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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. One of her shining normals in this regard is 5HP, a long range punch that leads to good damage especially when used as a punish counter. Some of her other good normals are 5MP, 2MP, and 5HK, as these are all pokes that are either fast or have great range. | 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 associated button down. One of her shining normals in this regard is 5HP, a long range punch that leads to good damage, especially when used as a punish counter. Some of her other good normals are 5MP, 2MP, and 5HK, as these are all pokes that are either fast or have great range. Marisa's charged moves also deal significant chip to the opponent's drive bar if they are blocked, and some of them even recover quickly, allowing Marisa to continue pouring pressure on her opponent. In this way, '''Marisa excels once she gets her opponent into the corner''' where there's nowhere to go to escape her onslaught. She also has several moves with armor that allow her to bully through an opponent's attacks, including a unique ability to break Drive Impact attempts easily, as well has having slightly more health than most characters, allowing her to take more hits in a match. | ||
Her special moves are almost all used for getting in and staying in. '''Gladius''' is a chargeable straight punch with great damage and upper body armor, which allows her to punch | Her special moves are almost all used for getting in and staying in. '''Gladius''' is a chargeable straight punch with great damage and upper body armor, which allows her to quite literally punch right through her opponent's attacks. '''Phalanx''' is an armored superman punch that's great for going over fireballs or sneaking in after blockstrings to reset pressure, as all versions are plus on block. '''Quadriga''' is an extremely long range horizontal step kick with surprising safety, especially when spaced. The EX versions of Phalanx and Quadriga break right through armor, making it a bit difficult to drive impact these moves. She also has '''Dimachaerus''', an uppercut and slam move which grants her a good knockdown to continue her pressure - and a combo extender with the HP version. Obviously, just striking isn't going to open a defensive opponent, which is why she has '''Scutum''', an armored stance with access to an overhead, a low, and quite possibly her most frightening move, a command grab. | ||
Although she has some of the most damaging combos in the game, Marisa's offense can be volatile. | Although she has some of the most damaging combos in the game, Marisa's offense can be volatile. Charging a heavy attack can leave a large gap where an opponent can counter or jump away. Some of her moves have armor, but the armor does not protect against low-hitting attacks. She also has very few cancellable normals, and overall lacks tools that other characters have to keep defenders in check, often times relying on pure aggression to break through the opposing players confidence and forcing them into making a bad decision. In addition, her reversal options are extremely weak to throws; even though they are armored, none of them besides her Level 2 and Level 3 super arts have throw invulnerability. Her drive rush combos from lights are incredibly lackluster, that is to say she doesn't have anything other than repeated lights. Because of this, Marisa has a hard time abusing the system mechanics to aid in her offense. | ||
While much of Marisa's offense is fairly straight forward and lacks consistency, she makes up for it in massive damage potential, having some of the highest damaging combos in the game, and a variety of other attacks that can quickly drain an opponent's health and/or drive bar, putting the fear of the gods into her adversaries. | |||
If you like a big strong lady with big strong normals, or you just like hitting things really, really, REALLY hard, then put on your Spartan helmet and charge into battle with Marisa. | |||
{{ ProConTable | {{ ProConTable | ||
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* '''Meterless Plus Frames:''' Phalanx and other charged special moves are plus on block and can be used without meter. Opponents who are scared to do anything will find themselves stuck in perpetual disadvantage until they inevitably run out of Drive and lose their chances to escape. | * '''Meterless Plus Frames:''' Phalanx and other charged special moves are plus on block and can be used without meter. Opponents who are scared to do anything will find themselves stuck in perpetual disadvantage until they inevitably run out of Drive and lose their chances to escape. | ||
* '''Mind Games:''' Once Marisa has the opponent trained to stay put, she can set them up for her own grab game, in particular setting up for Enfold, which takes off a huge chunk of health in a single blow. If she's also able to get them in the corner, a player can also put the fear of a Drive Impact induced stagger in them, further opening them up for Enfold, or forcing another kind of response that can lead to a major counter. | |||
