Some general tips for Marisa players: I'm a plat Marisa trying to go for that Diamond rank, here's some Basic bnb that might help you out: 1. Her 2LP is very important, getting the confirm on 2LP X 2 and 214P is paramount. MP>MP; 4HP; and 2MP into OD 214P are also some of her most important links. Thankfully all of those are really easy confirms. 2. Most of her moves are negative on block, but charging makes them +. Hitting a blocking opponents with charged HP or 6HK will allow you to use 2LP or 5MP and snuff most buttons they press. 3. Both charged gladius and phalanx are plus on block, so you can keep the pressure after hitting an opponent with them. 4. Once you knock an opponent down, do a Drive rush and either HP; 6HK; or charge a 4HP. You can keep your pressure with any of them on block, and if they hit, they will combo into the MP>MP target combo, or 4HP for a launcher. 5. Drive Rush 2LK will combo into 2LP. Her overhead and 6MP(on counter only) also combo into 2LP. Hope it helps!
Mano, vou aproveitar que tu é BR pra perguntar, como vc lida com uma Cammy pulando de um lado pro outro com ela?? estou sofrendo muito contra Cammy e Zang... SF6 é meu primeiro jogo de lua basicamente
@@kolorfox9675 Cara, é um pouco chato essas questões de "farofa", principalmente pq ela não tem anti-aereos muito confiáveis. Mas vou tentar te dar algumas opcoes: 1. 2HP é meio q o seu melhor anti aéreo. O problema eh q ele não funciona bem em alguns ângulos, e eh lento, então vc tem q prever ou estar muito esperto com os pulos pra usar ele. 2. 214K eh uma boa opção as vezes, principalmente se o adversário sempre apertar um botão no ar. O bom eh que independentemente do ângulo do pulo(até se cruzar), vc ou acerta o adversário, ou tanta o hit e se move pra frente, ficando numa posição neutra de novo. 3.214P normal ou OD tem pros e contras parecidos com o 2P, mas tem algumas diferenças. Ele não vai trocar hit com pulos q tenham um ângulo mais fechado. As vezes vc consegue utilizar o follow-up 6P e criar uma situação ainda mais punitiva pro pulo do adversário. 4. Pular pra frente ou pra trás e usar o combo MP>MP cedo talvez seja uma das melhores opções dependendo do arco do pulo. O bom dessa opção é q vc ainda acaba geralmente em uma posição de knockdown com o oponente, e pode escolher maneiras de continuar sua pressão no wakeup dele. 5. Usar o Super 2 talvez exige um pouco mais de execução, mas acho q nesse nível de jogo a galera não capta muito os buffering, oq pode facilitar. Tanto o super 2 quanto o 214HP>6HP, podem criar situações de muito dano, oq as vezes já serve pra desencorajar seus adversários a continuarem pulando. No geral como anti aéreo eh uma questão meio geral e fundamental, as suas dificuldades podem estar vindo de vários lugares (timing;arco;execucao), então é sempre bom colocar o boneco no training com o personagem q vc estava tendo dificuldade, pra tentar aprender como punir certos golpes e entender melhor suas opções. Espero que tenha ajudado, e q vc consiga melhorar e derrotar esses caras q estão te incomodando. Se tiver alguma dúvida de vocabulário com oq eu te expliquei, dá uma olhada no Google e se não conseguir mesmo assim, pode perguntar q eu tento te ajudar no q der! Abraços! PS: Se quiser me add no Discord pra trocar ideia, tirar duvida etc, meu Id eh ChicoTintureiro#9346
@@LiveLoveSour Not at all if youre planning on ending the string there. What I meant is that you must have the OD version on deck for when you need to squeeze in extra damage. The OD version allows you to continue your combo (it combos into any of her supers, which for beginners is very important) and provides extra corner carrying by using 236K after it, or by drive rushing it. If you're confirming from a 4HP, using the HP version will have a similar effect while saving Drive Meter.
I'm learning Marissa and I'm already sold. Solid damage. Easy to execute DR combos without getting a hernia...LOL. A Parry system with options. No doubt a true user friendly character.
