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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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| | 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}}. Leads to SA2 on grounded hit and has a number of uses in juggle routes after DR 6HK. | | 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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| | 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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| | 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}} |