The best piece of tech I've found for Marisa is more for pressure/mix, but her LP->LP target combo Drive Rush canceled lets you choose between s.HP for a 2f trap that leaves you +1 on block (2f trap into c.LP) or +7/+9 on hit depending on where they got hit, b.HP for gapless +3, or Scutum-> Enfold which has only a 3f gap to escape. Not sure why TH-cam ate my comment but here it is again.
Yeah I was vague about that, I should have had a second clip explaining that it's only unsafe for the tc. It was hard to think of a way to say that the tc and low enders were unsafe
I was able to hitconfirm the overhead in training mode after a long, long time, but just in training mode. I imagine a robot could do it consistently though. Focusing more on the block/hit spark over the animation.
Figured i'd mention this since I don't see anyone else doing it or talking about it, an underrated anti air option IMO is armored stance into OS grab timing, it will punish jump in attempts if they press against it while also command grabbing any empty jump attempts. This does lose to certain hard call outs like an empty jump into another jump but I have found it to be my most consistently advantageous anti air option, especially if I whiff a meaty throw because they jumped over me.
@@Kerberoh basically anti air parry then time the grab so they would land into it. If they attack you the parry activates, but if they empty jump Marisa's parry never activates and she grabs them as they land. OS means option select and it refers to any scenario where you do a single input that covers multiple scenarios, removing the need to react between the scenarios.
Regarding lv1 reversal, it is actually p good since if you're holding it and your armor gets triggered it will act differently and work like a counter, all the while the opponent is "frozen" in the button recovery. From my testing (admittedly not that much) it beats everything except really really tight safejumps and throw
Superman punch can be risky to DI. You can easily hit her armor and have her hit you. In specific instances it hits your armor and she gets free damage on the punish combo. It’s the rare instance I think parry is the better option if you get a call out.
I find DI to be an extremely reliable counter to superman punch UNLESS they do the light version, where it has the same problems as DI'ing light stocked Condor Spire--if you react too slow, they can DI back. I've also been mixed up more than once looking for a superman or step kick to react to with DI by getting clipped by a Gladius instead. All this is to say, perfect parry is much harder but absolutely worth learning in this matchup, as it lacks all of these weaknesses I believe.
Also remember that the EX versions of both stepkick and superman punch both break armor, so you can't just always DI whenever you see it. In regards to parry, since EX is a single speed, you could also use the meterless versions of either if the opponent is looking to parry EX.
Personally I get a lot of milage out of stand fierce as Ryu against superman punch. You can easily do it on reaction, and if it hits, it puts Marissa into a juggle state of the counter hit, so you can cancel into DR, a special, or even a super for some pretty big punishes.
@@Neogears1312yeah but thats 1/4 with a reactable tell (flash/audio) that can't be spammed by the mechanics of the game. ill stop using DI when it stops working
I see a few gaps that I can fill with my own experience with Marisa, so here's some corrections/extra tips. 3:06 Marisa's level 1 super actually doubles as a counter if you hold it. It still loses to throws and safejumps, but it can counter jabs. 4:36 For both the superman punch and step kick, the OD versions break armor. If you're afraid of drive impact they're good options to just throw out. 5:06 Marisa is actually really hard to perfect parry, as all versions of her special moves have different timing based on the version, and Gladius can be held for any amount of time before releasing it. Parry in general is quite good against Marisa's pressure though, so you'll get pp'd a few times by fluke. Against Marisa, most of her cancels can be stuffed by either jumping or drive impact. To counter this you can do forward HK > uncharged H Gladius, which is a frame trap on block that catches jumps, and also allows you to recover in time to beat a drive impact.
@@BreadBeardFGC According to SuperCombo wiki, fully charged gladius startup times are as follows: LP:30f MP:35f HP:41f This can be verified in-game. The training mode frame meter supports these numbers. If anyone can tell which version you're doing and alter their perfect parry timing based on that, they're beyond godlike.
@@GigaHands You're right, I didn't know that. However, though certainly incredibly difficult, each version differs a bit in their tells. Sound effects, animation, stuff like that. It's doable.
