttackDataCargo-SF6/Query|marisa_623hp}} | | {{AttackDataCargo-SF6/Query|marisa_623hp}} |
| * '''High/Mid Armor (1-hit):''' 10-15f; '''Lower Body Projectile Invuln:''' 12-34f | | * '''High/Mid Armor (1-hit):''' 10-15f; '''Lower Body Projectile Invuln:''' 12-34f |
| * '''Airborne''' 17-36f ({{FKD}} state) | | * '''Airborne''' 17-36f ({{FKD}} state) |
| * Punish Counter: KD +58(59) Slide; hits 1f later vs. crouching opponents | | * Punish Counter: HKD +58(59) Slide; hits 1f later vs. crouching opponents |
| {{AttackDataCargo-SF6/Query|marisa_623pp}} | | {{AttackDataCargo-SF6/Query|marisa_623pp}} |
| * '''High/Mid Armor (1-hit):''' 6-12f; '''Lower Body Projectile Invuln:''' 12-30f; Armor Break | | * '''High/Mid Armor (1-hit):''' 6-12f; '''Lower Body Projectile Invuln:''' 12-30f; Armor Break |
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| * Puts opponent into {{sf6-jug|limited juggle}} OTG state | | * Puts opponent into {{sf6-jug|limited juggle}} OTG state |
| ** Wall Splat (HKD) if opponent reaches the corner (grounded and throwable, but strikes cause juggle state) | | ** Wall Splat (HKD) if opponent reaches the corner (grounded and throwable, but strikes cause juggle state) |
| * Punish Counter: KD +76 Tumble; hits 1f later vs. crouching opponents | | * Punish Counter: HKD +76 Tumble; hits 1f later vs. crouching opponents |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
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| * Stance cannot be canceled into from other attacks | | * Stance cannot be canceled into from other attacks |
| {{AttackDataCargo-SF6/Query|marisa_214k_counter}} | | {{AttackDataCargo-SF6/Query|marisa_214k_counter}} |
| | * Armor Break |
| * Triggers automatically after absorbing attack; can hold button to remain in stance after attack | | * Triggers automatically after absorbing attack; can hold button to remain in stance after attack |
| * Marisa incurs only 6f armor hitstop (usually results in +1 Counter-hit rather than +3 Punish Counter vs. medium/heavy attacks) | | * Marisa incurs only 6f armor hitstop (usually results in +1 Counter-hit rather than +3 Punish Counter vs. medium/heavy attacks) |
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| * Stance cannot be canceled into from other attacks | | * Stance cannot be canceled into from other attacks |
| {{AttackDataCargo-SF6/Query|marisa_214kk_counter}} | | {{AttackDataCargo-SF6/Query|marisa_214kk_counter}} |
| * '''Armor:''' 1-10f | | * '''Armor:''' 1-10f; Armor Break |
| * Triggers automatically after absorbing attack; can hold button to remain in stance after attack | | * Triggers automatically after absorbing attack; can hold button to remain in stance after attack |
| * Marisa incurs only 6f armor hitstop (usually results in +1 Counter-hit rather than +3 Punish Counter vs. medium/heavy attacks) | | * Marisa incurs only 6f armor hitstop (usually results in +1 Counter-hit rather than +3 Punish Counter vs. medium/heavy attacks) |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_236236p}} | | {{AttackDataCargo-SF6/Query|marisa_236236p}} |
| * '''Full Invuln:''' 1f (until freeze); '''Armor (2-hit):''' 2-23f; Armor Break | | * '''Strike/Throw Invuln:''' 1f (until freeze); '''Armor (2-hit):''' 1-23f; Armor Break |
| * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| {{AttackDataCargo-SF6/Query|marisa_236236p_hold}} | | {{AttackDataCargo-SF6/Query|marisa_236236p_hold}} |
| * '''Full Invuln:''' 1f (until freeze); '''Armor (2-hit):''' 2-47f; Armor Break | | * '''Strike/Throw Invuln:''' 1f (until freeze); '''Armor (2-hit):''' 1-47f; Armor Break |
| * Frames 2-27f trigger a cinematic counter when absorbing a strike | | * Frames 1-27f trigger a cinematic counter when absorbing a strike |
| | * After release, active frames 1-3 trigger a cinematic hit (higher damage/KD advantage) |
| * '''Drive Gauge Depletion:''' 0.75 bars (hit) / 0.25 bars (block) | | * '''Drive Gauge Depletion:''' 0.75 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
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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. All versions lose 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 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 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|10|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 OD Phalanx (623PP) 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. | | 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|10|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. |
