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| '''Phalanx (623LP/MP/HP)''' || KD +42 || Sets up a safe jump in the corner (or midscreen against a neutral recovery). When ending a juggle with this it can sometimes give a +43 or more KD which will make the jumping normal whiff if not delayed. Picking the right strength of Phalanx or manually delaying juggles to make sure the opponent is low to the ground when hit by Phalanx will prevent this extra KD advantage. Doesn't work with fully charged air normals. Against characters with frame 0 grab supers, hold up until a block is confirmed. -2 when perfect parried. | | '''Phalanx (623LP/MP/HP)''' || KD +42 || Sets up a safe jump in the corner (or midscreen against a neutral recovery). When ending a juggle with this it can sometimes give a +43 or more KD which will make the jumping normal whiff if not delayed. Picking the right strength of Phalanx or manually delaying juggles to make sure the opponent is low to the ground when hit by Phalanx will prevent this extra KD advantage. Doesn't work with fully charged air normals. Against characters with frame 0 grab supers, hold up until a block is confirmed. -2 when perfect parried. | ||
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| '''H.Dimachaerus (214HP~6P) > 3HP''' || KD +41 || A safe jump setup that works midscreen against both recovery options. Against a neutral recovery midscreen, Marisa needs to jump in with j.LK to hit crossup. Works from OD Dimachaerus as well. -3 when perfect parried. | | '''H.Dimachaerus (214HP~6P) > 3HP''' || KD +41 || A safe jump setup that works midscreen against both recovery options. Works against 6F reversals and slower. loses to 5F reversal anti-airs such as light Shoryuken, but these can be baited with an empty jump. Against a neutral recovery midscreen, Marisa needs to jump in with j.LK to hit crossup. Works from OD Dimachaerus as well. -3 when perfect parried. | ||
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Revision as of 03:02, 25 June 2023
Neutral
TO-DO
Offense
Frame Traps
Light Chains - c.LP and c.LK are Marisa's only chainable lights. Chaining from c.LK will frame trap, but chaining from c.LP will have at least a 4F gap.
Tick Throws - charged 3HP as well as s.LP after DR create tick throw situations. In the corner s.LK, s.MK, and c.MP will also tick throw after DR. c.MP can work midscreen against some opponents depending on their walk speed.
Command Grab Tick Throws - DR cancel straight into 214K > grab will frame trap only off of 6HK and a DR enhanced c.MP. While the opponent is in burnout a DR cancel out of regular c.MP will work. While the opponent is in burnout DR enhanced charged s.HP and 3HP will tick throw into command grab. 4HP as well but corner only.
Okizeme and Mixups
TO-DO
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | KD +23 | Against a midscreen back recovery, neutral is largely reset. OD 236KK and DR pressure are options but both are generally unrewarding on block for the meter spent.
In the corner, Marisa gets a basic throw loop after forward dashing leaving her +1. Note that throw will lose to 4F jabs. Also in the corner, DR s.HP hits 1F meaty becoming +2 on block allowing for a tick throw and a 4HP link on normal hit. DR pressure can also be feinted with DR c.LP Leaving Marisa -3 and out of throw range. Charged s.HP is a meterless pressure option as well. It's safe to wakeup DI but susceptible to a DP or super on reaction. For a midscreen punish counter throw, all the corner pressure can apply except for Charged s.HP which will whiff. |
Back Throw | KD +33 | Against a midscreen back recovery, Marisa can get some pressure with a DR s.HP or c.MK.
