Street Fighter 6/Marisa/Introduction

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Revision as of 16:40, 29 June 2023 by Speedmccool25 (talk | contribs) (Going to take this out as requested by a previous edit. We'll see as the game goes on whether this was true or not.)

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. 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. 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. In this way, Marisa excels once she gets her opponent into the corner where there's nowhere to go to escape the onslaught of plus frames. She also has several moves with armor and can bully through an opponent's attacks, as well has having slightly more health than most characters, allowing her to make a few extra mistakes 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 (pun definitely intended) 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 turtling opponent, which is why she has Scutum, an armored stance with access to an overhead, a low, and - most importantly - a command grab.

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. Her anti-airs are also a bit lacking, as 2HP is somewhat slow and thin, and her LP and EX Dimachaerus, while having anti-air invincibility, move her forward slightly which makes them hard to anti-air with. In addition, her reversal options are extremely weak to throws; even though they are armored, none of them besides Level 2 and Level 3 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.

In short, much of Marisa's offense gives the opponent multiple ways to defend, escape, or punish you. However, what she lacks in offensive consistency she makes up for in damage, as she has some of the highest damage combos in the game 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. If you like a big strong lady with big strong normals, or you just like hitting things really hard, put on your Spartan helmet and charge into battle with Marisa.

Strengths Weaknesses
  • 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 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.
  • Armor Breaker: Marisa has ample access to armor breaking moves. Charged or OD gladius, OD phalanx, and OD quadriga all break armor. Charged gladius gives Marisa the rare ability to break armor (such as on DI) without meter.
  • Meterless Plus Frames: Phalanx and charged moves are plus on block and can be used without meter. Turtle-y opponents will find themselves stuck in perpetual negative frames.
  • Meterless Answers to Drive Impact: In burnout (or to save meter), Marisa can use scutum (214K) and the armor frames of gladius (236P) to defend against DI.
  • Mediocre Midrange: At medium-button ranges, Marisa has weak options compared to most of the cast. Other characters can easily outrange her or press faster buttons. Marisa also has no good way to attack low, so she can't do much to prevent an opponent from walking back and forth. Her 2MK is relatively slow and cannot be special canceled, and her sweep is both slow and short.
  • Drive Gauge Dependent: Marisa relies heavily on drive gauge for high-damage conversions, and she typically needs drive gauge for strong oki after a knockdown. Though Marisa has some advantages in low meter or burnout (such as the ability to respond to drive impact), her damage and oki suffer greatly.
  • 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 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.

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