< Street Fighter 6 | Chun-Li
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;Quick Notes | |||
* Parry blows up a lot of her stuff. Even if it isn't a Perfect Parry, she doesn't get to steal your Drive. | |||
* 623P goes over Kikoken, be careful with it once they present Phalanx as an option. | |||
* Every option from Scutum is highly comittal and can be punished if read, but none are inherently reactable. | |||
* Her 214P combo ender is incredibly unsafe on block. Punish her and punish hard. | |||
* Marisa can use Scutum in Burnout to avoid DI. It's still armor so if she doesn't have enough health she'll just die. | |||
* Normal 214K loses to lows, 214KK beats lows. Both lose to throw. | |||
* Marisa deals incredibly high damage off seemingly random things. She will gamble and sometimes you'll just guess wrong. | |||
;Neutral | |||
This matchup is make or break when it comes to being able to whiff punish her. 5MK is very difficult to whiff punish on reaction, but standing outside of her heavy normal ranges forces her to either walk forward or gamble on said normals or Quadriga. It's also well worth the time to practice whiff punishing Gladius, as Marisa players like to poke with that too. | |||
;Offense | |||
Meaty throw beats a surprising amount of her reversal options, but she can still use non-OD 214K to try and bust out of a frame trap. It's a bit safer to use Kikoken in pressure as reversal Phalanx is pretty slow. React with 5LP, 22K, or Parry if or when she tries it. | |||
;Defense | |||
Drive Rush 214K~LPLK is always an option to look out for, but it is somewhat slow compared to her other Drive Rush options. Her light conversions are also nowhere near as powerful as the rest of the cast which means you can afford to take more risks there. 6HK DRC is a very real option for her and can bait reversals if she decides to block. | |||
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Revision as of 12:07, 21 June 2023
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Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E.Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa

- Quick Notes
- Parry blows up a lot of her stuff. Even if it isn't a Perfect Parry, she doesn't get to steal your Drive.
- 623P goes over Kikoken, be careful with it once they present Phalanx as an option.
- Every option from Scutum is highly comittal and can be punished if read, but none are inherently reactable.
- Her 214P combo ender is incredibly unsafe on block. Punish her and punish hard.
- Marisa can use Scutum in Burnout to avoid DI. It's still armor so if she doesn't have enough health she'll just die.
- Normal 214K loses to lows, 214KK beats lows. Both lose to throw.
- Marisa deals incredibly high damage off seemingly random things. She will gamble and sometimes you'll just guess wrong.
- Neutral
This matchup is make or break when it comes to being able to whiff punish her. 5MK is very difficult to whiff punish on reaction, but standing outside of her heavy normal ranges forces her to either walk forward or gamble on said normals or Quadriga. It's also well worth the time to practice whiff punishing Gladius, as Marisa players like to poke with that too.
- Offense
Meaty throw beats a surprising amount of her reversal options, but she can still use non-OD 214K to try and bust out of a frame trap. It's a bit safer to use Kikoken in pressure as reversal Phalanx is pretty slow. React with 5LP, 22K, or Parry if or when she tries it.
- Defense
Ryu
Zangief