Street Fighter 6/Marisa/Strategy: Difference between revisions

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***Can substitute for 2MP for same hit advantage but worse block adv.  
***Can substitute for 2MP for same hit advantage but worse block adv.  
**2LP frame kill sets up meaty 3HP; {{sf6-adv|P|+1}} on hit, {{sf6-adv|M|-2}} on block
**2LP frame kill sets up meaty 3HP; {{sf6-adv|P|+1}} on hit, {{sf6-adv|M|-2}} on block
**Frame kill 2LK chain 2LP sets up meaty 4HP; {{sf6-adv|VP|+5}} on hit, {{sf6-adv|N|0}}
**Frame kill 2LK chain 2LP sets up meaty 4HP; {{sf6-adv|VP|+5}} on hit, {{sf6-adv|N|0}} on block
|-
|-
| '''Phalanx (623P)''' || KD {{sf6-adv|VP|+42}} ||
| '''Phalanx (623P)''' || KD {{sf6-adv|VP|+42}} ||
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** Near Corner: PC/DR 2MP > 623LP
** Near Corner: PC/DR 2MP > 623LP
|-
|-
| '''H.Dimachaerus (214HP~6P) > 3HP''' || KD {{sf6-adv|VP|+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. {{sf6-adv|M|-3}} when perfect parried.
| '''H. Dimachaerus (214HP~6P) > 3HP''' || KD {{sf6-adv|VP|+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. {{sf6-adv|M|-3}} when perfect parried.
From OD Dimachaerus the advantage goes up to {{sf6-adv|VP|+42}} making it a true safe jump.
From OD Dimachaerus the advantage goes up to {{sf6-adv|VP|+42}} making it a true safe jump.
|-
|-
| '''OD Dimachaerus (214PP~6P) > 2[HK]''' || KD {{sf6-adv|VP|+42}} || Very situational safe jump setup. It's a lower meter cost option for a particular near corner spacing. Phalanx routes in the corner are higher damage for the same or lower drive gauge cost. For just 1 extra bar of drive gauge the Phalanx route 214(HP/PP)~6P, DR 4HP > 623HP covers more ranges and deals higher damage.
| '''OD Dimachaerus (214PP~6P) > 2[HK]''' || KD {{sf6-adv|VP|+42}} || Very situational safe jump setup. It's a lower meter cost option for a particular near corner spacing. Phalanx routes in the corner are higher damage for the same or lower drive gauge cost. For just 1 extra bar of drive gauge the Phalanx route 214(HP/PP)~6P, DR 4HP > 623HP covers more ranges and deals higher damage.
|-
|'''H.Dimachaerus (214~6P) > 6HK > DR''' || {{sf6-adv|VP|+9}} (left), {{sf6-adv|VP|+6}} (right) || A left/right reset mix after landing 214HP~6P. Using OD dimachaerus increases the advantages on the same side by 1.
*Same side
**Frame kill DR 2LP into 5MP; {{sf6-adv|VP|+7}} on hit, {{sf6-adv|P|+0}} on block
**DR 5[HP] (will trade with 4f lights); {{sf6-adv|VP|+23}} on hit, {{sf6-adv|VP|+7}} on block
**DR 6[HK] (will trade with 4f lights; {{sf6-adv|VP|+22}} on hit, {{sf6-adv|VP|+7}} on block. (''EX ONLY'')
**DR 2LK confirm (manual timing)
**DR 2[HK]; '''Hard KND''' {{sf6-adv|VP|+33}}, {{sf6-adv|M|-1}} on block
**DR Throw (manual timing)
**DR 3HP (manual timing)
*Other side
**DR 2LK confirm
**DR Throw
**DR 5MP (will trade with 4f lights); {{sf6-adv|VP|+6}} on hit, {{sf6-adv|M|-1}} on block
|}
|}



Revision as of 12:42, 11 July 2023


Neutral

A unique aspect of Marisa's neutral game is her three long range, safe on block special moves. This gives her a bigger arsenal of options that can help her overwhelm the opponent's mental stack.

