マリーザ
Marisa — 대책
Key Info
- Overhead with knockdown combo
- Scutum follow-up Tonitrus (214K→P→P)
- Defence
- OD Scutum (214KK): 1F startup, strike invincible
- Dimachaerus LP (214LP): 12F startup, anti-air invincible
- SA1 Marisa Javelin (236236P): 19F startup, no projectile invincibility
- SA2 Meteoritis (214214P): 9F startup, projectile invincible
- SA3 (236236K): 13F startup
- Advantage on block
- HP (hold), HK (hold), 6HK (hold): plus on block
- HP→HP target combo: plus on block
- Phalanx (623P): plus on block
Neutral Game (Focus Points)
- Place vertical jumps
- Her key tools Phalanx (623P) and Gladius (236P) are both very weak to vertical jump
- Use cross-up jumps
- Every anti-air tool Marisa has is extremely weak to cross-up jump-ins
- Against Marisa players with no answer to cross-ups, this alone can win the match
- Favour meaty jump-in routes on offence
- Marisa's LP has 7F startup, so she cannot fuzzy-guard a safe-jump whiff bait
- Fuzzy standing LK is technically possible but the resulting situation is still poor and awkward to use
- From a safe jump, mixing in whiff throws and whiff lows is very effective for opening her up
- Marisa's LP has 7F startup, so she cannot fuzzy-guard a safe-jump whiff bait
- Accepting Scutum command grab (214K→LPLK) is fine
- Marisa's post-command-grab situation is not strong
- For characters with powerful SAs, accepting the grab and counter-attacking is a valid strategy
Gladius (236P)
Damage and reach vary by strength. Absorbs one hit from attacks with an upward hitbox via armor.
- 236LP: -5F on block
- 236MP: -5F on block
- 236HP: -5F on block
- 236PP (OD): -2F on block — absorbs two hits with armor
Recommended Counter
- Neutral game
- Place a vertical jump — it is the universal answer to all of her specials
- Punish on block
- All versions are -5F on block
- Characters with a long-reaching 5F normal can punish — apply it consistently
- Pay special attention to Gladius cancelled from MP→MP
- As anti-air
- Mix in whiff throws when she uses it as anti-air
- Characters with multi-hit jump attacks can break the armor and get full return
- Ryu, Rashid, Elena
Dimachaerus (214P)
Marisa's combo ender special.
- 214LP: -16F on block
- 214MP: -16F on block
- 214HP: -16F on block
- 214PP (OD): -12F on block
Recommended Counter
On block: all versions are -12F or worse — start the punish with a heavy attack
After Dimachaerus LP→P hits you:
- In-place wakeup makes shimmy impossible when she uses Drive Rush — play the guessing game
- After Dimachaerus MP→P hits you:
- In-place wakeup makes shimmy impossible when she uses Drive Rush — play the guessing game
Phalanx (623P)
Damage and reach vary by strength.
- 623LP: +2F on block
- 623MP: +2F on block
- 623HP: +2F on block
- 623PP (OD): +4F on block
Recommended Counter
Reacting and anti-airing on sight is ideal, but if that is too difficult, place a vertical jump in neutral — when it connects you get big damage. Note that Marisa is plus on block after all versions, so treat the post-block situation as a guessing game accordingly.
Scutum (214K) — Parry
Marisa's parry. On successful parry she is +3F at point-blank range.
- 214K: cannot parry throws or lows
- 214KK (OD): cannot parry throws
Follow-up branches:
- 214K→P: overhead — 214K→P→P confirms into knockdown on hit
- 214K→LPLK: command grab — throw option after a successful parry
- 214K→K (Procella): used as a long-range ambush — -24F on block
Recommended Counter
- On okizeme
- SA1 Marisa Javelin (236236P) buff made this less effective than before, but mixing in extra throws applies risk to Scutum
- In neutral
- When Scutum is used in neutral, a whiff throw on jump-in works
- If Marisa holds Scutum stance during your forward jump, do a whiff throw on landing
- You can guard any follow-up she extends
- Use a cross-up jump if possible — be aware that 214K→LPLK on landing can grab you
- When Scutum is used in neutral, a whiff throw on jump-in works
- After Scutum command grab (214K→LPLK) hits — Marisa is +18F
- Characters with a long-reaching OD reversal: if she continues with Drive Rush, your OD reversal is guaranteed — watch for it
- After Scutum command grab hits — characters with 8F-or-faster long-reaching SA
- Blanka SA1 and Luke SA1 are guaranteed even if Marisa presses 2LP at fastest frame to brake
Warning
- After Scutum command grab hits: some characters can Drive Rush → throw to escape the oki entirely
MP→MP→236P
Marisa's core pressure sequence.
Drive Impact against a charged Gladius (hold version) leads to big damage. Not pressing Drive Impact drains your Drive Gauge. Playing it safe with Parry gets you punished by Cancel Drive Rush into Scutum for huge damage. You take return before you understand what happened.
Recommended Counter
- Punish on block
- After 236P Marisa is -5F — characters with a long-reaching standing light (e.g., Ken, Manon) can punish
- Fuzzy jump
- Input a vertical jump at the timing you would block MP→MP→236P
- Instant jump (no fuzzy)
- Fuzzy jump has unreliable elements:
- Startup differs by Gladius strength
- Slightly charged Gladius exists
- In a best-of-two ranked match it will not be consistent — instant jump is also fine
- Gladius on hit does not give her a strong follow-up situation
- Fuzzy jump has unreliable elements:
Warning
- Fuzzy 2MK also beats this sequence easily, but Phalanx (623P) counters it — better not to use it
2HK (Sweep)
Marisa's sweep. -11F on block, but holding the button removes the punish window.
- 2HK (hold)
Warning
While holding the sweep she produces a shadow effect (Kage-Nui) — do not walk backward when you see it.
After Forward Throw
Marisa is +23F. In-place wakeup allows the throw to be meaty again — back wakeup is the stable default.
Her most common post-throw options:
- Drive Rush → HP: strike is meaty
- Drive Rush → 6HK: strike is NOT meaty
Recommended Counter
Drive Rush → HP is punishable with Drive Impact. Take back wakeup to create distance, bait the HP, and press Drive Impact.
After Back Throw
Marisa is +33F. Nearly identical to forward throw — back wakeup prevents the meaty throw.
Her most common post-throw options:
- Drive Rush → HP: strike is meaty
- Drive Rush → 6HK: strike is NOT meaty
Recommended Counter
HP is punishable with Drive Impact — back wakeup into Drive Impact is a solid option to keep in your toolkit.
When Going on Offence
Marisa's defensive LP is 6F. Standing-guard fuzzy options are difficult to apply.
Use attacks that require a standing 4F response as your offence entry points:
- Kimberly: forward HK
- Dhalsim: Float → Yoga Teleport
The universal option available to every character is a meaty jump-in — use it aggressively on oki.
She is also very weak to empty jump-ins. She can technically anti-air with Gladius (236P) or 2HP, but both lose to whiff throws and early jump attacks — show it at least once if you have not yet.
Recommended Counter
- Go for a meaty jump-in whenever the situation allows
- OD Scutum (214KK) can guard a meaty jump-in, but a light jump attack is not guaranteed on block — use a light jump attack if you commit to this approach
