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.
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 |
|
Back Throw | KD +33 |
|
Enfold (214K~LP+LK) | HKD +20 |
|
2HK | HKD +29 HKD +44 (Counter/Punish) |
|
L.Dimachaerus (214LP~6P) | KD +31 |
|
M.Dimachaerus (214MP~6P) | KD +36 |
|
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. |
OD Dimachaerus (214PP~6P) > 2[HK] | KD +42 | Very situational safe jump setup. doesn't work midscreen because of back recovery. In the corner there is a better route with Phalanx, so this route is only good near corner. However, with the same corner spacing you can still route into the higher damage Phalanx safe jump with a drive rush 4HP juggle. |
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. From OD Dimachaerus the advantage goes up to +42 making it a true safe jump. -3 when perfect parried. |
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 |
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.
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.
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