@@ZachHenkevery much. Your videos, casually explaining the math behind the pure muscled destruction, have helped me shape my understanding of street fighter having never played one before. Been a big UMVC3 player for over a decade and never thought I would get the linking that made these games so infamous. Hope to be able to shout you out in a top 8 whether its a local or beyond.
I imagined that most of what you explained works now, I didn't realise how good this is. This is exactly what I hoped for. Thanks so much and have a great day.
Refused to watch anything until you put up your guide. Thanks as always! I am less optimistic about the buffs than seemingly everyone else but I guess I won't know for sure until I go online with it and see how people react
@ZachHenke completely agreed. The buff to her were the nerfs to others, not all this extra charging imo. Now she can punish sweeps. Akuma's back walk speed is no longer faster than her forward walk speed. Cammy and Ken don't get big rewards from OD DP. Ed's buttons are actually human now. But Jamie and Kim will be bigger pains. Win some, lose some
I do think some of the changes Marisa got were nice. Speeding up moves is one of those changes like increasing damage. It always helps. I’m not sure how impactful all of it will be, but I’m mainly just happy to have changes to explore.
I think what I like about these buffs is they reflect the dev's strong understanding of the character. They improve the things that she already excels at, while keeping the gaps, because a character like Marisa should have gaps. And, at the end of the day, I think these changes just make her more fun. Sometimes, that's more important than being tourney-capable. IMO.
@ I think the devs are being very careful. Marisa is one of the characters who doesn’t play the standard SF6 game. I think they’re slowly trying to buff her tools to see how good they can make other stuff to compensate for the tools she doesn’t have.
I spent over 2 hours on stream last night going over all of the changes she received and the implications of it, with your stream yesterday as well as this vid to build the foundation off of so greatly appreciated! I realized one additional thing about the meaty superman punch, and a mixup you can do to bait wakeup Parry with it- Medium superman punch will barely whiff in that exact same scenario but looks almost identical. If you condition your opponent at all to want to parry the meaty, you get a free punish counter command grab for it. It's a hard read but considering how parry-able the heavy version looks I think it's a solid setup!
@@ZachHenke It's like -12 and loses to pretty much everything, but I feel like everyone I play against in master sees her charging any attack and wants to perfect parry on wakeup; if you've really conditioned them to look for it and expect a dp you can whiff a light gladius to block in time, but at that point I'm not too convinced it even looks like a meaty. The heavy phalanx oki is really strong so I've found people trying to avoid it at any means necessary
The problem is getting these 43 years old hands to learn the new setups lol, I got her to Master ages ago an just pretty much autopilot/muscle memory my way thru things. Great video as usual Zach!
It's kinda cool that they focused their buffs on her snowball potential. Her neutral is still unstable but she gets one knockdown and morbs all over yoy
it definitely feels like capcom doesnt wanna buff her weaknesses, but instead gave her more reliability on her offense. i guess it makes sense because she does a lot of damage, but i do wish she was a bit more well rounded. anyways, great guide.
I think the main thing, and I said this is a reply to someone else, is that she feels like a bit of an experiment. Like, “how high does a character’s combo damage have to be to compensate for deficiencies”. I also think the buff to her charged heavies and phalanx are part of an effort to give her more “just do it” types of offensive tools.
I said it during my live stream, but I feel like some of the options I like specifically were buffed. For example, DR 5HP after they block a charged Gladius or Superman punch to catch a backdash works from more ranges. There were quite a few times in the last patch where I would whiff in their face and get exploded.
There's also a lot to explore around ending heavy Dima with The Hp>Hp target combo, sets a lot of good corner pressure and Oki, It's very useful when wanting to preserve bar and does decent amounts of damage.
@@ZachHenke HP>HP does more damage than Gladius ending, also unless you're perfectly in center stage or facing away from the corner, you can corner carry very easily with it. Try it out there's good pressure in the corner after ending with HP>HP then dashing up. 😁
dope. @ 12:46 after the knee launcher can you also use that new charge Cr. HP multi juggle? Maybe even into a gladius ender or a back HP into their standing reset? I'd try it myself now but my controller is out of charge
I’m not 100%, but my guess is yes. The b.HP here is supposed to fully charged into H Gladius, and that almost certainly does more damage than anything you could follow cr. HP with.
Fingers crossed. I’m just happy she’s got some stuff to explore. It’s never any fun when patches come and your character gets nothing new to play with.
Quick note for you (this is prob pretty obv and braindead) is that the H.Dim > Charged Footsweep ender lends itself to DR 6HK or command grab oki. Like, really well! A charged DR.knee is +9 on block, and the DR command grab beats 4frames and throws.
I don't understand the purpose of buffing charged normals in a game with perfect parry. This will only make the character insufferable in low ranks and unviable in tournaments. She has enough damage, just give her something to do in the neutral.
