Street Fighter 6/Marisa/Introduction: Difference between revisions

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{{ ProConTable
{{ ProConTable
| pros=
| pros=
* Pro listed here
* '''Armor Everywhere''': With armor on most of her heavy attacks and specials, Marisa can power through most any attack and win neutral through brute force. Opponents may find themselves losing a giant chunk of health if they try and challenge at the wrong time.
 
* '''Range and Power''': Along with an abundance of armor, Marisa has great range and can charge her heavy normals and her Gladius special move for added frame advantage. The armor deters opponents from directly challenging, but simply allowing Marisa to play her game can lead to looping pressure and hard to escape situations. If she does land a hit, the damage is devastating, even from simple buffers. OD specials and drive rush open up even more disastrously damaging combos and can easily drain the opponent of more than half their health bar.
 
* '''Armor Stance''': Scutum (214K) has Marisa protecting herself. If she is hit, she absorbs the hit with armor, and has access to a low, an overhead, and a grab followup. These followups can be done even without absorbing an attack first, giving Marisa access to an instant high/low/grab mix whenever she wants.
| cons=
| cons=
* Con listed here
* '''All-Around Slow''': To make up for the armor and plus frames of her monstrous normals and specials, almost all of Marisa's moves are considerably slow to start up and recover. Marisa may find herself struggling in a fight of fast buttons. Opponents with careful spacing will have an easy time whiff punishing a charged heavy attack or a charged Gladius with a drive rush to the face.
 
* '''Weak to Parry''': It may be redundant to say a character is weak to parries when they all technically are, but Marisa arguably gets it the worst. While her big normals and specials may be scary, plus frames require charging her moves. These charge times are consistent and have reactable startup, meaning any able-bodied opponent who is practiced in the art of parrying can make it hell for Marisa to get anything started.
 
* '''Drive Gauge Dependent''': Most of Marisa's big damage combos come from OD moves and drive rushes, resulting in her typically being left with very little meter in advantageous situations. If the tides were to turn, burn out state would become a new problem for her to deal with.
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Revision as of 21:28, 2 June 2023

Introduction

An up-and-coming jewelry designer from Italy who claims ancestry to ancient Greek warriors. As a child, she was inspired by a vision of the Colosseum in its prime. Today, she seeks glory with a smile—and an eye for beauty.


Strengths Weaknesses
  • Armor Everywhere: With armor on most of her heavy attacks and specials, Marisa can power through most any attack and win neutral through brute force. Opponents may find themselves losing a giant chunk of health if they try and challenge at the wrong time.
  • Range and Power: Along with an abundance of armor, Marisa has great range and can charge her heavy normals and her Gladius special move for added frame advantage. The armor deters opponents from directly challenging, but simply allowing Marisa to play her game can lead to looping pressure and hard to escape situations. If she does land a hit, the damage is devastating, even from simple buffers. OD specials and drive rush open up even more disastrously damaging combos and can easily drain the opponent of more than half their health bar.
  • Armor Stance: Scutum (214K) has Marisa protecting herself. If she is hit, she absorbs the hit with armor, and has access to a low, an overhead, and a grab followup. These followups can be done even without absorbing an attack first, giving Marisa access to an instant high/low/grab mix whenever she wants.
  • All-Around Slow: To make up for the armor and plus frames of her monstrous normals and specials, almost all of Marisa's moves are considerably slow to start up and recover. Marisa may find herself struggling in a fight of fast buttons. Opponents with careful spacing will have an easy time whiff punishing a charged heavy attack or a charged Gladius with a drive rush to the face.
  • Weak to Parry: It may be redundant to say a character is weak to parries when they all technically are, but Marisa arguably gets it the worst. While her big normals and specials may be scary, plus frames require charging her moves. These charge times are consistent and have reactable startup, meaning any able-bodied opponent who is practiced in the art of parrying can make it hell for Marisa to get anything started.
  • Drive Gauge Dependent: Most of Marisa's big damage combos come from OD moves and drive rushes, resulting in her typically being left with very little meter in advantageous situations. If the tides were to turn, burn out state would become a new problem for her to deal with.

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