I think charged HP is actually her best starter for big punishes, it does marginally more damage than back HP and is still plus enough to link into back HP for her normal combos. Light uppercut allows you to pretty consistently get a meaty charged forward HK if you wait a few frames, making her +6 at best and +3 should you mistime the meaty. I don't know how good this truly is, it obviously loses to invincible reversals and might be easy PP bait, but it cant be DI'd due to f.HK's special cancel. Stand MK is weirdly advantageous on hit, i think you can link lights out of it at close range, thought I don't remember if it's on normal hit or one of the CH states. I think the first hit of parry's overhead followup is actually safe at -3.
Just a few extra things worth mentioning imo that i haven't seen in the comments 1. one of Marisa's most reliable antiairs is actually LP gladius, unless you're extremely late if they hit the armour at any point it's almost always a punish counter (and gladius does over a full drive bar of damage on punish counter) since it comes out very fast on button release. It also confirms into Lv3 on hit pretty reliably leading to huge damage. Gladius can also be used vs midrange fireballs in a similar way, especially EX since it can be done on reaction (unfortunately Juri's fireball simply bypasses the upper body armour, however). 2. you did mention Marisa's overhead target combo as a combo tool, but from both 214HP and 214PP she can do overhead once (without the target combo) to get a safejump anywhere on the screen. if you forward jump LK you cover both neutral and back rolls, and even sideswap if they neutral tech, allowing you to steal corner if they're not aware. 3. you get similar confirms from punish counter 5HK as you get from 214HP and 214EX using drive rush forward 4HP into specials (i tend to do 236HK), allowing for extreme corner carry, and if close to corner, huge damage with EX stepkick or superman 4. Finally, you showed off DI wallsplat straight into 214HP, but this only works when you're at the most point blank range possible. To "fix" spacing, you can do drive rush 4HP 214HP from any range, including point blank range, to stabilise the route.
14:22 a punish counter st.hp links into mp target combo, I think it's one of her best threats since she gets a huge combo any time she finds a whiff punish
I don’t know if anyone has mentioned it yet, but here goes. After a Punish Counter with her standing Roundhouse, she can convert with a Drive Rush to the forward-Roundhouse knee cancelled to the medium Dimachaerus (the uppercut). From there, she can go into her Drive Rush routes as she would from the heavy and OD uppercuts. To my knowledge, that’s the only thing that works from that conversion. I tried finishing with her down-forward Fierce for the safe jump set up, but it didn’t connect.
I have some videos on my channel going over some of Marisa’s knockdowns/offense if anyone is interested in that sort of thing. The only thing I have to add to this video is that in the corner after 214 HP into charged b. HP she can go into LP Superman punch instead of HP Gladius. It loses 50 damage and can’t go into level 3, but it sets up a safe jump, so it may be preferable.
For anti-air parry, you can usually link a MP afterwards for ~1500 damage total, and you parry them high enough in the air you can link level 2 super for decent damage.
Something not mentioned here and kinda scooted over is that, instead of just inputting Super Lvl 1 as an armor move, you can simply hold the punch input for Super Lvl 1 and it becomes a truly invincible counter move that gives a guaranteed attack with no damage taken.
I love that you also give a lot of room for meterless conversions and punishes, being consistent at DR still is the hardest thing for me and also very hard and demanding of my tendons
Also, really niche case, but after light uppercut followup, if you charge medium Gladius at the earliest possible frame it beats throws and trades with 4f. The trade leaves the opponent in the slowest crumple animation I've ever seen and can lead to some downright insane combos. I don't think anyone is mad enough to do a wakeup jab against Marisa, but it's a good way to train trade combos because you can get some trades with fireballs that lead to the same combos.
Two things: For DR, she can do 5MK into 4HP, which I believe increases damage. The second thing is that her 5MP feels like a really strong counterpoke, a "Dudley normal" of sorts. It's fast to start up and whiff, and hits extended limbs pretty reliably, while consistently leading into the target combo.
I would have never known some of this stuff if I hadn’t had watched this (Examples being: uppercut EX and Heavy damage differences and safe jump set up after BnB combo). Great vid! One thing you missed: With Marisa’s guard-stance overhead, the first hit is safe at -2. I believe it can be hit-confirmable, but you gotta react accordingly. It also prevents them from jumping out of oki if used like that.
