5 Tech Tips to Improve your Marisa

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  • Опубликовано: 2 июл 2024
  • In this video I look at 5 bits of tech that, while not necessarily each deserving of their own video, are things that I think need to be out there.
    Scutum vs DI 0:00
    Meaty HP 0:42
    Parry OS 1:32
    Max Damage Combo 1:59
    Defensive Gladius 2:41
  • ИгрыИгры

Комментарии • 45

  • @Kingh89
    @Kingh89 5 месяцев назад +6

    This is great. I Iove the option select parry off the safe jump but I feel everyone knows that’s a safe jump now and will never dp lol

    • @ZachHenke
      @ZachHenke  5 месяцев назад +4

      That’s fine. It gives you free pressure and forces them to try to perfect parry.

    • @LucianRudeboy
      @LucianRudeboy 5 месяцев назад +1

      I still see people DP this and I'm in master

    • @berzerkplayzz7907
      @berzerkplayzz7907 5 месяцев назад +1

      Nah many a people still try to DP because it’s about layers. Because after you get a mix up, strike throw, if they read you’re going for command grab or something they might try to dp, or if they think you’re gonna stagger your pressure.

  • @timthaman5778
    @timthaman5778 5 месяцев назад +1

    As always… an excellent, and informative video.
    This one just is another level though!!!
    Thank you so much!

  • @yusekx
    @yusekx 5 месяцев назад

    this channel is literally Marisa Sanctuary, ty

  • @Flashlegz
    @Flashlegz 5 месяцев назад +2

    Keep it up my man, need all that Marisa tech. Match up tips would be good too

  • @LucianRudeboy
    @LucianRudeboy 5 месяцев назад

    Awesome video Zach! The combo extension is dope

  • @cosimany
    @cosimany 5 месяцев назад +1

    Many blessings for this video. Very timely as I have been stuck in diamond 1 now for 3 weeks.

    • @ZachHenke
      @ZachHenke  5 месяцев назад +2

      Hopefully some of this stuff is new/helpful. It’s definitely a little bit different than my other videos, but none of this stuff really deserved its own video.

    • @prawnyb
      @prawnyb 5 месяцев назад

      Split it into 5 shorts now eh? ​@@ZachHenke

    • @ZachHenke
      @ZachHenke  5 месяцев назад +1

      @@prawnyb It’s like you’re in my head.

    • @prawnyb
      @prawnyb 5 месяцев назад

      @@ZachHenke haha you're just getting good at playing the game. Google's game.

  • @prawnyb
    @prawnyb 5 месяцев назад +1

    Ooo I like it. Youre getting good at this mate.

    • @ZachHenke
      @ZachHenke  5 месяцев назад +1

      I’m trying.

    • @prawnyb
      @prawnyb 5 месяцев назад

      If you're bothering to timestamp you might as well give it proper titles rather than just tip 1, 2, 3 etc

    • @ZachHenke
      @ZachHenke  5 месяцев назад +1

      That’s true I suppose

  • @bryansnaylor
    @bryansnaylor 5 месяцев назад

    I hope to succeed in implementing these tips as I make my way out of platinum!

  • @HEAVENG
    @HEAVENG 5 месяцев назад +3

    Very educational, BTW im having a problem with marisa while the enemy character is being comboed in the aire for the drive rush into back heavy punch, i dont have the timing and it's getting rlly difficult for me. any tip?

    • @ZachHenke
      @ZachHenke  5 месяцев назад +1

      From what starter? Or what combo?

    • @prawnyb
      @prawnyb 5 месяцев назад

      I struggled with that too dude. What helped me is realising that I can input the drive rush buttons then immediately afterwards I can input the back hp button and it will always give the back hp at the earliest frame it can.
      Also make sure you aren't charging it by holding down the button by accident.

    • @wicketd7730
      @wicketd7730 5 месяцев назад +2

      You could also use standing lk instead of back HP. It’s less damage but gets the job done if you are still working on getting consistent with the back HP. For me I struggle getting superman punch cancelled from a back HP so I use the lk as a stop gap

    • @prawnyb
      @prawnyb 5 месяцев назад +1

      @@wicketd7730 I did not know that LK worked. Thsnks. I still struggle with back HP into superman. But I've found that if you hold forward after the back HP input, then wait for the hit, then input down, down forward (making sure not to complete the quarter circle), then press punch, it works more consistently for me.

