マリーザ
Marisa — 对策
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
起き攻めする際
Marisa's standing LP is 6F, which makes standing-guard fuzzy options difficult. Use moves that require a 4F standing normal as your offense starter — for example, forward HK as Kimberly or Float → Yoga Teleport as Dhalsim.
Among all moves that demand a 4F standing response, safe jump is the universal tool available to every character — use it aggressively in wake-up offense.
Marisa is also very weak to empty-jump throws. She can anti-air with 236P or 2HP, but both lose to empty-jump throws or early jumps, so use this option if you have not already.
Recommended counters
- When a safe jump opportunity appears on your wake-up offense, take it aggressively
- 214KK can guard a safe jump, but not a jumping light attack — use a light jump-in to stay safe
214K (Scutum) is a parry stance — it loses to throws and lows, and even 214KK still loses to throws. In neutral, jump-in empty throw or crossup jumps cleanly answer it. On wake-up, simply mixing in throws makes the parry a coin flip Marisa can't afford.
Recommended counters
Reads when Scutum absorbs your strike
- A delayed strike absorbed: counter-hit state, Marisa +1 — her MP only clips jumps weakly, and if she picked 214K→LPLK your fastest LP punish-counters it. Against Marisas who only press MP or the command grab, neutral jump is high reward
- A meaty absorbed: punish-counter state, Marisa +3 — remember it as intel for the next read
On wake-up offense
- Now that 236236P is stronger this is less of a free win, but mixing in throws still penalizes the parry
- To cover both, empty jumps are very strong — Marisa's anti-air special 214LP is too slow to punish an empty jump
When she throws it out in neutral
- Empty-jump throw beats the held Scutum stance
- The strike follow-ups (214K→P, 214K→K) are blockable on landing
- Crossup jumps are even safer, but watch for 214K→LPLK on your landing — it'll grab you
- 214K→K (Procella)
- Marisa is -24 on block
Recommended counters
Procella is a low follow-up from Scutum. It is -24 on block — an enormous punish window. Hold crouch-block when you see Scutum, then hit back with a heavy starter for max damage.
- On block: -24F — punish with a heavy starter for maximum damage
- Crouch-block when Scutum appears to be ready for this low follow-up
214K→LPLK (Enfold) is the throw branch off Scutum. Hit gives Marisa +18, but her oki off it isn't strong. Drill the SA / OD-invincible answer in training so you have a clean response when she goes for the rush continuation.
Recommended counters
When taking the hit is fine
- Marisa's oki after the command grab isn't great
- For characters with strong SAs, eating the throw and looking for the reversal can be the higher EV play
Reads after Enfold hits
① If you have a wide-hitbox OD invincible
- If Marisa goes for drive-rush continuation, a long-reach OD invincible cleanly punishes
② If you have a fast (8F or less) wide-hitbox SA
- Blanka SA1 / Luke SA1 etc. — these connect even when Marisa cancels into 2LP from rush
Warning
Rush-throw beats your reversal
- Against some characters, Marisa can drive-rush throw to make your SA or OD invincible whiff entirely
- Lab this with your own character — skipping this homework has a real impact on your win rate
Luke's case:
Juri's case:
- 214K→P→P on block: Marisa is -21 — punish with any heavy starter for maximum damage
- 214LP
- Marisa -16F on block
- 214MP
- Marisa -16F on block
- 214HP
- Marisa -16F on block
- 214PP
- Marisa -12F on block
Recommended counters
On block
- All versions are -12F or worse — punish with a heavy-attack starter.
After 214LP→P hits
- Take an in-place recovery to make Marisa's dash shimmy impossible and create a read situation.
- After 214MP→P hits
- Likewise, taking in-place recovery neutralises dash shimmy and forces a guessing game.
Normal versions
- 236LK (Light Quadriga)
- Marisa is -6 on block
- 236MK (Medium Quadriga)
- Marisa is -4 on block
- 236HK (Heavy Quadriga)
- Marisa is -3 on block
OD version
- 236KK (OD Quadriga)
- Marisa is -6 on block
Recommended counters
Light and OD versions are -6 on block — punishable with a fast normal. Medium (-4) and Heavy (-3) escape guaranteed punishment, but Marisa is still at a disadvantage — contest with a strike or throw read.
