Marisa

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
6
19
400
High
Target Combo
--
--
0
-2
3
11
Hitbox Image
Standing Medium Punch
7
25
700
High
Target Combo
--
--
+2
-1
4
17
Hitbox Image
Standing Heavy Punch
12...26
36...49
1000...1200
High
Target Combo
Can hold down the button to charge the attack, data listed as 'no charge...max charge'.
--
+3...+6
-3...+3
2
23...22
Hitbox Image
Standing Light Kick
6
21
400
High
Special, Super
--
--
0
-2
2
14
Hitbox Image
Standing Medium Kick
11
30
800
High
--
--
--
+4
-2
4
16
Hitbox Image
Standing Heavy Kick
15...27
41...53
1000...1200
High
--
Can hold down the button to charge the attack, data listed as 'no charge...max charge'. Partial charges that do not transition to knockdown are always still the same +1 on hit / -3 on block, any transition into knockdown is always knockdown +36 on hit / +1 on block.
--
+1...Knockdown +36
-3...+1
2
25
Hitbox Image
Crouching Light Punch
4
15
300
High
Chain, Special, Super
--
--
+3
-3
2
10
Hitbox Image
Crouching Medium Punch
8
26
700
High
Special, Super
--
--
+3
-2
3
16
Hitbox Image
Crouching Heavy Punch
9...21
36...47
900...1000
High
--
Can hold down the button to charge the attack, data listed as 'no charge...max charge'. Full Juggle State on charged hit.
--
Knockdown +35...+52
-6...-5
5
23...21
Hitbox Image
Crouching Light Kick
5
19
300
Low
Chain
--
--
0
-3
3
12
Hitbox Image
Crouching Medium Kick
9
29
600
Low
--
--
--
+2
-2
3
18
Hitbox Image
Crouching Heavy Kick
11...23
39...48
1000...1200
Low
--
Can hold down the button to charge the attack, data listed as 'no charge...max charge'.
--
Knockdown +29...32
-11...-6
3
26...23

Unique Attacks

Hitbox Image
Forward + Medium Punch
10
31
800
High
Target Combo
--
--
+2
-3
2
20
Hitbox Image
Back + Heavy Punch
8...20
30...39
900...1000
High
Special, Super
Can hold down the button to charge the attack, data listed as 'no charge...max charge'.
--
+3...+13
-1...+4
2
24...19
Hitbox Image
Down-Forward + Heavy Punch
21...31
43...51
900...1000
Overhead
Target Combo
Can hold down the button to charge the attack, data listed as 'no charge...max charge'.
--
0...+5
-3...+2
2
21...19
Hitbox Image
Forward + Heavy Kick
14...27
38...49
900...1000
High
Special, Super, Target Combo
Can hold down the button to charge the attack, data listed as 'no charge...max charge'.
--
0...+10
-3...+3
4
21...19

Target Combos

Light Punch, Light Punch
6, 14
19, 38
400, 600
High
First Hit: --
Second Hit: Special, Super
Second hit does not combo unless counter hit.
--
0, -3
-2, -6
3, 3
11, 22
Medium Punch, Medium Punch
7, 14
25, 38
700, 600
High
First Hit: --
Second Hit: Special, Super
--
--
+2, -3
-1, -8
4, 2
17, 23
Heavy Punch, Heavy Punch
12...26, 24
36...49, 45
1000...1200, 1000
High
--
Second hit always scales to 90% (900).
--
+3...+6, Knockdown +35
-3...+3, +2
2, 3
23...22, 19
Forward + Medium Punch, Heavy Punch
10, 11
31, 38
800, 800
High, Low
--
--
--
+2, Knockdown +31
-3, -12
2, 2
20, 26
Forward + Medium Punch, Heavy Kick
10, 11
31, 37
800, 800
High, High
--
--
--
+2, Knockdown +39
-3, -10
2, 4
20, 23
Down-Forward + Heavy Punch, Down-Forward + Heavy Punch
21...31, 18
43...51, 43
900...1000, 900
Overhead, Overhead
--
Can hold down the button to charge the first attack, data listed as 'no charge...max charge'.
--
0...+5, -3
-3...+2, -12
2, 2
21...19, 24
Forward + Heavy Kick, Forward + Heavy Kick
14...27, 16
38...49, 45
900...1000, 1000
High, High
First Hit: Special, Super
Second Hit: --
Can hold down the button to charge the first attack, data listed as 'no charge...max charge'.
--
0...+10, Knockdown +40
-3...+3, -12
4, 5
21...19, 25
Jump Medium Punch, Jump Medium Punch
7, 10
**
700, 800
Overhead, Overhead
--
Limited Juggle State on air hit with first hit, Forced Knockdown on air hit with second hit.
--
+8..., --
+4..., --
4, 3
3 Landing