The answer is simple, but since the vast majority of RUclips comments fits in the description as well, I'm gonna be downvoted. The answer is: they got no life. They are addicted couch potatoes and do almost nothing beyond playing videogames. That's it and period.
There are shortcuts when cancelling into super like that. Essentially the input for the two QCF's can be buffered and one of them is used for gladius. So the input for Gladius into SA3 is like this: QCF + P -> QCF + K its all in the timing.
@@MattachineGG Yeah I haven't played fighting games since the PS3/360 era but I played a lot of SF4 back in its heyday and luckily for me it was really quick to pick up all the tips and tricks I learned last time. It's kinda like riding a bike.
Don't use gladius, and go for the kick move instead. Since she moves forward it's much easier to connect the lvl 3 and I'm pretty sure it does the same damage if not more. Edit: Unless the kick one is corner only, but I'm pretty sure it isn't because of the height you hit the opponent.
I loved those new challengers in the game,they are something else! The graphics also is some of the finest i witnessed in one of the best franchises capcom has.But i want express my complaints about marisa which once more capcom chose to not make an actual greek character! Capcom in their official page in her description writes: An up-and-coming jewelry designer from Italy who claims ancestry to ancient Greek warriors! As a gamer from greece as you probably understood by now,and warm supporter for their company over the years i feel really dissapointed about the fact that capcom never made an actual greek character! Ok i understand that in poor all greece we might not have the buying crowd we have in other regions in europe perhaps,but come on now capcom! You made from all the countries characters,why not for once an actual greek fighter?! I felt somewhat offended with this to tell you the truth.We had freaking hakan from turkey in SF4,but from greece never a challenger! I am trying to support all the time capcom,and though i might be from the very few greeks perhaps i complaint about this matter maybe i still wanted to write something about this for capcom and the world to see! Pls write me your thoughts and oppinions if you want about the matter ppl,participate with me on that one to discuss it a little!
Man that are literally hundreds of countries that have no representation on SF. Her having stated Greek ancestry and talking about Pankration and Greek history is already more than most people have. Stop whining.
@@brunocampos7199 Seriously now i talked about a matter notmaly and again one popped up to say that i am whining? Its good to be a suppprter of a company but pls don't try to show in this manner that you are higher than the others period!
@@TwesomEy man, your country now has more representation in SF than a hundred other countries. Not that that is important at all but still. You are whining, you even said you were offended like come on.
@@brachialtick6539 OK yeah i kinda am i didn't said i would kill for it don't take it too seriously,i will still support them because i have the SF virus in my blood after many years! 😅 So anyway how did you find SF6?
I'm a plat Marisa trying to go for that Diamond rank, here's some Basic bnb that might help you out: 1. Her 2LP is very important, getting the confirm on 2LP X 2 and 214P is paramount. MP>MP; 4HP; and 2MP into OD 214P are also some of her most important links. Thankfully all of those are really easy confirms. 2. Most of her moves are negative on block, but charging makes them +. Hitting a blocking opponents with charged HP or 6HK will allow you to use 2LP or 5MP and snuff most buttons they press. 3. Both charged gladius and phalanx are plus on block, so you can keep the pressure after hitting an opponent with them. 4. Once you knock an opponent down, do a Drive rush and either HP; 6HK; or charge a 4HP. You can keep your pressure with any of them on block, and if they hit, they will combo into the MP>MP target combo, or 4HP for a launcher. 5. Drive Rush 2LK will combo into 2LP. Her overhead and 6MP(on counter only) also combos into 2LP. Hope it helps!
@@brunocampos7199 thanks dude. Some of it did, I already know some of the technical stuff around her kit. I think for me it’s just using it effectively, I’m not used to some of the new mechanics Street Fighter has added since I last played, I’m also not muscle memory used to it anymore. My last main was Vega I think… years back. Yeah, I guess it might just take some time. I might just practice combos in the trials, get used to how the moves look. I saw a video on the button settings, I think I might have to make it help my button inputs, because I can pull off clean inputs on other fighting games, but the buttons feel delayed or heavy in SF6.
Maybe nerf parry drive rush for Maritsa/ heavies? Instead of just half a bar maybe 1.5 or 2 bars? Just a thought, we’ll see how the game develops. Maybe once people get used to her buttons she’ll be more punishable.