| }} | | }} |
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| Marisa launches herself upward and slams the opponent back to the ground. The full invincibility makes it a more consistent reversal than {{clr|10|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|10|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|10|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|10|SA1}} (especially midscreen). |
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| |
|
| If the first hit connects, it triggers a cinematic hit that does above average damage for a 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|10|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. |
| }} | | }} |
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| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| Marisa charges forward, shoving and clobbering the opponent into a wall once it connects. The opponent is always carried to a fixed distance from the corner; CA ends up slightly farther from the corner than a regular {{clr|10|SA3}}. In addition to being a great combo/juggle ender, the corner carry makes it a credible defensive option when Marisa's back is to the wall; it's also great at punishing projectiles on reaction, especially with Modern controls. However, the startup is too slow to use against properly timed meaty light normals, so {{clr|10|SA2}} is still the more reliable (and cheaper) reversal. | | Marisa charges forward, shoving and clobbering the opponent into a wall once it connects. The opponent is always carried to a fixed distance from the corner. In addition to being a great combo/juggle ender, the corner carry makes it a credible defensive option when Marisa's back is to the wall; it's also great at punishing projectiles on reaction, especially with Modern controls. However, the startup is too slow to use against properly timed meaty light normals, so {{clr|10|SA2}} is still the more reliable (and cheaper) reversal. |
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| Marisa's juggle routes usually ensure at least 5000 damage on any combo ending in {{clr|10|SA3}}, or even 6000+ in the corner with minimal execution requirements. This makes it a great at closing out rounds, but if the opponent survives, they will have much more breathing room to mount a comeback against a meterless Marisa. {{clr|10|SA3}} can combo from a quick confirm like 2LP, 2LP > 214LP, but this is a fairly inefficient use of meter unless it guarantees the win. | | Marisa's juggle routes usually ensure at least 5000 damage on any combo ending in {{clr|10|SA3}}, or even 6000+ in the corner with minimal execution requirements. This makes it a great at closing out rounds, but if the opponent survives, they will have much more breathing room to mount a comeback against a meterless Marisa. {{clr|10|SA3}} can combo from a quick confirm like {{clr|L|2LP}}, {{clr|L|2LP}} > {{clr|L|214LP}}, but this is a fairly inefficient use of meter unless it guarantees the win. |
| }} | | }} |
| <br> | | <br> |
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| | input = 5PPPKKK | | | input = 5PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|marisa_5pppkkk|caption='' "I may need a second helping of you!" ''}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_5pppkkk|caption='' "I may need a second helping of you!" ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_5pppkkk}} | | {{AttackDataCargo-SF6/Query|marisa_5pppkkk}} |
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| | input = 6PPPKKK | | | input = 6PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|marisa_6pppkkk|caption='' "Come on, the first hit's free." ''}} | | {{MoveDataCargoImage|imageHeight=180px|marisa_6pppkkk|caption='' "Come on, the first hit's free." ''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|marisa_6pppkkk|caption='' "Come on, the first hit's free." ''}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|marisa_6pppkkk|caption='' "Come on, the first hit's free." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_6pppkkk}} | | {{AttackDataCargo-SF6/Query|marisa_6pppkkk}} |
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| | input = 4PPPKKK | | | input = 4PPPKKK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|marisa_4pppkkk|caption='' "This will be fun! *crack*" ''}} | | {{MoveDataCargoImage|imageHeight=200px|marisa_4pppkkk|caption='' "This will be fun! *crack*" ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|marisa_4pppkkk}} | | {{AttackDataCargo-SF6/Query|marisa_4pppkkk}} |