  • Gladius (236P) - TODO
  • Phalanx (623P) - TODO
  • Quadriga (236K) - TODO
  • 2MP - TODO
  • 5HP - TODO
  • Drive Rush - TODO
  • Checks - TODO
  • Other Pokes - TODO

Offense

Frame Traps

Light Chains - 2LP and 2LK are Marisa's only chainable lights. Chaining from 2LK will frame trap, but chaining from 2LP will have at least a 4F gap.

Tick Throws - charged 3HP as well as 5LP after DR create tick throw situations. In the corner 5LK, 5MK, and 2MP will also tick throw after DR. 2MP 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 2MP. While the opponent is in burnout a DR cancel out of regular 2MP 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

One of Marisa's best traits is her easy access to safe jumps. You'll want to set them up whenever possible if not going for a KO outright.

To perform a safe jump, hold up+forward after finishing your combo setup to immediately start the jump. After this you can start holding back to block now, you'll need to be blocking at the same time your jump attack would be blocked. As you land from the jump tap j.HK, j.HP, or j.LK for the midscreen setup. Go into your next action (command grab, 6HK, 4HP, etc.) right after blockstop. If you begin your next attack too early you can mess up the safe jump and run right into the opponent's reversal anyway. It's important to be blocking as your jump attack is being blocked because that is the timing when you would be getting hit by a reversal.

When safe jumps aren't available, drive rush oki is the next best thing. As long as Marisa is +23 or more and close enough she can pressure with command grab, 5MK, regular grab, 5LP for a tick throw setup and still have the option to drive rush into nothing to bait reversals. 5MK is generally preferred because of its relatively long active frames and its high reward when catching jumps or backdashes with a 4HP link on hit.


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw and Drive Reversal KD +23
  • Corner / Near Corner
    • DR 5HP hits 1 frame meaty. Sets up a tick throw on block and 4HP link on normal hit.
      • DR throw is also an option and will beat 4F jabs if timed correctly.
      • DR whiff 2LP is -3 and outside throw range, catches delay techs and baits DPs.
    • Forward dash leaves Marisa +1 and in throw range. Throw will lose to 4F normals.
    • 5[HP] will meaty but is vulnerable to invincible reversals on reaction.
  • Midscreen
    • Neutral is largely reset after back recovery. H Quadriga (236HK) and DR pressure can meaty, but are generally unrewarding and prone to trades.
    • On Punish Counter (forced neutral recovery), most of the corner oki can apply, but meaty DR 5HP will not tick throw. DR 5MK is a good alternative.
Back Throw KD +33
  • Corner
    • +11 after forward dash giving a meaty command grab or a 1F meaty 5MK
    • 623HP hits 2F meaty becoming +4 on block, but keep in mind it's technically airborne and will lose to frame 1 anti-air invuln specials.
  • Midscreen
    • DR pressure can lead to meaty pokes (namely 5HP) but no throw pressure
    • On punish counter, DR is needed for a strike/throw mix
Enfold (214K~LP+LK) HKD +20
  • Corner
    • DR 5MK sets up tick throw on block, 4HP link on normal hit for big damage
      • DR throw can beat 4Fs, but the timing is extremely tight
      • -6 on empty DR, so options for baiting 6F OD DPs after the DR flash are limited to armored moves
    • Microwalk 6HK meaty. Manually timed, but leads to DRC command grab mix.
  • Midscreen
    • L Quadriga (236LK) hits 1F meaty and sets up a spacing trap
    • Similar DR pressure as corner but much less threatening. No tick throw setup or meaty DR throw.
2HK HKD +29
HKD +44 (Counter/Punish)
  • Normal Hit
    • Forward dash leaves Marisa at +7, giving her an auto-timed meaty 5LP or 5MP
    • Charged 6HK hits 3F meaty
    • M.Phalanx hits 2F meaty. Somewhat reactable and loses to frame 1 anti-air specials
    • Manually timed DR oki is viable. Slowest attack you can meaty with after DR is charged 4[HP]
  • Counter Hit/Punish
    • 5LK frame kill sets up a 2F meaty DR 5MK
    • 6MP frame kill sets up a 3F meaty 5MK/command grab mix up.
L.Dimachaerus (214LP~6P) KD +31
  • Corner
    • Whiff 2LP then trade charged 4HP (will trade with 4f lights); leaves you +17 on hit
      • Can substitute charged 4HP for 6HK which will also beat 4f wake-up mash
    • Micro-walk charged 6HK (manually timed). +11 on hit, +5 on block
    • Forward dash into meaty 5MP +5 on hit, +2 on block
    • Whiff 5MP into throw; +4 on whiff and allows shimmy
  • Mid-screen
    • Charged 3HP covers both ground recoveries and is safe from Drive Impact and Drive Reversal; +6 on hit and +3 on block
      • DR 3HP also covers both but it is +4 on hit and +1 on block. Safe against Drive impact but not Drive reversal
    • Whiff 2LP then 6HK; covers both ground recoveries (you may have to spend drive gauge if you want to get closer)
    • DR charged 4HP; +8 on block, +17 on hit
    • DR charged 2HK; +32 Hard KND, -2 on block
    • DR into Enfold (manual timed)
    • DR into 2LK x 2LP confirm (manually timed)
    • DR into Meaty throw
    • MP Gladius (will trade with 4f normals allowing follow-up)
M.Dimachaerus (214MP~6P) KD +36
  • Midscreen
    • Forward dash, then 6HK; +1 on hit, -2 on block
    • DR 6[HK] leaves you +14 on hit, +7 on block
      • Can substitute for DR 5[HP] which is just as plus on block, but not as advantageous on hit
    • Charged M.Gladius (236[MP]) hits meaty, but also loses to DP/super on reaction
    • Frame kill 2LP then DR into:
      • 5MK; +8 on hit, +2 on block (Safe from drive reversal/impact)
      • 6HK (will trade with 4f normals); leaves you +14 on hit, +1 on block (Safe from drive impact but not DR)
      • 2MK; +8 on hit, +4 on block (Safe from drive reversal/impact)
      • Meaty Throw (tight timing involved)
  • Corner
    • 5MP frame kill sets up last frame meaty 5MP; +5 on hit, +2 on block
      • Can substitute for 2MP for same hit advantage but worse block adv.
    • 2LP frame kill sets up meaty 3HP; +1 on hit, -2 on block
    • Frame kill 2LK chain 2LP sets up meaty 4HP; +5 on hit, 0 on block
Phalanx (623P) KD +42

Sets up a safe jump in/near corner. When ending a juggle with this it can sometimes give a +43 or more KD which will make the jumping normal whiff if the jump is 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.

  • Routes:
    • Corner: 214HP~6P, 4[HP] > 623LP
    • Corner: 6HK > 236KK, 4HP > 623MP
    • Corner: 2[HP], DR 4HP > 623MP
    • Near Corner: 6HK > 236KK, 6HK > 623MP. At further distances, end with DR 6HK > 623MP.
    • Near Corner: 214(HP/PP)~6P, DR 4HP > 623HP. Works near midscreen.
    • Near Corner: PC/DR 2MP > 623LP
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. -3 when perfect parried.

From OD Dimachaerus the advantage goes up to +42 making it a true safe jump.