She can also use forward medium punch into light, light uppercut to punish some safer and further sweeps and the like. Also, if something is -11 and close she can actually do stmk into bhp into whatever. Actually in the same vein stmk works after crmp drive rush as well as a few other places, and adds some good damage. And it's not as pertinent but you didn't mention her charged lvl1 also working effectively as a counter which can actually be pretty useful.
bro im so sorry for another addition lmaooo but i also forgot to mention punish counter sthp goes into mp target combo which is a great whiff punish tool and just generally good for far punishes
I feel like no one is metioning it but for Drive Rush combos you wanna use sMK. Normally is plus enough on hit so that you can link lights but you have to be insanely close to land them, however form a drive rush it becomes +12 allowing a link to back HP. Also about using OD Uppercut, sure it deals less damage than the heavy one but the OD one allows for more powerfull follow-ups such as medium or OD Step kick midscreen. Finally for big punish counters you wanna use charge s.HP it deals more damage than back HP and still links into it allowing a combo into Heavy Uppercut.
After punish counter stand roundhouse, you can parry DR into crouch strong and cancel into ex Superman punch if they’re near the corner in order to get the command grab, charged lvl 1, or gladius xx lvl 3 enders.
An important thing to mention about gladius is that it doesn't have armor against lows, so if you are against a Marisa player that likes to use gladius and charge gladius specially in neutral, you can sitck out lows to beat them. Funny enough, her own 2HK is good against it in the mirror match
This also applies to normal parry, though it's less of lack of armor against lows but rather that the armor hitbox does not stop them, as certain low hitting mids can still bypass the armor (i've seen it happen with Juri's crouching LP).
I forgot another thing lmao for blocked dps and hella unsafe stuff like that charge sthp is actually better since it does more damage and still goes into bhp. Oh and from what i can tell the full beans stun combo is something like charge bhp, bhp, dr, bhp, ex step kick, bhp, h gladius, lvl3. You're left with like half a bar of drive after all that and you can spend it on ex gladius if you really need.
-214LP can be a bit preferable to 214MP off MP MP target combo, as it auto times both her charged overhead and driverush overhead, which otherwise require manual timing. it loses a negligible 80 damage -for far punishes/whiff punishes in general 6MP punish counter will link into 2LP or 5LK into 214LP, a bit more damage than just doing target combo straight up while having room for extensions, as well as the same oki -Marisa has to drive rush for her throw loop, her command grab also drive rushes into her normal throw loop -In the corner 214HP can drive rush into 4HP > DR charged 4HP > DR 4HP 236HK Level 3 as a full drive gauge cashout, with EX stepkick omit the first drive rush and do immediate 4HP -Off Charged 4HP 236HP in the corner, whiffed 5LP charged 4HP hits on frame 3 of their wakeup -Niche, but if charged Gladius trades it will cause your opponent to crumple and you can get some nice trade combos
Disagree on 214LP being better than 214MP. 214 MP auto times a fully charged stand HP if you do it immediately after a drive rush. This is +10 on hit and +7 on block.
Not a lot of people know, but marisa’s level 1, if you hold it, it does have a longer wind up for more damage, but if you get hit (non projectile) during that hold, marisa instantly reacts and punishes
Marisa CAN do a punish counter st HP into her MP target combo from a pretty good range. I was able to whiff punish Ryu's st MK and his sweep into it. Also the charged SA1 will cause a launch if struck by any non projectile or throw.
Auto Showed that Drive rush heavy punch is +2 If you mash grab after the fact you can grab them with out push back. This also leaves room for command grab since you can reach them without mashing throw.
I think nearly every missing point I know about is mentioned in the other comments. The only thing I haven't seen is you can combo into MP target combo after a punish counter HP.
A combo ive never seen but came up with that deals pretty good dmg: s.mp>s.mp>ex.qcb.p>f.p>ex.qcfk>qcf.k>lvl3 super. It uses a good chunk of meter but tou can carry from mid screen to corner
I love you so much Bafael your bad balance series is the best Street Fighter content I’ve seen on YT. Would you say your Guile BnB from the beta is still relevant?
I had no idea that Burnout affected blockstun until now. After this and the Lily combo guide (with Lily's crazy true block strings), I'm very curious to know more about how much Burnout affects the game in general. I would definitely welcome a video on the subject (if you feel it's necessary, of course).
It just hit me. Marisa is designed after Chyna! I recalled Chyna wore a wedding dress for story with Eddie Guerrero. And Marisa has a dress. Will Capcom have her chase El Fuerte at some point? 😂
Surprised you didn't mention the choice between the different versions of phalanx for when the armour and hurtbox shift happens, as well as the point of using EX instead in the anti-fireball section.
What about back heavy punch, heavy uppercut + follow up, drive rush down medium punch and then step kick or ex step kick to step kick again. That has good corner carry for only one bar. And the ex just extend that corner carry.
@@EXFrost idk, I got fiber optic internet and a lan connection. Still, stuff I can walk and block comfortably in other games or mixups that don't "get" me I still get got by. Ya know? I thought it was my tv at first but it's not
hey baf, some already mentioned that she’s risky to DI as all she has to do is to hold a button for a armour break. are you planning on videos for optimum Marisa punishes or something along those lines?
I'm always a fan of the content of your videos, but honestly your editing kinda drives me nuts. Your videos would be a lot more concise and easy to watch if you started playing your example clips *during* your voiceovers. Because of how you delay your clips, we basically have to sit there imagining how what you're talking about would look for the time between when you describe an interaction and when you show it.
@@Bafael not before. You can time it so that the thing you're describing happens right after you describe it. Obviously starting the clip too early hurts comprehension, but you're way too far in the other direction imo
@@Datagram then I get stuff like game sound as I'm talking when leading up to the point of interest, plus I have to weigh when the sentence is interpreted relative to the clip. Honestly it's significantly more work when you're the first person who's ever complained about it and I think if I try it it ushers in new problems. I understand where you're coming from but I like it separated so there's a clear "listen now, watch now" separation. Also I don't record video and audio separately since it's dramatically more editing work, so I'd have to manually time saying my sentences to coincide with me showing off the subject matter which would be really difficult.
@@Bafael You shouldn't assume that your work is perfect as-is because no one else has taken the time to give constructive feedback. The audio issue can be avoided by ducking the game audio when your voiceover is playing. And even if you aren't recording voiceovers separately, any decent editing program will let you separate audio and video for a recording. You're right that it would require a lot more editing effort though; sounds like you're pretty happy with your current effort/quality balance, which I totally get.
The best piece of tech I've found for Marisa is more for pressure/mix, but her LP->LP target combo Drive Rush canceled lets you choose between s.HP for a 2f trap that leaves you +1 on block (2f trap into c.LP) or +7/+9 on hit depending on where they got hit, b.HP for gapless +3, or Scutum-> Enfold which has only a 3f gap to escape.
Not sure why TH-cam ate my comment but here it is again.
Marisa’s Scutum overhead attack is actually safe on block if you don’t do the second follow up
Yeah I was vague about that, I should have had a second clip explaining that it's only unsafe for the tc. It was hard to think of a way to say that the tc and low enders were unsafe
I was able to hitconfirm the overhead in training mode after a long, long time, but just in training mode. I imagine a robot could do it consistently though. Focusing more on the block/hit spark over the animation.
Figured i'd mention this since I don't see anyone else doing it or talking about it, an underrated anti air option IMO is armored stance into OS grab timing, it will punish jump in attempts if they press against it while also command grabbing any empty jump attempts.
This does lose to certain hard call outs like an empty jump into another jump but I have found it to be my most consistently advantageous anti air option, especially if I whiff a meaty throw because they jumped over me.
wow I thought empty jump throw would beat this but actually marisa being able to grab them as they land is a dimension I didn't consider lmao
Thanks for sharing, I would not have figured out how to handle this if I saw it blind.
Could you explain to a newbie like me what you mean by OS grab timing ? I'd greatly appreciate it !
@@Kerberoh basically anti air parry then time the grab so they would land into it. If they attack you the parry activates, but if they empty jump Marisa's parry never activates and she grabs them as they land. OS means option select and it refers to any scenario where you do a single input that covers multiple scenarios, removing the need to react between the scenarios.
@@Bafael I see, thank you very much !
Regarding lv1 reversal, it is actually p good since if you're holding it and your armor gets triggered it will act differently and work like a counter, all the while the opponent is "frozen" in the button recovery. From my testing (admittedly not that much) it beats everything except really really tight safejumps and throw
Also loses to projectiles.
@@Antifinity and throws
Superman punch can be risky to DI. You can easily hit her armor and have her hit you. In specific instances it hits your armor and she gets free damage on the punish combo. It’s the rare instance I think parry is the better option if you get a call out.
I find DI to be an extremely reliable counter to superman punch UNLESS they do the light version, where it has the same problems as DI'ing light stocked Condor Spire--if you react too slow, they can DI back. I've also been mixed up more than once looking for a superman or step kick to react to with DI by getting clipped by a Gladius instead.
All this is to say, perfect parry is much harder but absolutely worth learning in this matchup, as it lacks all of these weaknesses I believe.
Also remember that the EX versions of both stepkick and superman punch both break armor, so you can't just always DI whenever you see it. In regards to parry, since EX is a single speed, you could also use the meterless versions of either if the opponent is looking to parry EX.
Personally I get a lot of milage out of stand fierce as Ryu against superman punch. You can easily do it on reaction, and if it hits, it puts Marissa into a juggle state of the counter hit, so you can cancel into DR, a special, or even a super for some pretty big punishes.
@@zonkrt3463 ex literally breaks armor though. That’s the opposite of reliable.
@@Neogears1312yeah but thats 1/4 with a reactable tell (flash/audio) that can't be spammed by the mechanics of the game. ill stop using DI when it stops working
I see a few gaps that I can fill with my own experience with Marisa, so here's some corrections/extra tips.
3:06 Marisa's level 1 super actually doubles as a counter if you hold it. It still loses to throws and safejumps, but it can counter jabs.
4:36 For both the superman punch and step kick, the OD versions break armor. If you're afraid of drive impact they're good options to just throw out.
5:06 Marisa is actually really hard to perfect parry, as all versions of her special moves have different timing based on the version, and Gladius can be held for any amount of time before releasing it. Parry in general is quite good against Marisa's pressure though, so you'll get pp'd a few times by fluke.
Against Marisa, most of her cancels can be stuffed by either jumping or drive impact. To counter this you can do forward HK > uncharged H Gladius, which is a frame trap on block that catches jumps, and also allows you to recover in time to beat a drive impact.
Parry does lose to variable Gladius timing, but there's only one timing for the charged Gladius, and that's very reliable to perfect parry
@@BreadBeardFGC According to SuperCombo wiki, fully charged gladius startup times are as follows:
LP:30f
MP:35f
HP:41f
This can be verified in-game. The training mode frame meter supports these numbers. If anyone can tell which version you're doing and alter their perfect parry timing based on that, they're beyond godlike.
@@GigaHands You're right, I didn't know that. However, though certainly incredibly difficult, each version differs a bit in their tells. Sound effects, animation, stuff like that. It's doable.
I think charged HP is actually her best starter for big punishes, it does marginally more damage than back HP and is still plus enough to link into back HP for her normal combos.
Light uppercut allows you to pretty consistently get a meaty charged forward HK if you wait a few frames, making her +6 at best and +3 should you mistime the meaty. I don't know how good this truly is, it obviously loses to invincible reversals and might be easy PP bait, but it cant be DI'd due to f.HK's special cancel.
Stand MK is weirdly advantageous on hit, i think you can link lights out of it at close range, thought I don't remember if it's on normal hit or one of the CH states.
I think the first hit of parry's overhead followup is actually safe at -3.
Just a few extra things worth mentioning imo that i haven't seen in the comments
1. one of Marisa's most reliable antiairs is actually LP gladius, unless you're extremely late if they hit the armour at any point it's almost always a punish counter (and gladius does over a full drive bar of damage on punish counter) since it comes out very fast on button release. It also confirms into Lv3 on hit pretty reliably leading to huge damage.
Gladius can also be used vs midrange fireballs in a similar way, especially EX since it can be done on reaction (unfortunately Juri's fireball simply bypasses the upper body armour, however).
2. you did mention Marisa's overhead target combo as a combo tool, but from both 214HP and 214PP she can do overhead once (without the target combo) to get a safejump anywhere on the screen. if you forward jump LK you cover both neutral and back rolls, and even sideswap if they neutral tech, allowing you to steal corner if they're not aware.
3. you get similar confirms from punish counter 5HK as you get from 214HP and 214EX using drive rush forward 4HP into specials (i tend to do 236HK), allowing for extreme corner carry, and if close to corner, huge damage with EX stepkick or superman
4. Finally, you showed off DI wallsplat straight into 214HP, but this only works when you're at the most point blank range possible. To "fix" spacing, you can do drive rush 4HP 214HP from any range, including point blank range, to stabilise the route.
This is a really good guide, but I think it's also worth pointing out that Marisa could crush my head between her thighs like a watermelon
14:22 a punish counter st.hp links into mp target combo, I think it's one of her best threats since she gets a huge combo any time she finds a whiff punish
Also if you get a drive rush st.hp it links to m.p TC on normal hit.
I don’t know if anyone has mentioned it yet, but here goes.
After a Punish Counter with her standing Roundhouse, she can convert with a Drive Rush to the forward-Roundhouse knee cancelled to the medium Dimachaerus (the uppercut). From there, she can go into her Drive Rush routes as she would from the heavy and OD uppercuts.
To my knowledge, that’s the only thing that works from that conversion. I tried finishing with her down-forward Fierce for the safe jump set up, but it didn’t connect.
I have some videos on my channel going over some of Marisa’s knockdowns/offense if anyone is interested in that sort of thing.
The only thing I have to add to this video is that in the corner after 214 HP into charged b. HP she can go into LP Superman punch instead of HP Gladius. It loses 50 damage and can’t go into level 3, but it sets up a safe jump, so it may be preferable.
For anti-air parry, you can usually link a MP afterwards for ~1500 damage total, and you parry them high enough in the air you can link level 2 super for decent damage.
Something not mentioned here and kinda scooted over is that, instead of just inputting Super Lvl 1 as an armor move, you can simply hold the punch input for Super Lvl 1 and it becomes a truly invincible counter move that gives a guaranteed attack with no damage taken.
Thank you so much for this, I'm a beginner and you've put so many options that we can do, I'm very grateful.
I love that you also give a lot of room for meterless conversions and punishes, being consistent at DR still is the hardest thing for me and also very hard and demanding of my tendons
Also, really niche case, but after light uppercut followup, if you charge medium Gladius at the earliest possible frame it beats throws and trades with 4f. The trade leaves the opponent in the slowest crumple animation I've ever seen and can lead to some downright insane combos. I don't think anyone is mad enough to do a wakeup jab against Marisa, but it's a good way to train trade combos because you can get some trades with fireballs that lead to the same combos.
Two things: For DR, she can do 5MK into 4HP, which I believe increases damage. The second thing is that her 5MP feels like a really strong counterpoke, a "Dudley normal" of sorts. It's fast to start up and whiff, and hits extended limbs pretty reliably, while consistently leading into the target combo.
I would have never known some of this stuff if I hadn’t had watched this (Examples being: uppercut EX and Heavy damage differences and safe jump set up after BnB combo). Great vid!
One thing you missed: With Marisa’s guard-stance overhead, the first hit is safe at -2. I believe it can be hit-confirmable, but you gotta react accordingly. It also prevents them from jumping out of oki if used like that.
All you need are safe jump combo and this is a solid guide
This is extremely helpful. Thank you so much.
Love the information from the video and all these knowledge bomb comments - thanks for all your hard work baf
She can also use forward medium punch into light, light uppercut to punish some safer and further sweeps and the like. Also, if something is -11 and close she can actually do stmk into bhp into whatever. Actually in the same vein stmk works after crmp drive rush as well as a few other places, and adds some good damage. And it's not as pertinent but you didn't mention her charged lvl1 also working effectively as a counter which can actually be pretty useful.
bro im so sorry for another addition lmaooo but i also forgot to mention punish counter sthp goes into mp target combo which is a great whiff punish tool and just generally good for far punishes
I feel like no one is metioning it but for Drive Rush combos you wanna use sMK. Normally is plus enough on hit so that you can link lights but you have to be insanely close to land them, however form a drive rush it becomes +12 allowing a link to back HP.
Also about using OD Uppercut, sure it deals less damage than the heavy one but the OD one allows for more powerfull follow-ups such as medium or OD Step kick midscreen.
Finally for big punish counters you wanna use charge s.HP it deals more damage than back HP and still links into it allowing a combo into Heavy Uppercut.
After punish counter stand roundhouse, you can parry DR into crouch strong and cancel into ex Superman punch if they’re near the corner in order to get the command grab, charged lvl 1, or gladius xx lvl 3 enders.
Thanks! Looking forward to more of your combo guides for SF6.
An important thing to mention about gladius is that it doesn't have armor against lows, so if you are against a Marisa player that likes to use gladius and charge gladius specially in neutral, you can sitck out lows to beat them. Funny enough, her own 2HK is good against it in the mirror match
This also applies to normal parry, though it's less of lack of armor against lows but rather that the armor hitbox does not stop them, as certain low hitting mids can still bypass the armor (i've seen it happen with Juri's crouching LP).
I forgot another thing lmao for blocked dps and hella unsafe stuff like that charge sthp is actually better since it does more damage and still goes into bhp. Oh and from what i can tell the full beans stun combo is something like charge bhp, bhp, dr, bhp, ex step kick, bhp, h gladius, lvl3. You're left with like half a bar of drive after all that and you can spend it on ex gladius if you really need.
Loving the comment section on this video.. Great work
-214LP can be a bit preferable to 214MP off MP MP target combo, as it auto times both her charged overhead and driverush overhead, which otherwise require manual timing. it loses a negligible 80 damage
-for far punishes/whiff punishes in general 6MP punish counter will link into 2LP or 5LK into 214LP, a bit more damage than just doing target combo straight up while having room for extensions, as well as the same oki
-Marisa has to drive rush for her throw loop, her command grab also drive rushes into her normal throw loop
-In the corner 214HP can drive rush into 4HP > DR charged 4HP > DR 4HP 236HK Level 3 as a full drive gauge cashout, with EX stepkick omit the first drive rush and do immediate 4HP
-Off Charged 4HP 236HP in the corner, whiffed 5LP charged 4HP hits on frame 3 of their wakeup
-Niche, but if charged Gladius trades it will cause your opponent to crumple and you can get some nice trade combos
Disagree on 214LP being better than 214MP. 214 MP auto times a fully charged stand HP if you do it immediately after a drive rush. This is +10 on hit and +7 on block.
Not a lot of people know, but marisa’s level 1, if you hold it, it does have a longer wind up for more damage, but if you get hit (non projectile) during that hold, marisa instantly reacts and punishes
Bafael: No fat, bangers only.
This is a god send thank you 🙏🏾
Great vid as usual
@7:18 was awesome
TH-cam legit didnt let me sub to you for a day LOL
Superman punch goes over some projectiles when spaced correctly making it a decent tool to get in
The amount of times have tired anti-aring with her special 2 and missed 😭
🥲
Marisa CAN do a punish counter st HP into her MP target combo from a pretty good range. I was able to whiff punish Ryu's st MK and his sweep into it.
Also the charged SA1 will cause a launch if struck by any non projectile or throw.
Auto Showed that Drive rush heavy punch is +2 If you mash grab after the fact you can grab them with out push back. This also leaves room for command grab since you can reach them without mashing throw.
Learned a lot, thank you 💪🏽
I think nearly every missing point I know about is mentioned in the other comments. The only thing I haven't seen is you can combo into MP target combo after a punish counter HP.
A combo ive never seen but came up with that deals pretty good dmg: s.mp>s.mp>ex.qcb.p>f.p>ex.qcfk>qcf.k>lvl3 super. It uses a good chunk of meter but tou can carry from mid screen to corner
Isn't this just one of the combo trials?
I love you so much Bafael your bad balance series is the best Street Fighter content I’ve seen on YT. Would you say your Guile BnB from the beta is still relevant?
Still seems good yeah, I'll touch it up but I'm not aware of any of it no longer working.
Thank you
Marisa can drive rush on block into stance command grab as a good mixups. Especially since you can die for holding up or mashing.
please do more character guides! they are really helpful
I feel like it's worth noting EX Gladius doesn't have any lower body armor, which makes it an even worse reversal.
Thank you! :)
Might need to edit video. If you hold the punch button for level one, it’s a reliable anti-air and wake-up. Maybe the best.
OD phalanx armor breaks. proving that you're willing to throw this version out randomly in neutral can make them scared to DI.
I had no idea that Burnout affected blockstun until now. After this and the Lily combo guide (with Lily's crazy true block strings), I'm very curious to know more about how much Burnout affects the game in general. I would definitely welcome a video on the subject (if you feel it's necessary, of course).
I'll get on that soon
She gets a safejump mid screen with jLK after 214HP>P - 3HP. It's nice if you don't want to spend the meter or in burnout.
Weird to say, but can you do like a mini Bad Balance on Zangief's New Tundra Storm?
hi Bafael i'm eating food rn and i have no Bad Balance videos to watch, please upload a new one xoxo
It just hit me. Marisa is designed after Chyna! I recalled Chyna wore a wedding dress for story with Eddie Guerrero. And Marisa has a dress.
Will Capcom have her chase El Fuerte at some point? 😂
Marisa reminds me of Ralf, Maxima and Yashiro from KoF. Throw in Clark too. 😅
Blocking Superman punch while standing changes the advantage to +1!
You have that exactly backwards. It’s +3 if you block it crouching.
Thank you.
Surprised you didn't mention the choice between the different versions of phalanx for when the armour and hurtbox shift happens, as well as the point of using EX instead in the anti-fireball section.
What should I do when the opponent blocks my Phalanx? Despite being plus, I'm really not sure how to keep the pressure going at that point
Wait, you can confirm the forward MP target combos? Is there a trick to that or is my reaction just that bad?
9:51 Could you do charged back HP for the Drive Rush extension instead of charge down HP?
What about back heavy punch, heavy uppercut + follow up, drive rush down medium punch and then step kick or ex step kick to step kick again.
That has good corner carry for only one bar. And the ex just extend that corner carry.
i think you can get a safe jump meterless if you do 3hp after heavy upper into a crossup j.lp
wow the marisa video
You delayed its release by 30min
@@Bafael my work here is done 🫡
Yusssssssss!!!!
here to learn Unga
Rhetorical question, but why does the sound always not work for me on a newly released Baf video?
Unrelated question, do other people have trouble walking and blocking in this game?
Wha? What problems are you having?
@@EXFrost idk, I got fiber optic internet and a lan connection. Still, stuff I can walk and block comfortably in other games or mixups that don't "get" me I still get got by. Ya know? I thought it was my tv at first but it's not
ive been using light gladius to AA. armor on frame 5 it rarely gets beat
4:16 Urien
hey baf, some already mentioned that she’s risky to DI as all she has to do is to hold a button for a armour break. are you planning on videos for optimum Marisa punishes or something along those lines?
Are you planning on doing Chun-Li at some point? I stopped playing Manon after finding out how fun Chun's stancels are in this game.
I did a Chun one for the beta and I think it's still pretty much accurate, I'll touch it up with more info eventually
@@Bafael nice if it's still accurate I can just rewatch it
What’s the next character you are planning to introduce?
Manon
@@Bafael nice❤
Dee Jay
please do a character guide for blanka
OK eventually
My mommy main
I'm always a fan of the content of your videos, but honestly your editing kinda drives me nuts. Your videos would be a lot more concise and easy to watch if you started playing your example clips *during* your voiceovers. Because of how you delay your clips, we basically have to sit there imagining how what you're talking about would look for the time between when you describe an interaction and when you show it.
I think the way I do it makes a lot more sense than a person watching a clip before knowing what they're watching for.
@@Bafael not before. You can time it so that the thing you're describing happens right after you describe it. Obviously starting the clip too early hurts comprehension, but you're way too far in the other direction imo
@@Datagram then I get stuff like game sound as I'm talking when leading up to the point of interest, plus I have to weigh when the sentence is interpreted relative to the clip. Honestly it's significantly more work when you're the first person who's ever complained about it and I think if I try it it ushers in new problems. I understand where you're coming from but I like it separated so there's a clear "listen now, watch now" separation. Also I don't record video and audio separately since it's dramatically more editing work, so I'd have to manually time saying my sentences to coincide with me showing off the subject matter which would be really difficult.
@@Bafael You shouldn't assume that your work is perfect as-is because no one else has taken the time to give constructive feedback.
The audio issue can be avoided by ducking the game audio when your voiceover is playing. And even if you aren't recording voiceovers separately, any decent editing program will let you separate audio and video for a recording.
You're right that it would require a lot more editing effort though; sounds like you're pretty happy with your current effort/quality balance, which I totally get.
As a JP player I feel like I have to work overtime and try to have perfect punishes, while Marisa has to hit me twice and I'm dead.
It's that time of a game's life cycle where you shouldn't mention you're a JP main. No, seriously... just enjoy the power until Capcom catches on.
Hey, is @ShoryukenTube an alt account for you? I noticed they have a lot of your videos on their page.
Yes it was. I don't remember the login info and I don't know the current situation with shoryuken after it was acquired anyway