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- NOTE: A few details are missing. I'll fill them in next time.
- --------------------------------------------------------------
- Specials/Supers:
- (X - EX version is possible)
- - (followup from above move)
- 236P X (can be held)
- 214P X
- - 6P
- 623P X
- 236K X
- 214K (can be held)
- - P
- - P
- - K
- - LP+LK
- 1 - 236236P (can be held)
- 2 - 214214P
- 3 - 236236K
- -----
- Command Normals:
- *ALL heavy normals and command normals can be charged
- *charged normals are 'all-or-nothing'. If not fully charged, it will have the same properties as the uncharged version, except extra startup.
- 3HP
- 4HP
- 6HK
- 6MP
- nj2HP
- -----
- Target Combos:
- LP > LP
- MP > MP
- HP > HP
- 6MP > HP
- 6MP > HK
- 3HP > 3HP
- 6HK > 6HK
- jMP > jMP
- -----
- Juggle State Normals:
- ?????
- - these cause a juggle state when used on an airborne opponent
- - unless otherwise noted, these do not require counter hit or punish counter
- ------------------------------------------
- 236P:
- - all versions chargeable
- - LP/MP/HP are -5, safe at a distance
- - all charged versions are +4
- - BIG damage on charged version hit
- - EX version and charged versions have armor break
- - all versions have some armor frames:
- - LP - frames 5~11 [charged 5~26]
- - MP - frames 5~13 [charged 5~29]
- - HP - frames 5~16 [charged 5~35]
- - PP - frames 1~18 [charged 1~34]
- - NONE of these armor frames will absorb lows
- - charged EX version can absorb two hits
- 214P:
- - 6P followup, hit only
- - combo tool and extender
- - EX version has armor break
- - never safe
- 623P:
- - ranged leaping attack
- - all versions +2 on block
- - On hit, EX version causes a tumble roll state. If the opponent hits the corner, they are in a combo-able state. THROWS work for a brief period as well as juggles.
- - On PCH, LP/MP/HP versions have longer knockdowns
- - EX version has armor break
- - all versions have some armor frames (can absorb one hit):
- - LP - frames 7~11
- - MP - frames 7~13
- - HP - frames 10~15
- - PP - frames 6~12
- 236K:
- - lunging kick attack
- - combine with 623P for long-range pokes
- - safety depends on version and spacing
- - you can combo off of the EX version if you are close to them as they bounce off of the wall
- - EX version has armor break
- 214K:
- - armored stance, immobile, can be held
- - various followup attack options
- - armor can last frames 3~116 on L/M/H version, frames 1~58 on EX
- - if a strike hits the armor, there is an automatic followup attack that is -ALMOST- guaranteed to hit
- - After the auto-strike, you can attack with a regular normal or use stance options
- - (only blockable via slow-moving projectiles, or with a safejump light attack)
- - other attacks from the stance:
- - P
- - safe overhead, can be followed by a 2nd P which is unsafe, but combos from this
- - K
- - unsafe ranged low
- - LP+LK
- - fast command throw, good damage
- 236236P:
- - armored super
- - 1 frame full invul at beginning, then armor until active, can absorb two hits
- - unlike most level 1s, useful against fireballs (but slow), but can be thrown
- - if thrown, Marisa suffers a PCH
- - you may hold the punch when you activate super
- - armor is extended
- - damage increased on hit
- - if a strike collides with your armor while you're holding the punch, it will be come a counter-move that is -ALMOST- guaranteed to hit
- - (safejumps can block this)
- 214214P:
- - fully invul
- - standard level 2 reversal
- - combo ender
- - cancel into from normals or ?????
- 236236K:
- - fully invul
- - standard level 3 reversal
- - combo ender
- - cancel into from normals or ?????
- --------------------------
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