OD Dimachaerus (214PP~6P) > 2[HK] KD +42 Very situational safe jump setup. It's a lower meter cost option for a particular near corner spacing. Phalanx routes in the corner are higher damage for the same or lower drive gauge cost. For just 1 extra bar of drive gauge the Phalanx route 214(HP/PP)~6P, DR 4HP > 623HP covers more ranges and deals higher damage.
H.Dimachaerus (214~6P) > 6HK > DR +9 (left), +6 (right) A left/right reset mix after landing 214HP~6P. Using OD dimachaerus increases the advantages on the same side by 1.
  • Same side
    • Frame kill DR 2LP into 5MP; +7 on hit, +0 on block
    • DR 5[HP] (will trade with 4f lights); +23 on hit, +7 on block
    • DR 6[HK] (will trade with 4f lights; +22 on hit, +7 on block. (EX ONLY)
    • DR 2LK confirm (manual timing)
    • DR 2[HK]; Hard KND +33, -1 on block
    • DR Throw (manual timing)
    • DR 3HP (manual timing)
  • Other side
    • DR 2LK confirm
    • DR Throw
    • DR 5MP (will trade with 4f lights); +6 on hit, -1 on block

vs. Burnout

  • Plus Normals - All but 2HK are plus on block.
  • Plus Specials - Uncharged OD Gladius (236PP), H Quadriga (236HK), and Tonitrus first hit (214K~P) become plus on block.
  • Looping 623MP - Marisa can loop 623MP filling either 5LP~LP for a true block string or 4HP for a charged/uncharged mix. after 5LP target combo and uncharged 4HP there is a 6F gap before the 623MP hits, but Marisa can frame trap after charged 4HP or by using 623LP instead. 623LP pushes her out far enough that she can't frame trap with 5LP/4HP again.
  • 623MP, 5LP~LP > 236HP > lvl 3 - 1800 chip damage true block string
  • 5HP~HP target combo frame traps
  • 236[P], 5HP, 2LP all frame traps

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
Drive Rush Cancel - Blockstring Gaps
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~LP~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~MP~DR 1 2 7 1 6 10 0 3 4 0 4 6 5 16 3 9 21 22 16 18 26 15 22
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.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP +4 5LP~5LP target combo which then goes into 214PP, 236MP, 236LK etc.
2LP +7 5MP link
5LK +4 2LP link, DR to 2LP, cancel to 214PP
2MP +7 5MP link, cancel into 236KK, or cancel straight into 214HP if close enough
5MK +8 4HP link, 2MP link at further ranges
5HP +7 5MP link
4HP +7 5MP link, Cancel to 236KK, but generally just go into 214HP like normal if you don't need a hit confirm
3HP +4 2LP link


Armoring Through DPs

Using armored specials to call out OD DPs can be a decent strategy for Marisa. It can not only win interactions with DPs but also beat other abare options, and in the case of Scutum can beat patient blocking with a delayed Enfold OS. It can be a good option against opponents trying to take advantage of the 5MP target combo gap, or against opponents trying to stop drive rush block strings. Armor interactions against DPs is character specific, below is a table documenting these interactions.

When armoring through Multi hit OD DPs with OD Gladius, Gladius must be charged for the extra hit of armor and to ideally whiff if possible. Meaty OD Gladius is assumed to be timed in a best case scenario where it is just late enough to catch jumps and longer range lows but not too meaty where the armor will run out before an OD DP becomes active (Hitting on frame 4 after their wakeup). Meaty OD Gladius interactions can vary wildly with timing differences. Take it with a grain of salt.

Armor vs DP interactions
Character Scutum OD Scutum Gladius Charged OD Gladius Meaty OD Gladius
Luke Loses Full Punish (+44) Loses Full Punish (+26) Loses
Jamie Hits (+3) Hits (+3) Hits (KD) Hits (KD) Full Punish (+38~)
Juri Loses Full Punish (+33) Loses Full Punish (+33) Loses
Dee Jay Full Punish (+40) Full Punish (+40) Full Punish (+33) Full Punish (+33) Full Punish (+50~)
Cammy Hits (+3) Hits (+3) Full Punish (+22) Full Punish (+22) Hits (KD)
Ryu Loses Loses Loses Full Punish (+28) Loses
E. Honda Loses Full Punish (+19) Loses Hits (KD) Hits (KD)
Blanka Full Punish (+41) Full Punish (+41) Full Punish (+23) Full Punish (+23) Full Punish (+37~)
Guile Loses Loses Loses Full Punish (+17) Loses
Ken Hits if spaced (KD) Hits if spaced (KD) Loses Hits (KD) Loses
Chun-Li Hits (KD) Hits (KD) Full Punish (+15) Full Punish (+15) Full Punish (+30~)

