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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. | 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. | ||
Marisa is a high-damage juggernaut with a variety of far-reaching normals. She is able to charge all of her heavy attacks and some of her specials by holding the button down. If blocked, Marisa's charged moves deal significant chip to the opponent's drive bar and are | Marisa is a high-damage juggernaut with a variety of far-reaching normals. She is able to charge all of her heavy attacks and some of her specials by holding the button down. If blocked, Marisa's charged moves deal significant chip to the opponent's drive bar and are plus on block, allowing Marisa to continue pressure. She also has several moves with armor and can bully through an opponent's attacks. | ||
Although she has some of the most damaging combos in the game, Marisa's offense can be volatile. For instance, charging a heavy attack can leave a large gap where an opponent can press a button or jump out. Some of her moves have armor, but the armor does not protect against low-hitting attacks. Many of her attacks cannot be special canceled and so can lose to drive impact. Marisa also lacks some tools that other characters use to keep defenders in check; for example, Marisa has no low attack that can be special canceled or drive rushed. | Although she has some of the most damaging combos in the game, Marisa's offense can be volatile. For instance, charging a heavy attack can leave a large gap where an opponent can press a button or jump out. Some of her moves have armor, but the armor does not protect against low-hitting attacks. Many of her attacks cannot be special canceled and so can lose to drive impact. Marisa also lacks some tools that other characters use to keep defenders in check; for example, Marisa has no low attack that can be special canceled or drive rushed. | ||
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* '''Huge Damage:''' Marisa has extremely high-damage combos and occasionally gets huge damage off other interactions or guesses. For example, charged gladius deals 3120 damage on a punish counter (such as against DI) and enfold (her command grab) deals 2500 damage. With a couple of big starters, Marisa can end the round in 2 or 3 touches. | * '''Huge Damage:''' Marisa has extremely high-damage combos and occasionally gets huge damage off other interactions or guesses. For example, charged gladius deals 3120 damage on a punish counter (such as against DI) and enfold (her command grab) deals 2500 damage. With a couple of big starters, Marisa can end the round in 2 or 3 touches. | ||
* '''Huge Buttons:''' Marisa has several normal moves and specials that, although slow, give her long reach in neutral. Opponents have to play around moves such as gladius, 5MK, and 5HP. | * '''Huge Buttons:''' Marisa has several normal moves and specials that, although slow, give her long reach and approach in neutral. Opponents have to play around moves such as gladius, 5MK, and 5HP. | ||
* '''Armored Moves:''' Marisa has several moves with armor that absorb mid or high-hitting attacks. Although vulnerable to low-hitting attacks, these armor moves allow Marisa to bully through attacks such as most fireballs, standing heavy attacks, and neutral pokes that hit mid. | * '''Armored Moves:''' Marisa has several moves with armor that absorb mid or high-hitting attacks. Although vulnerable to low-hitting attacks, these armor moves allow Marisa to bully through attacks such as most fireballs, standing heavy attacks, and neutral pokes that hit mid. | ||
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* '''Weak Low and Light Conversions:''' Marisa has no special cancelable lows, and her fastest button (2LP) only combos into LP Dimachaerus (214LP), even with drive rush. It is extremely important to know your oki after LP Dimachaerus, and Marisa players must be aware of counterhit situations that allow them to get better conversions. | * '''Weak Low and Light Conversions:''' Marisa has no special cancelable lows, and her fastest button (2LP) only combos into LP Dimachaerus (214LP), even with drive rush. It is extremely important to know your oki after LP Dimachaerus, and Marisa players must be aware of counterhit situations that allow them to get better conversions. | ||
* '''Weak to Throw:''' Marisa has no reversal that beats throw besides super art 3, and throw severely punishes her other reversal options. For example, if you wake up with OD Scuta, you will get punish-countered by throw and lose a total of 3 drive gauge (2 from OD scuta, 1 from punish counter throw). Overall this makes Marisa's wake-up defense weak and she is strongly pressured by throw loops. | * '''Weak to Throw:''' Marisa has no reversal that beats throw besides super art 2/3, and throw severely punishes her other reversal options. For example, if you wake up with OD Scuta, you will get punish-countered by throw and lose a total of 3 drive gauge (2 from OD scuta, 1 from punish counter throw). Overall this makes Marisa's wake-up defense weak and she is strongly pressured by throw loops. | ||
* ''' | * '''Susceptible to Drive Impact:''' Marisa is vulnerable to DI guesses from the opponent. Marisa has many moves which cannot be special canceled and have an overall duration longer than DI. For example, 5MK, 5HP, uncharged/non-OD gladius, and non-OD phalanx. Marisa can also risk losing to DI when she charges a heavy button. Despite having armor-breaking moves, Marisa still risks being hit by DI. | ||
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Revision as of 05:14, 24 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.
Marisa is a high-damage juggernaut with a variety of far-reaching normals. She is able to charge all of her heavy attacks and some of her specials by holding the button down. If blocked, Marisa's charged moves deal significant chip to the opponent's drive bar and are plus on block, allowing Marisa to continue pressure. She also has several moves with armor and can bully through an opponent's attacks.
Although she has some of the most damaging combos in the game, Marisa's offense can be volatile. For instance, charging a heavy attack can leave a large gap where an opponent can press a button or jump out. Some of her moves have armor, but the armor does not protect against low-hitting attacks. Many of her attacks cannot be special canceled and so can lose to drive impact. Marisa also lacks some tools that other characters use to keep defenders in check; for example, Marisa has no low attack that can be special canceled or drive rushed.
In short, much of Marisa's offense gives the opponent multiple ways to defend, escape, or punish you. What she lacks in offensive consistency she makes up for in damage, as she has high-damage combos and a variety of other attacks that can quickly drain an opponent's health bar.
Playing Marisa at a high level requires a tolerance for risky and volatile situations, strong hit confirms, and a knowledge of high-damage combo routes in different situations.
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Players to Watch
- Big Bird - (https://twitter.com/Bigbird_fgc)