The timing on the perfect parry is slightly different for all of this stuff. Makes it difficult to be able to perfect parry all of it. At least that’s the idea I think.
having a really hard time consistently getting the counter di 1:13 , how tight is that window? putting our frame data side to side, its hard to tell if im too early or too late
Only have the one frame (plus however many frames at the end of the game allow you to buffer inputs). My general advice is to mash out counter DI. It really can’t hurt you since you’re doing it on reaction, and it isn’t like doing a link for a combo.
I don't think you went over the regular throw oki with DR Ch.Chp, I've been throwing more on Marisa to try to set it up and it beats tech and all jump options.
I really don’t use it much. You can do DR into an uncharged one after L Dima, and, like I showed in the video, DR into a charged one after M Dima. I think the main thing is just being aware of their tendencies. If you notice they like to crouch block you should use it more.
Hard to say. The changes to her heavy punch and Superman punch should help her in neutral, but her walk speed is still atrocious. Honestly I think the nerfs to other characters help her more.
@@ZachHenke i jumped ship to zangief but marisa is still my one true love. scared to give her another chance but let's see. thanks for the great content.
Is there something I'm missing or not seeing? When I try to do the stand fierce ender after heavy dima into dash forward charge 6HK I just get mashed on by the bot, it doens't hit meaty for me. And yet, in your video you're definitely counter hitting Akuma there. I have no idea what I'm doing wrong here
Never mind, I figured it out - to anyone else having the same problem, use the generous buffer the game has. You can input dash after the charged 5HP way before you think you can.
Feels like all her new stuff also only costs 1 bar of drive gauge too. So you don't need to burn meter to get the setups, leaving more to make people s*1* themselves whaile you bully them
@@ZachHenke not sure what is a dima tho, im talking about the combo at 6:10, just add another stand heavy punch. although it will end up lesser advantage frame and pushes too far while in the midscreen, but i think in the corner i think its a good option, does more damage and can still do oki.
@@user-wmq That move is H Dima. In the corner you get charged b.HP > H Gladius or b.HP > L Superman punch. Both do more damage (and have the same or better oki) than doing the second hit of the HP target combo.
I appreciate you man, thanks for taking the time to put this together so fast.
Of course. I appreciate the support.
You're my Marisa Shepard, I am the sheep. Praise be.
Language like that makes me a little uncomfortable.
Shepherd
Somehow you boiled down these big changes to a compact gameplan that can easily be adapted to current playstyles. Thank you for all that you do.
I like to think that I’m a very good teacher.
@@ZachHenkevery much. Your videos, casually explaining the math behind the pure muscled destruction, have helped me shape my understanding of street fighter having never played one before. Been a big UMVC3 player for over a decade and never thought I would get the linking that made these games so infamous. Hope to be able to shout you out in a top 8 whether its a local or beyond.
@ Thank you for your kind words. I can never seem to get into tag/team games. I’ve tried some marvel and DBFZ, but they just seem so hectic to me.
@ they don't call it crackhead hours for nothing. Playing those fast paced games til 2am and then you look and its been three hours and 150 games.
Also damn labbing each of these setups is fun and difficult to convert to muscle memory
I imagined that most of what you explained works now, I didn't realise how good this is. This is exactly what I hoped for. Thanks so much and have a great day.
Hey Zach, I always come to your videos first after the patch. Thanks for all you do for the Marisa gamers out there!
Thanks for the kind words and the support!
The guide I was looking for. I suck at labbing in this game tbh. You are a life saver
Refused to watch anything until you put up your guide. Thanks as always!
I am less optimistic about the buffs than seemingly everyone else but I guess I won't know for sure until I go online with it and see how people react
A lot of the top tiers seemed to have been nerfed a fair deal, and that helps Marisa as much as anything else.
@ZachHenke completely agreed. The buff to her were the nerfs to others, not all this extra charging imo. Now she can punish sweeps. Akuma's back walk speed is no longer faster than her forward walk speed. Cammy and Ken don't get big rewards from OD DP. Ed's buttons are actually human now. But Jamie and Kim will be bigger pains. Win some, lose some
I do think some of the changes Marisa got were nice. Speeding up moves is one of those changes like increasing damage. It always helps. I’m not sure how impactful all of it will be, but I’m mainly just happy to have changes to explore.
I think what I like about these buffs is they reflect the dev's strong understanding of the character. They improve the things that she already excels at, while keeping the gaps, because a character like Marisa should have gaps. And, at the end of the day, I think these changes just make her more fun.
Sometimes, that's more important than being tourney-capable. IMO.
@ I think the devs are being very careful. Marisa is one of the characters who doesn’t play the standard SF6 game. I think they’re slowly trying to buff her tools to see how good they can make other stuff to compensate for the tools she doesn’t have.
as someone looking to take Marisa to Master (from start) these guides are great
I don’t think there’s a more complete resource for learning any other character.
Charged forward heavy kick after a corner throw seems pretty good now. It beats jump, di and trades with 4f buttons leaving you +17
That does seem good. I think I will probably still mostly prefer DR 5HP, but maybe I shouldn’t.
I spent over 2 hours on stream last night going over all of the changes she received and the implications of it, with your stream yesterday as well as this vid to build the foundation off of so greatly appreciated!
I realized one additional thing about the meaty superman punch, and a mixup you can do to bait wakeup Parry with it- Medium superman punch will barely whiff in that exact same scenario but looks almost identical. If you condition your opponent at all to want to parry the meaty, you get a free punish counter command grab for it. It's a hard read but considering how parry-able the heavy version looks I think it's a solid setup!
Sometimes you have to hit them with the fake stuff! Sick find.
@@ZachHenke It's like -12 and loses to pretty much everything, but I feel like everyone I play against in master sees her charging any attack and wants to perfect parry on wakeup; if you've really conditioned them to look for it and expect a dp you can whiff a light gladius to block in time, but at that point I'm not too convinced it even looks like a meaty. The heavy phalanx oki is really strong so I've found people trying to avoid it at any means necessary
It is early Christmas. This has made her so much better. So many more options for mixup which is what she does best
The problem is getting these 43 years old hands to learn the new setups lol, I got her to Master ages ago an just pretty much autopilot/muscle memory my way thru things. Great video as usual Zach!
I lost a game today when I had a checkmate because I autopiloted into old oki that whiffed. Definitely a little bit frustrating.
Looking forward to making my modern version of this! Thanks for helping me get started getting to grips with these updates.
Looking forward to watching your modern version! I’m curious to see what you cook up.
Is it out already 👀
I wanna pick her up so I can take a break from my D4 modern Juri
@@Enyel210 It is!
@@femshepFGC awesome! Will check it out, grateful for both of you!!! Keep it up!
@ Thank you for watching!
After Dima Light you can Drive Rush > 2HP full charge. On hit you can do a real combo or Quadriga Heavy> throw
It's kinda cool that they focused their buffs on her snowball potential. Her neutral is still unstable but she gets one knockdown and morbs all over yoy
They buffed her combo damage again. In the next patch she’ll do 8,000 without CA.
What a great time to play Marisa haha. Thanks for the tips!
Theres no way i'm labbing and bro dropped lmao. You fast af boi
Timeliness is pretty crucial when a new patch drops.
it definitely feels like capcom doesnt wanna buff her weaknesses, but instead gave her more reliability on her offense. i guess it makes sense because she does a lot of damage, but i do wish she was a bit more well rounded. anyways, great guide.
I think the main thing, and I said this is a reply to someone else, is that she feels like a bit of an experiment. Like, “how high does a character’s combo damage have to be to compensate for deficiencies”.
I also think the buff to her charged heavies and phalanx are part of an effort to give her more “just do it” types of offensive tools.
fellow marisa from my local recommended your channel to me and it's a goldmine. Can't wait to implement some of this stuff into my gameplan
Welcome aboard.
Just got back into streetfighter after a long break and this is gonna help me get back on thanks bro
Thanks for checking it out!
🤙🤙🤙🤙🤙🤙🤙 you are the Marisa guy. So good man. Thank you
Great as always!
You're the GOAT! 🤘
So much to unpack here I’ve been back so many times in my next video I should definitely be featuring a good amount of this stuff
I said it during my live stream, but I feel like some of the options I like specifically were buffed. For example, DR 5HP after they block a charged Gladius or Superman punch to catch a backdash works from more ranges. There were quite a few times in the last patch where I would whiff in their face and get exploded.
There's also a lot to explore around ending heavy Dima with The Hp>Hp target combo, sets a lot of good corner pressure and Oki, It's very useful when wanting to preserve bar and does decent amounts of damage.
AFAIK it's +35 and knocks them to pretty much mid screen. Might as well just finish with Gladius.
@@ZachHenke HP>HP does more damage than Gladius ending, also unless you're perfectly in center stage or facing away from the corner, you can corner carry very easily with it. Try it out there's good pressure in the corner after ending with HP>HP then dashing up. 😁
@ In the corner it definitely doesn’t do more damage than 4[HP] > H Gladius. I’m not saying it’s bad, I just think other stuff is probably better.
dope. @ 12:46 after the knee launcher can you also use that new charge Cr. HP multi juggle? Maybe even into a gladius ender or a back HP into their standing reset? I'd try it myself now but my controller is out of charge
I’m not 100%, but my guess is yes. The b.HP here is supposed to fully charged into H Gladius, and that almost certainly does more damage than anything you could follow cr. HP with.
Finally it feels like she's a real character again! The suffering might be over.
Fingers crossed. I’m just happy she’s got some stuff to explore. It’s never any fun when patches come and your character gets nothing new to play with.
Quick note for you (this is prob pretty obv and braindead) is that the H.Dim > Charged Footsweep ender lends itself to DR 6HK or command grab oki. Like, really well! A charged DR.knee is +9 on block, and the DR command grab beats 4frames and throws.
Always good to know more stuff!
I was waiting on you
Ah the marisa god has spoken 🙏🙏🙏
Just a teacher who likes to teach.
Great vid as always zach
Thank you!
Common Zach W
Are you going to make a new BnB for Terry Bogard?
I’ll probably look at it today and see what I find.
@ thanks please please please especially the new power wave DR 5MP/2MP. The timing is too strict and can’t find anything that explains how to do it 😭😭
Is there maybe a frame kill for the charge heavy punch manual safe jump
No, because you need to delay by 5 frames to be plus 42 and 6 frames to be plus 41.
greetings from chile, nice video i love this character
Howdy. I love this character, too.
I don't understand the purpose of buffing charged normals in a game with perfect parry.
This will only make the character insufferable in low ranks and unviable in tournaments.
She has enough damage, just give her something to do in the neutral.
The timing on the perfect parry is slightly different for all of this stuff. Makes it difficult to be able to perfect parry all of it. At least that’s the idea I think.
having a really hard time consistently getting the counter di 1:13 , how tight is that window? putting our frame data side to side, its hard to tell if im too early or too late
Only have the one frame (plus however many frames at the end of the game allow you to buffer inputs).
My general advice is to mash out counter DI. It really can’t hurt you since you’re doing it on reaction, and it isn’t like doing a link for a combo.
9:59 ahh this is so good for those little weasels who cr mk after all your blocked setups
Yup. It’s especially good because you usually can’t get a spacing trap after MP TC.
damn gonna have to try that 5hp after command grab that is not bad at all
and rewrite my muscle memory for the 1 in 10 rounds i hit m dima
I hit M Dima literally all the time. It’s always interesting how different people play.
I don't think you went over the regular throw oki with DR Ch.Chp, I've been throwing more on Marisa to try to set it up and it beats tech and all jump options.
I didn’t. I might dedicate a separate video to the crouch HP changes. I just find it hard to use something that doesn’t beat wake-up buttons.
How should I be using the overhead in classic?
I really don’t use it much. You can do DR into an uncharged one after L Dima, and, like I showed in the video, DR into a charged one after M Dima. I think the main thing is just being aware of their tendencies. If you notice they like to crouch block you should use it more.
where do you think her changes coupled with the nerfs to top tier place her in the meta.
Hard to say. The changes to her heavy punch and Superman punch should help her in neutral, but her walk speed is still atrocious. Honestly I think the nerfs to other characters help her more.
@@ZachHenke i jumped ship to zangief but marisa is still my one true love. scared to give her another chance but let's see. thanks for the great content.
@@cosimany Thanks for engaging with it. The worst thing is when you post a video and no one watches or comments.
I'm not trying to be a jerk but couldn't you always DR into charged Hp? I've used DR into charged Hp often.
Not after L Dima. They could mash on it.
@ZachHenke AH i see now, I misheard you. Excellent video, btw thank you.
@ Of course!
Is there something I'm missing or not seeing? When I try to do the stand fierce ender after heavy dima into dash forward charge 6HK I just get mashed on by the bot, it doens't hit meaty for me. And yet, in your video you're definitely counter hitting Akuma there. I have no idea what I'm doing wrong here
You must be leaving a gap. Just have to look at the frame meter and see where.
Never mind, I figured it out - to anyone else having the same problem, use the generous buffer the game has. You can input dash after the charged 5HP way before you think you can.
Feels like all her new stuff also only costs 1 bar of drive gauge too. So you don't need to burn meter to get the setups, leaving more to make people s*1* themselves whaile you bully them
Let's GOOOOOOOOOOOOOOOO (first 😉)
Hopefully the content matches the hype.
@@ZachHenke It always is
for the heavy, after the charged stand heavy punch, how about adding another stand heavy punch?
In what context? On hit, block or the H Dima juggle?
@@ZachHenke not sure what is a dima tho, im talking about the combo at 6:10, just add another stand heavy punch. although it will end up lesser advantage frame and pushes too far while in the midscreen, but i think in the corner i think its a good option, does more damage and can still do oki.
@@user-wmq That move is H Dima. In the corner you get charged b.HP > H Gladius or b.HP > L Superman punch. Both do more damage (and have the same or better oki) than doing the second hit of the HP target combo.
Marisa being buffed from bottom 1 to Bottom 1 is crazy man I’m sorry lmao
We’ll see.