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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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| * '''{{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 {{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. | | 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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| | 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) | | * 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}} | | ** No blockstring gap vs. Burnout or after {{clr|H|6[HK]}}/{{clr|4|DR~}}{{clr|H|6HK}} |
| <br> | | <br> |
| An easily hitconfirmable Target Combo from Marisa's advancing {{clr|H|6HK}}. Other cancel routes are much stronger, but can be harder to confirm in neutral or cost too many resources in some circumstances. It does lead to good midscreen oki after a {{clr|4|DR~}}{{clr|H|6HK}} juggle, giving it some utility. | | 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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| 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. | | 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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| * 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 {{clr|H|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, Marisa's oki options are quite weak. She can manually time a {{clr|4|DR~}}{{clr|M|6MP}} to beat the opponent's 4f normals, but this leaves her a bit far away on block. Representing this threat may allow you to sneak in a few extra {{clr|4|Drive Rush}} frames for a throw, but this should be used sparingly. | | 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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| | 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}} |