Jump Attacks

Hitbox Image
Jump Light Punch
4
--
300
Overhead
--
--
--
+9...
+6...
7
3 Landing
Hitbox Image
Jump Medium Punch
7
--
700
Overhead
Target Combo
Limited Juggle State on air hit.
--
+8...
+4...
4
3 Landing
Hitbox Image
Jump Heavy Punch
10
--
800
Overhead
--
Knockdown on aerial hit.
--
+9...
+5...
5
3 Landing
Hitbox Image
Jump Light Kick
5
--
300
Overhead
--
Crosses up.
--
+4...
+1...
10
3 Landing
Hitbox Image
Jump Medium Kick
8
--
500
Overhead
--
--
--
+9...
+6...
8
3 Landing
Hitbox Image
Jump Heavy Kick
10
--
800
Overhead
--
--
--
+10...
+6...
7
3 Landing

Special Moves

Gladius (Light Punch)
17...30
Down, Down-Forward, Forward + Light Punch
41...53
1200...1200, 1200
High, Hit Throw
Charged version breaks armor. Can hold down the button to charge the attack, data listed as 'no charge...max charge'. Transitions to a two-hit attack into a hit throw when fully charged. Total frames and recovery frames listed for charge version are for whiffed hit. One hit of upper body hit armor starting at frame 5 until 3-6 frames before becoming active (affected by charge).
--
Knockdown +36...+40
-5...+4
4
21...20
Gladius (Medium Punch)
19...35
Down, Down-Forward, Forward + Medium Punch
43...58
1400...1400, 1200
High, Hit Throw
Charged version breaks armor. Can hold down the button to charge the attack, data listed as 'no charge...max charge'. Transitions to a two-hit attack into a hit throw when fully charged. Total frames and recovery frames listed for charge version are for whiffed hit. One hit of upper body hit armor starting at frame 5 until 3-6 frames before becoming active (affected by charge).
--
Knockdown +36...+40
-5...+4
4
21...20
Gladius (Heavy Punch)
22...41
Down, Down-Forward, Forward + Heavy Punch
46...64
1600...1600, 1200
High, Hit Throw
Charged version breaks armor. Can hold down the button to charge the attack, data listed as 'no charge...max charge'. Transitions to a two-hit attack into a hit throw when fully charged. Total frames and recovery frames listed for charge version are for whiffed hit. One hit of upper body hit armor starting at frame 5 until 3-6 frames before becoming active (affected by charge).
--
Knockdown +36...+40
-5...+4
4
21...20
Gladius (Overdrive)
19...35
Down, Down-Forward, Forward + PP
43...58
1700...1700, 1200
High, Hit Throw
Breaks armor. Can hold down the button to charge the attack, data listed as 'no charge...max charge'. Transitions to a two-hit attack into a hit throw when fully charged. Total frames and recovery frames listed for charge version are for whiffed hit. One hit of upper body hit armor starting at frame 1 until becoming active (affected by charge). Charged version grants two hits of upper body hit armor.
--
Knockdown +36...+40
-2...+4
4
21...20
Hitbox Image
Dimachaerus (Light Punch)
12, 13
Down, Down-Back, Back + Light Punch
45, 40
600, 600
High
Can followup with Forward + Punch for a second hit, listed as second hit in data.
--
-3, Knockdown +31
-16, --
4, 5
30, 23
Hitbox Image
Dimachaerus (Medium Punch)
16, 13
Down, Down-Back, Back + Medium Punch
49, 41
700, 600
High
Can followup with Forward + Punch for a second hit, listed as second hit in data.
--
0, Knockdown +36
-16, --
4, 5
30, 24
Hitbox Image
Dimachaerus (Heavy Punch)
22, 18
Down, Down-Back, Back + Heavy Punch
55, 45
800, 600
High
Can followup with Forward + Punch for a second hit, listed as second hit in data. Full Juggle State on hit for both hits.
--
Knockdown +38, Ground Bounce +56
-16, --
4, 5
30, 23
Hitbox Image
Dimachaerus (Overdrive)
16, 13
Down, Down-Back, Back + PP
45, 40
600, 600
High
Can followup with Forward + Punch for a second hit, listed as second hit in data. Full Juggle State on hit for both hits.
--
Knockdown +42, Ground Bounce +56
-12, --
4, 5
30, 23
Phalanx (Light Punch)
25
Forward, Down, Down-Forward + Light Punch
45
1500
High
One hit of armor on frames 7-11.
--
Knockdown +42
+2
3
18
Phalanx (Medium Punch)
28
Forward, Down, Down-Forward + Medium Punch
48
1600
High
One hit of armor on frames 7-13.
--
Knockdown +42
+2
3
18
Phalanx (Heavy Punch)
32
Forward, Down, Down-Forward + Heavy Punch
52
1700
High
One hit of armor on frames 10-15.
--
Knockdown +42
+2
3
18
Phalanx (Overdrive)
28
Forward, Down, Down-Forward + PP
48
1400
High
One hit of armor on frames 6-12. Wall Splats in the corner on hit.
--
Knockdown +70
+2
3
18
Quadriga (Light Kick)
20
Down, Down-Forward, Forward + Light Kick
47
1400
High
--
--
Knockdown +35
-6
4
24
Quadriga (Medium Kick)
24
Down, Down-Forward, Forward + Medium Kick
49
1500
High
--
--
Knockdown +37
-4
4
22
Quadriga (Heavy Kick)
29
Down, Down-Forward, Forward + Heavy Kick
53
1600
High
--
--
Knockdown +37
-3
4
21
Quadriga (Overdrive)
24
Down, Down-Forward, Forward + KK
51
1500
High
Breaks armor.
--
Wall Splat +50...+68
-6
4
24
Scutum
3
Down, Down-Back, Back + K
**
840
Parry
Upper body armor while active, but really wonkie and depends on the hitbox/hurtbox of the attacker (can armor Ryu cr.LP but not Juri cr.LP, for instance). Gives more advantage versus light attacks.
--
+1...+3
-5
26...116
26
Scutum (Overdrive)
1
Down, Down-Back, Back + KK
**
840
Parry
Full body armor while active. Gives more advantage versus light attacks.
--
+1...+3
-5
25...28
29
Scutum > Tonitrus
(9...+)15, 20
Down, Down-Back, Back + K > P, P
40, 58
900, 1000
Overhead, High
--
--
+1, Knockdown +31
-3, -21
3, 3
23, 36
Scutum > Procella
(9...+)16
Down, Down-Back, Back + K > K
55
1200
Low
--
--
Knockdown +22
-24
3
37
Scutum > Procella
(9...+)5
Down, Down-Back, Back + K > LP+LK
61
2500
Throw
--
--
Knockdown +20
--
3
54