    • @wicketd7730
      @wicketd7730 5 месяцев назад +1

      @@prawnyb Thanks for the tip on holding forward. Tbh I think that tip will help me on a couple things since i think i input the next button too soon in a few situations which causes me to be too inconsistent with my execution.

  • @AnimVision-qp7xq
    @AnimVision-qp7xq 5 месяцев назад

    Doing these long combos, how long did it take for you to be able to remember them like you do? I've spent sooo much time practicing them, and I cannot do it. The drive rush into other inputs really screws me up.

    • @ZachHenke
      @ZachHenke  5 месяцев назад

      I don’t know. I started SFV since 2017, so I’ve been playing fighting games for a little bit. I usually only learn a couple combos at a time. For example, when I first learned the character I really only used the MP TC. And I had a combo from DI. That was it. Eventually I got tired of losing so much damage, so I learned her b.HP combos.
      I think I was playing the character for like a month before I really learned any routes using OD quadriga. What I’m trying to say is that I didn’t learn all of it at the same time. It’s like writing a book. You have to add one page at a time.

  • @BennyHarassi
    @BennyHarassi 5 месяцев назад

    started using her after JP and shes fun but I'm having a hard time getting in on turtles
    also, good god that beginning damage..

    • @ZachHenke
      @ZachHenke  5 месяцев назад

      She’s a funny case because I think the level one way to play her is very unga and brainless. You just drive rush and Superman and make them react. But I think the much stronger way to play her is this grounded, patient game where she forces a whiff and takes 60% of your health.

  • @chocobros1
    @chocobros1 5 месяцев назад

    I was wondering why use f+HK after safejump when b+HP does just as much damage and is safer on block

    • @ZachHenke
      @ZachHenke  5 месяцев назад +1

      The main reason is that it naturally combos into OD quadriga. Those are by far her most damaging combos. A secondary reason is that it gives them a chance to push a button.

    • @chocobros1
      @chocobros1 5 месяцев назад

      @@ZachHenke a neat thank you

  • @ThatsMrGat
    @ThatsMrGat 5 месяцев назад

    I'm confused, on #2 you start by talking about throw oki, but then start talking about combo finishers instead? My only takeaway from #2 is "Light superman instead of heavy will give you 8f instead of 7f should the follow up drhp land" which is nice to know

    • @ZachHenke
      @ZachHenke  5 месяцев назад

      Tip #2 is how to get the same oki as cornered throw midscreen. This is +2 on block, gives a real mix between grab and crouch LK, is safe to DI, and gives you b.HP on hit instead of MP.

    • @ThatsMrGat
      @ThatsMrGat 5 месяцев назад

      @@ZachHenke Unrelated but I genuinely have no idea of the utility of c.LK... I see pros doing it all the time. From what I can tell versus jab it's 1f slower but has 1f more active frames, for 25% less speed but 50% more active frames? It nudges people about an inch farther than jab and has the same damage.
      I get confused about when exactly would I want to do this, since the 4f speed seems pretty hard to beat. It feels like 99% when I see pros do it, I think "well that could've just as well been jab" and come out faster. I'm Master now but feel like there's this tool I'm not using, since surely it's more versatile than standing LK... surely...
      Is it just the hitbox being lower and harder to stuff with something other than a kick of their own or..?

    • @ZachHenke
      @ZachHenke  5 месяцев назад

      @@ThatsMrGat So it hits low, meaning they can’t block it standing. That’s a big plus.
      Another benefit of crouch LK is that it has more block stun. With cr.LP there is a gap if you do two of them on block, but with cr. LK this isn’t the case.

    • @ThatsMrGat
      @ThatsMrGat 5 месяцев назад

      @@ZachHenke Ohhh does c.lp not hit low? I didn't know that. It's so low! The stun is interesting too, thanks for sharing

    • @ZachHenke
      @ZachHenke  5 месяцев назад

      @@ThatsMrGat In general in fighting games only crouching kicks hit low. Obviously there are some exceptions, but that's the general rule.

  • @arkimpierre1731
    @arkimpierre1731 5 месяцев назад

    Ik a lot of us are Marisa mains however….. anyone try a charge character like guile or chun…. I feel it’s super hard to do a consistent fireball with both

    • @ZachHenke
      @ZachHenke  5 месяцев назад

      One key thing that I realized when I was making the Guile video: If you throw a fast boom there will be a little bit of a gap before you can throw another one because it takes more frames to charge a boom than it does for the previous boom to hit them.