Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You do it twice and she will hesitate to do it again.
She have not so many way of engagin the fight.
Don't be afraid. Stay calm, and punish :p
But if she stops doing her two main moves it getting easier to read and whiff punish.
She also has weak anti air and can’t handle cross ups well.
Two of her moves remain heavily punishable by Drive Impact. You just need to be quick enough to recognise them.
Luke and Kimberly both are pretty strong against Marisa and you have a lot of tools for dealing with her ♥♥♥♥♥♥♥♥. You just have to recognize where she's strong and where she's weak.
A lot of her moves are armored upper body, but not low. Abuse your lows. Keep poking low to knock her out of her specials like Gladius, her parry stance, etc. You also have a lot of fast buttons that'll just knock her straight out of specials if you do them fast enough. Having this habit also lets you react to DIs due to the hit animations slowing things down for you.
She's also relatively weak against air moves due to her slightly wonky anti-air options. Crossups in particular is a problem for her if she stays grounded, so if your opponent Marisa doesn't do a lot of back or neutral jumps, you can abuse your air mobility to continuously frustrate Marisa players. Caveat: If you get predictable about it, her jump-mp-mp will become a nightmare for you if you don't recognize and adapt to her adaptation.
Superman punch and toe tickler are both very punishable with DIs if you're fast. Toe tickler in particular because Marisa has no follow-up from that. Superman punch can be a bit trickier to punish because if you wait too long she's plus as ♥♥♥ after it, but if Marisa doesn't have the timing very right on those two, you get free heavy punish from them.
A lot of Marisas will be weak to throw games because armored and charged specials and normals are often our bread and butter for just bullying people. Throws beat most of that stuff. Neutral and empty jumps followed by throws will get you far, but watch for their adaptation to be ready to switch it up. If they respond with more jumping, have your anti-airs ready. If they respond with teching, you've reset and can get back to work.
One of our great strengths is the sheer bullying we can do, especially after knockdowns and in the corner. Here is where you need to learn three specific things to punish our arrogant arses:
Perfect Parry is the most important. It stops some of our most brutal Oki options, and gives you the ability to just backthrow us into the corner where Marisa is absolutely at her weakest. If you along with this become great at reacting to DIs and jump-outs, you will absolutely monster us in that corner.
Overdrive DPs will punish and reset so many of our favorite bully sequences. Especially in the corner. Just don't autopilot this, because if we're aware of your option and know you like to use them, we will bait and brutally punish it by exacting a 70% tax off of your healthbar.
Reversal supers. I know Kimberly's got one and I think Luke does too (for some reason I never see it, Lukes seem to prefer OD DPs), which is another excellent get the ♥♥♥ off of me tool against Marisa pressure. Like with OD DPs though, learn to buffer it and use it on reaction rather than on auto-pilot because baiting OD DPs work just as well against reversal supers.
These three tools are vital to learn against many characters, not just Marisa, but they work very well against her.
At Gold and early Plat in particular, playing low-risk neutral with good use of pokes and whiff-punishing, you will be in a good position against Marisa. She's incredibly dangerous if you let her get away with her crap and if you do risky stuff that gives her the openings needed to to start her pain train, but her volatility is where you gain the advantage. Punish her risky approaches, don't allow her out of the corner, harass her with air, fireballs, lows and throws, and learn those vital three tools to get her the ♥♥♥ off of ya when she's on top of you.
You got this.
My advice? It sounds like you're letting them dictate the fight with their strengths and playing defense as soon as the fight starts. Don't do that. You have to assert yourself by putting them on the defensive. Luke and Kimberly both have their strengths that out their opponent in a 50/50, but I think you want something more guaranteed. That's not a thing. You might feel like they're able to abuse something, but it's only because you're not seeing the counter. You can hit the charged punch low to knock them out of the animation. If they Sparta kick, it's extremely unsafe on blocks so find a move that's long enought to punish with. You can jab her out of the superman punch if done from far away.
Sometimes, you might just be playing a good player and that's okay. If you can't punish their moves, it's because they're spacing it right and they know what they're doing. If that's the case, then you've got to give them props for knowing the matchup. Just don't forget you have your own moves, and if they are punishing yours, it's because your spacing is off or you're flowcharting it.
Lab the match up and see what moves leave you safe on block, but also lab the distance at which unsafe moves become either tradable or frame traps. You can do this by setting the dummy to counter on hit and on block with their fastest move, probably standing jab. After that, go through your moves and see which one lets you keep your turn after that initial move is blocked. Look for trades or counterhits and go from there.