Defense

Reversals

  • 214KK - TODO
  • 236PP - TODO
  • Lvl 1 - TODO
  • Lvl 2 - TODO
  • Lvl 3 - TODO


Anti-Airs

Marisa has many situational anti-airs. None are perfect, each having their own weaknesses. Overall, Marisa has a harder time controlling her airspace due to having many slow and situational options that must not only be quickly decided upon, but quickly executed as well.


  • 2HP - Go to anti-air normal
    • A little slow at 10F (the first active frame doesn't hit high enough to anti-air). Puts the opponent into a juggle state causing a knockdown as opposed to the more common air reset state on other anti-air normals. On normal and counter hits, Marisa does not normally get combos except at very precise angles. On punish counter however, Marisa can parry drive rush for a full combo.
  • 214LP Dimachaerus - Air invulnerable special move
    • Air invulnerability starts up on frame 5 and the move itself is relatively slow at 12 frames so quick reactions are needed to make use of it. This special moves Marisa forward and doesn't cover the space directly overhead making it unusable against jumps that would crossup or land directly over head.
  • 214PP OD Dimachaerus - Air invulnerable metered anti-air
    • Has all the weaknesses of LP Dimachaerus including an even slower startup of 16, but with potentially huge reward on hit with meter and/or corner positioning.
  • 214K Scutum - Situational armored anti-air
    • Fast armor at frame 3. Completely whiffs on crossups and shallow jump-ins such as an early j.HP from Dee Jay or Ken. Being an armored option it is somewhat weak to empty jumps. Marisa can beat an empty jump by command grabbing the opponent during their landing recovery, but this removes her armor during startup and opens her up to a delayed deep jump-in. The OD version has frame 1 armor, theoretically allowing Marisa to rise from a crouching position into immediate standing armor negating the possibility of a whiff, but this requires just frame execution and timing and is just as susceptible if not more so to empty jumps.
  • 236LP Gladius - Another situational armored anti-air
    • Decently fast armor at frame 5. Generally Gladius should be charged until a hit is absorbed or the opponent is about to land. The light version is usually the best as it will hit the fastest after absorbing a hit, but the heavy version still has some utility as a preemptive option since it can be charged for longer. It has similar weaknesses to Scutum both being armored options, but Gladius will not whiff against shallow jump-ins nor will it whiff against jump-ins directly above Marisa as long as they don't land crossup. However it is much more likely to allow the opponent to land and block Gladius with a deep jump-in potentially leading to a punish. OD Gladius is an improved option with frame 1 armor which lasts all the way until recovery making it immune to last minute counterhits from deep jump-ins.
  • j.MP~MP - air-to-air target combo
    • A great way to preemptively stop crossups if caught early enough. Does decent damage and allows for drive rush oki.
  • Jump back j.LP - Fast 4F air-to-air
    • 3 frames faster than j.MP which could make all the difference. It's less rewarding on hit, but the extra speed makes up for it.
  • lvl 2 Super - Decently fast 9F fully invincible super
    • Moves Marisa forward immediately after the super flash which gives it a dead zone above Marisa. A notable option being frame 1 invincible, but like Dimachaerus it has similar dead zones. Because of the motion input, it's not a significantly better reactive anti-air than Dimachaerus unless you're already buffering the input or playing with Modern controls.
  • Perfect Parry
    • Worth mentioning as it can be the only answer to crossups and meaty jump-ins.

Anti-Projectile

  • 623P - TODO
  • 236P - TODO
  • 214K - TODO

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


SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu