Street Fighter 6/Marisa/Introduction: Difference between revisions

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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 large, high damage juggernaut character with a simple to learn and execute gameplan: Close the gap with her assortment of good pokes and approaching tools and capitalize off of poor mashes with big counterhit damage. Once the opponent is too scared to press on defense, Marisa's charged heavy attacks and her command grab give her the extra pressure she'll need to crack them open and close out a match.
Marisa is a '''high-damage juggernaut''' with a variety of far-reaching normals. '''She 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.


Marisa 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.


{{ ProConTable
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.  
| pros=
* '''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.


* '''Armor Breaker''': Gladius, Phalanx and Scutum/Enfold are all reliable counters to Drive Impact and other armored moves, punishing poor guesses on defense/approach heavily and giving her viable counter-play to those options even when she's in burnout.
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 cancelable 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.


* '''Range and Power''': Marisa has great range and can charge certain moves for added damage and combo routes. 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.
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.


* '''Frame Advantage''': Phalanx and charged heavies can keep Marisa close and at the advantage, further supplementing her ability to punish reckless mashing when combined with good use of her armored moves.
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.


| cons=
* '''All-Around Slow''': 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.


* '''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.
{{ ReasonsToPick
| pick=
* Absolutely incredible damage off of any non-light touch
* A solid set of large or advancing buttons
* A well-rounded pressure game with advantageous attacks, armor breaks, and a command grab
* Access to unique armored tools to deal with all kinds of offense


* '''Middling Low/Light Conversions''': Marisa has no special cancellable lows and her routing from them and any of her light attacks even with drive rush are extremely limited w/o a counterhit.
| avoid=
* Relying on a simple, straightforward strike/throw offense with few gimmicks
* Having few ways to contest throws on offense
* Being unable to effectively cash out resources during light confirms
* Not having a fully invincible reversal outside of SA2 and SA3
}}
<br>
 
===Classic & Modern Versions Comparison===
 
{| class="wikitable" style="margin-left: auto; margin-right: auto;"
|+ style="text-align:center;" | List of differences with Modern Marisa
|-
! style="text-align:left;" | Missing Normals
|
* Standing Light Kick {{clr|L|(5LK)}}
* Crouching Medium Kick {{clr|M|(2MK)}}
* Standing Heavy Kick {{clr|H|(5HK)}}
* Jumping Light Punch {{clr|L|(j.LP)}}
* Jumping Medium Kick {{clr|M|(j.MK)}}
* Jumping Heavy Kick {{clr|H|(j.HK)}}
|-
! style="text-align:left;" | Missing Command Normals
|
* Overhead {{clr|H|(3HP)}} and Malleus Breaker {{clr|H|(3HP~3HP)}}
|-
! style="text-align:left;" | Shortcut-Only Specials
|
* Scutum {{clr|4|(6S)}}
** 5XX or 6XX for P follow-ups, 4X for K follow-up, 2X for throw follow-up
|-
! style="text-align:left;" | Miscellaneous Changes
|
* Novacule Swipe (6MP~HP) changed to {{clr|M|6MM}}, Novacule Thrust (6MP~HK) changed to {{clr|M|6M}}{{clr|H|H}}
* Medium Two Hitter (5MP~MP) is now the starter for {{clr|M|M}} Auto Combo
* {{clr|H|6HK}} is both {{clr|H|6H}} and the {{clr|H|H}} Auto Combo starter. {{clr|H|6HH}} does the Falx Crusher {{clr|H|(6HK~6HK)}} target combo but the Auto Combo does not
* Quadriga {{clr|4|(236K)}} unavailable outside of {{clr|H|H}} Auto Combo
|}
 
 
<noinclude>
[[Category:Street Fighter 6]]
[[Category:Marisa]]
{{Navbox-SF6}}
</noinclude>
 
== Players to Watch ==
* Big Bird - (https://twitter.com/Bigbird_fgc)


* '''Weak to Parry''': Her plus frame moves are fairly slow and she cannot special cancel into her stance for command grab pressure, making her one of the easier characters to parry.
}}


<noinclude>
<noinclude>

Latest revision as of 00:43, 27 April 2024

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 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.

Marisa 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.

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 cancelable 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.


Pick if you like: Avoid if you dislike:
  • Absolutely incredible damage off of any non-light touch
  • A solid set of large or advancing buttons
  • A well-rounded pressure game with advantageous attacks, armor breaks, and a command grab
  • Access to unique armored tools to deal with all kinds of offense
  • Relying on a simple, straightforward strike/throw offense with few gimmicks
  • Having few ways to contest throws on offense
  • Being unable to effectively cash out resources during light confirms
  • Not having a fully invincible reversal outside of SA2 and SA3


Classic & Modern Versions Comparison

List of differences with Modern Marisa
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Kick (2MK)
  • Standing Heavy Kick (5HK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Overhead (3HP) and Malleus Breaker (3HP~3HP)
Shortcut-Only Specials
  • Scutum (6S)
    • 5XX or 6XX for P follow-ups, 4X for K follow-up, 2X for throw follow-up
Miscellaneous Changes
  • Novacule Swipe (6MP~HP) changed to 6MM, Novacule Thrust (6MP~HK) changed to 6MH
  • Medium Two Hitter (5MP~MP) is now the starter for M Auto Combo
  • 6HK is both 6H and the H Auto Combo starter. 6HH does the Falx Crusher (6HK~6HK) target combo but the Auto Combo does not
  • Quadriga (236K) unavailable outside of H Auto Combo

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
M. Bison
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu


Players to Watch

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
M. Bison
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu