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And yeah it has to be charged to break armor, its easy drive impact counterable if you use it on block strings a lot
Why does lily need both instant drive impact break (thats plus on block), a 5f command grab, and a DP????
At least give Marisa hyper armour on her armored moves to make her slow movement viable or at least give her the ability to actually attack at "mid-range" like the character select menu says she can
But the only problems I have with Marisa is the poor anti-air.
Like, she can tank hits and counter for 1/4 of the enemy's life with Gladius, or do a command grab out of a counter state that does 1/4, and doesn't need a fancy combo out of Drive Impact. You either Gladius, or Back-Heavy-Punch, Heavy-Anti-Air, Level 3 Super.
But her anti air is not only slow, it has a VERY finnicky hitbox. So if a Cammy is short-hopping over my head over and over to jab combo me, there's very little I can actually do about it. All my jabs and grabs are too slow to react even when the enemy touches ground.
I love how easy she is to play, and how I can focus on spacing, footsies, mindgame, and other fundamentals instead of memorizing combos, but OOF that anti-air... I wish it was better.
Also the fact her back heavy punch sometimes doesnt hit on combos such as after MPMP drive rush or a fully held back heavy punch.
JP destroys Marisa and it's not because of zoning at all. It's that stupid parry he has that goes through EVERYTHING. How am I meant to hit him if any slow attack I do is immediately countered? He can literally react
Her AA game is legitimate garbage and she simultaneously wants to rush you down but can't handle being rushed down.
Her buttons are ass.
Has huge damage if you can connect - if your opponent understands her gimmicks you're not going to because you can see her stuff coming from a mile away.
She's exploiting the honeymoon period and I strongly feel she's going to be low-tier when the dust settles.