- 236LK / 236KK on block: -6F — punish with a 5–6F normal
- 236MK on block: -4F — no guaranteed punish; mash or throw
- 236HK on block: -3F — slightly minus; play the guessing game
Plenty of Marisas fumble the 236KK hit-confirm — never let the punish slide:
236P is -5 on block (-2 for OD). Any character with a 5F normal that has reach gets a guaranteed punish, and Marisa often ends strings (MP→MP→236P) with it — train the reflex to punish on block. The hold version is +4 on block but slow, so reversal DPs and neutral jumps still answer it.
Recommended counters
Neutral
- Place neutral jumps. They beat almost every Marisa special
- Gladius has armor on top, but only one hit — characters whose jump-ins multi-hit (Ryu, Rashid, Elena) can armor-break for big reward
Punish on block
- 236LP / MP / HP all leave Marisa at -5
- 5F reach-having characters take the max punish
- Stay especially alert when 236P comes out of MP→MP strings
When used as anti-air
- Mix in empty-jump throws — the armor doesn't help her if she's already in recovery
- Multi-hit jump-ins armor-break for huge reward
Normal versions
- 623LP (Light Phalanx)
- Marisa is +3 on block
- 623MP (Medium Phalanx)
- Marisa is +3 on block
- 623HP (Heavy Phalanx)
- Marisa is +3 on block
OD version
- 623PP (OD Phalanx)
- Marisa is +4 on block
Recommended counters
All strengths of Phalanx are plus on block (+3 or +4) — do not mash after blocking it. Anti-air it with a well-timed DP or neutral jump rather than letting it land.
- On block: Marisa is +3/+4 — don't mash; respect the advantage
- Neutral jump is the safest answer in neutral — it beats Phalanx cleanly
- A well-timed anti-air DP or normal beats it on the way in
The easiest answer is just-parry: her post-block situation isn't strong, so the risk/reward works out — and buffering Drive Reversal on the just-parry resets the situation:
Marisa is at +23F after this throw. Recovering in place lets a throw land perfectly meaty on you, so backward recovery is the safe default.
Marisa's most common options after the throw are:
- Drive Rush→HP
- the strike is perfectly meaty
- Drive Rush→6HK
- the strike is not perfectly meaty
Recommended counters
If Marisa tries to time Drive Rush→HP as a meaty,
Drive Impact is guaranteed against it.
You can also take backward recovery to open up space, bait the HP, and fire off Drive Impact.
Marisa's main target combo.
After it is blocked, 623P and 236P turn the situation into an RPS.
Drive Impacting into a charged Gladius costs you huge damage.
But if you never use Drive Impact, your Drive gauge gets chipped away.
And if you take the safe route and parry, a cancel Drive Rush into Scutum takes a big return off you — it is easy to lose the exchange without quite knowing why.
Recommended counters
- Guaranteed punish
- After 236P Marisa is -5, so characters with a far-reaching standing light kick like Ken or Manon get a guaranteed punish
- Fuzzy jump
- Input a neutral jump at the timing where you would block MP→MP→236P
- Fuzzy against the cancel Drive Rush
- MP→MP→cancel Drive Rush→LK
- MP→MP→214K→LPLK
- The cancel-rush LK is a true blockstring while 214K→LPLK takes 8F to come out, so a fuzzy is possible
- Immediate jump
- Fuzzy jumping has an occult side to it
- startup differs by 236P strength
- a slightly-charged 236P exists
- It is not consistent in first-to-2 ranked sets, so jumping at the earliest timing is fine too
- the situation Marisa gets after Gladius hits is not that strong
- Fuzzy jumping has an occult side to it
Watch out
- A fuzzy crouching medium also beats this string easily, but it gets answered by Phalanx, so it is safer not to rely on it