| cons= | | cons= | ||
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* '''Weak to Throws:''' Marisa has no reversal that beats throws besides Level 2 and 3 Super. Throws will also give a free Punish Counter on her main reversal, OD Scutum, making her lose a ton of Drive if she guesses wrong. This alone is a very big downside to Marisa's defense, especially because the majority of the cast can loop their throw on Punish Counter or in corner and force her to guess again. | * '''Weak to Throws:''' Marisa has no reversal that beats throws besides Level 2 and 3 Super. Throws will also give a free Punish Counter on her main reversal, OD Scutum, making her lose a ton of Drive if she guesses wrong. This alone is a very big downside to Marisa's defense, especially because the majority of the cast can loop their throw on Punish Counter or in corner and force her to guess again. | ||
* '''Hates Zoners:''' With only a select number of ways to counter projectiles and other ranged maneuvers, Marisa is reliant on spending resources to force her way through head first. Without Drive or Super meter, she is prone to getting zoned out from characters with a strong ranged game and a lot of patience. | |||
}} | }} | ||
Revision as of 19:20, 13 July 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 associated button down. One of her shining normals in this regard is 5HP, a long range punch that leads to good damage, especially when used as a punish counter. Some of her other good normals are 5MP, 2MP, and 5HK, as these are all pokes that are either fast or have great range. Marisa's charged moves also deal significant chip to the opponent's drive bar if they are blocked, and some of them even recover quickly, allowing Marisa to continue pouring pressure on her opponent. In this way, Marisa excels once she gets her opponent into the corner where there's nowhere to go to escape her onslaught. She also has several moves with armor that allow her to bully through an opponent's attacks, including a unique ability to break Drive Impact attempts easily, as well has having slightly more health than most characters, allowing her to take more hits in a match.
Her special moves are almost all used for getting in and staying in. Gladius is a chargeable straight punch with great damage and upper body armor, which allows her to quite literally punch right through her opponent's attacks. Phalanx is an armored superman punch that's great for going over fireballs or sneaking in after blockstrings to reset pressure, as all versions are plus on block. Quadriga is an extremely long range horizontal step kick with surprising safety, especially when spaced. The EX versions of Phalanx and Quadriga break right through armor, making it a bit difficult to drive impact these moves. She also has Dimachaerus, an uppercut and slam move which grants her a good knockdown to continue her pressure - and a combo extender with the HP version. Obviously, just striking isn't going to open a defensive opponent, which is why she has Scutum, an armored stance with access to an overhead, a low, and quite possibly her most frightening move, a command grab.
Although she has some of the most damaging combos in the game, Marisa's offense can be volatile. Charging a heavy attack can leave a large gap where an opponent can counter or jump away. Some of her moves have armor, but the armor does not protect against low-hitting attacks. She also has very few cancellable normals, and overall lacks tools that other characters have to keep defenders in check, often times relying on pure aggression to break through the opposing players confidence and forcing them into making a bad decision. In addition, her reversal options are extremely weak to throws; even though they are armored, none of them besides her Level 2 and Level 3 super arts have throw invulnerability. Her drive rush combos from lights are incredibly lackluster, that is to say she doesn't have anything other than repeated lights. Because of this, Marisa has a hard time abusing the system mechanics to aid in her offense.
While much of Marisa's offense is fairly straight forward and lacks consistency, she makes up for it in massive damage potential, having some of the highest damaging combos in the game, and a variety of other attacks that can quickly drain an opponent's health and/or drive bar, putting the fear of the gods into her adversaries.
If you like a big strong lady with big strong normals, or you just like hitting things really, really, REALLY hard, then put on your Spartan helmet and charge into battle with Marisa.
Strengths | Weaknesses |
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Players to Watch
- Big Bird - (https://twitter.com/Bigbird_fgc)