Super Arts

Javelin of Marisa (Level 1)
19 (42) (6)
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
2200 (2900) (2640)
High (High) (Parry)
Has two hits of full body armor on frames 2-23. Breaks armor. Charged version transitions to a parry version of the move when the armor is struck.
Data listed as: Normal (Full Charge) (Parry)
--
Knockdown +14 (Knockdown +35) (Knockdown +46)
-43 (-43) (--)
5
60
Meteorite (Level 2)
9 (34)
Down, Down-Forward, Forward, Down, Down-Forward, Forward + Light Punch
3000 (2500)
High
Fully invincible on frames 1-15. Breaks armor. Late hit listed in parenthesis.
--
Knockdown +17
** (-44)
7 (3)
** (59)
Goddess of the Hunt (Level 3)
13
Down, Down-Back, Back, Down, Down-Back, Back + P
4000 (4500)
High
Fully invincible on frames 1-19. Breaks armor. Critical Art in parenthesis.
--
Knockdown +19 (Knockdown +19)
-39
7
60

Misc.

Stats
Health — 10,500
Forward Walk Speed — 3.90
Back Walk Speed — 2.70
Forward Dash — 22 frames / 140.00 distance
Back Dash — 25 frames / 90.000 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 132 (hit)
1200
Throw
--
--
--
+23
3
23
Back Throw
5
30 (whiff) / 106 (hit)
1200
Throw
--
--
--
+33
3
23