When throwing the opponent into the corner Marisa can forward dash and be +11, giving her a meaty command grab. Skip the dash and 623HP hits meaty making it +4 on block. DR Charged s.HP hits fast enough to trade with 4F jabs leading to huge trade combos, but this will lose to wake-up DI. DR 3HP or charged 4HP are good alternatives be DI safe, but both require a small manual delay. Empty DR is +7. For a midscreen punish counter throw or neutral recovery, forward dash is too far away to threaten a throw so DR is needed to enforce a strike/throw. Most DR pressure options for a corner throw work on a midscreen punish counter throw. |
2HK | HKD +29 HKD +44 (Counter/Punish) |
Forward dash leaves Marisa at +7, giving her an auto-timed meaty s.LP or s.MP. A charged 6HK hits 3 frames meaty. |
L.Dimachaerus (214LP~6P) | KD +31 | Sets up a meaty charged 3HP on both recovery options. Safe against DI, but pretty reactable with a DP, super, or even a perfect parry. In the corner forward dash sets up a meaty s.MP or c.MP. Midscreen 623HP is another automatic meaty option. |
M.Dimachaerus (214MP~6P) | KD +36 | What Marisa usually goes into from 5MP~MP when conserving drive gauge. Dash up 6HK hits 1F meaty. DR charged s.HP Frame traps for better pressure on block. Charged 236MP hits meaty but is highly telegraphed. In the corner, a s.MP frame kill sets up a perfect meaty s.MP or c.MP. A frame kill c.LP sets up a meaty 3HP. |
Phalanx (623LP/MP/HP) | KD +42 | Sets up a safe jump in the corner (or midscreen against a neutral recovery). When ending a juggle with this it can sometimes give a +43 or more KD which will make the jumping normal whiff if not delayed. Picking the right strength of Phalanx or manually delaying juggles to make sure the opponent is low to the ground when hit by Phalanx will prevent this extra KD advantage. Doesn't work with fully charged air normals. Against characters with frame 0 grab supers, hold up until a block is confirmed. -2 when perfect parried. |
H.Dimachaerus (214HP~6P) > 3HP | KD +41 | A safe jump setup that works midscreen against both recovery options. Works against 6F reversals and slower. loses to 5F reversal anti-airs such as light Shoryuken, but these can be baited with an empty jump. Against a neutral recovery midscreen, Marisa needs to jump in with j.LK to hit crossup. Works from OD Dimachaerus as well. -3 when perfect parried. |
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | 6MP | 3HP | 4HP | 6HK | 5[HP] | 5[HK] | 2[HP] | 2[HK] | 3[HP] | 4[HP] | 6[HK] | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~5LP~DR | 0 | 0 | 3 | 0 | 2 | 6 | 0 | 0 | 0 | 0 | 0 | 2 | 1 | 12 | 0 | 5 | 17 | 18 | 12 | 14 | 22 | 11 | 18 |
2LP~DR | 9 | 10 | 15 | 9 | 14 | 18 | 7 | 11 | 12 | 8 | 12 | 14 | 13 | 24 | 11 | 17 | 29 | 30 | 24 | 26 | 34 | 23 | 30 |
5LK~DR | 6 | 7 | 12 | 6 | 11 | 15 | 4 | 8 | 9 | 5 | 9 | 11 | 10 | 21 | 8 | 14 | 26 | 27 | 21 | 23 | 31 | 20 | 27 |
5MP~5MP~DR | 4 | 5 | 10 | 4 | 9 | 13 | 2 | 6 | 7 | 3 | 7 | 9 | 8 | 19 | 6 | 12 | 24 | 25 | 19 | 21 | 29 | 18 | 25 |
2MP~DR | 0 | 0 | 5 | 0 | 4 | 8 | 0 | 1 | 2 | 0 | 2 | 4 | 3 | 14 | 1 | 7 | 19 | 20 | 14 | 16 | 24 | 13 | 20 |
4HP~DR | 0 | 0 | 3 | 0 | 2 | 6 | 0 | 0 | 0 | 0 | 0 | 2 | 1 | 12 | 0 | 5 | 17 | 18 | 12 | 14 | 22 | 11 | 15 |
6HK~DR | 0 | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 9 | 0 | 2 | 14 | 15 | 9 | 11 | 19 | 8 | 13 |
4[HP]~DR | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 12 | 13 | 7 | 9 | 17 | 6 | 13 |
6[HK]~DR | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 12 | 13 | 7 | 9 | 17 | 6 | 13 |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +4 | 5LP~5LP target combo which then goes into 214PP, 236MP, 236LK etc. |
2LP | +7 | 5MP link |
2MP | +7 | 5MP link or cancel straight into 214HP if close enough |
5MK | +8 | 4HP link |
5HP | +7 | 5MP link |
4HP | +7 | 5MP link, but just go into 214HP like normal if you don't need a hit confirm |
3HP | +4 | 2LP link |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Marisa
Beat Armor with Lows - TODO
Use Neutral Jumps - Counter Marisa's forward advancing pokes with neutral jumps.
Parry Telegraphed Meaties - TODO
Exploit Marisa's Weak Lows - Marisa has no access to DR combos or OD specials off any of her lows. Her c.LK combos whiff at max range as well. This makes shimmies and backwards movement during her plus frames relatively low risk.
8F Super After MP Target Combo - TODO