Okok first off, can we not be talking about nerfs ON WEEK 1. No one knows what they are doing, everyone is gonna be letting everyone get away with everything. Next, loads of characters in the game can get similar pressure off of parry drive rush so this isnt unique to marisa. Marisa isnt broken by any means as she has some very exploitable weaknesses which arent very well known right now And lets take your proposed nerf into consideration. It would never get made. Why? Because capcom want to keep all the system mechanics universal and 100% consistent across all moves. Weve seen that from the Luke nerfs
@@fwef7445 this is the kind of statement you should probably elaborate on, so you don't sound like braindead scrub number 10563 complaining about drive impact or whatever. Just saying.
Some general tips for Marisa players:
I'm a plat Marisa trying to go for that Diamond rank, here's some Basic bnb that might help you out:
1. Her 2LP is very important, getting the confirm on 2LP X 2 and 214P is paramount. MP>MP; 4HP; and 2MP into OD 214P are also some of her most important links. Thankfully all of those are really easy confirms.
2. Most of her moves are negative on block, but charging makes them +. Hitting a blocking opponents with charged HP or 6HK will allow you to use 2LP or 5MP and snuff most buttons they press.
3. Both charged gladius and phalanx are plus on block, so you can keep the pressure after hitting an opponent with them.
4. Once you knock an opponent down, do a Drive rush and either HP; 6HK; or charge a 4HP. You can keep your pressure with any of them on block, and if they hit, they will combo into the MP>MP target combo, or 4HP for a launcher.
5. Drive Rush 2LK will combo into 2LP. Her overhead and 6MP(on counter only) also combo into 2LP.
Hope it helps!
Thanks for the contribution. Many players will appreciate this.
Mano, vou aproveitar que tu é BR pra perguntar, como vc lida com uma Cammy pulando de um lado pro outro com ela?? estou sofrendo muito contra Cammy e Zang... SF6 é meu primeiro jogo de lua basicamente
@@kolorfox9675 Cara, é um pouco chato essas questões de "farofa", principalmente pq ela não tem anti-aereos muito confiáveis. Mas vou tentar te dar algumas opcoes:
1. 2HP é meio q o seu melhor anti aéreo. O problema eh q ele não funciona bem em alguns ângulos, e eh lento, então vc tem q prever ou estar muito esperto com os pulos pra usar ele.
2. 214K eh uma boa opção as vezes, principalmente se o adversário sempre apertar um botão no ar. O bom eh que independentemente do ângulo do pulo(até se cruzar), vc ou acerta o adversário, ou tanta o hit e se move pra frente, ficando numa posição neutra de novo.
3.214P normal ou OD tem pros e contras parecidos com o 2P, mas tem algumas diferenças. Ele não vai trocar hit com pulos q tenham um ângulo mais fechado. As vezes vc consegue utilizar o follow-up 6P e criar uma situação ainda mais punitiva pro pulo do adversário.
4. Pular pra frente ou pra trás e usar o combo MP>MP cedo talvez seja uma das melhores opções dependendo do arco do pulo. O bom dessa opção é q vc ainda acaba geralmente em uma posição de knockdown com o oponente, e pode escolher maneiras de continuar sua pressão no wakeup dele.
5. Usar o Super 2 talvez exige um pouco mais de execução, mas acho q nesse nível de jogo a galera não capta muito os buffering, oq pode facilitar. Tanto o super 2 quanto o 214HP>6HP, podem criar situações de muito dano, oq as vezes já serve pra desencorajar seus adversários a continuarem pulando.
No geral como anti aéreo eh uma questão meio geral e fundamental, as suas dificuldades podem estar vindo de vários lugares (timing;arco;execucao), então é sempre bom colocar o boneco no training com o personagem q vc estava tendo dificuldade, pra tentar aprender como punir certos golpes e entender melhor suas opções. Espero que tenha ajudado, e q vc consiga melhorar e derrotar esses caras q estão te incomodando. Se tiver alguma dúvida de vocabulário com oq eu te expliquei, dá uma olhada no Google e se não conseguir mesmo assim, pode perguntar q eu tento te ajudar no q der! Abraços!
PS: Se quiser me add no Discord pra trocar ideia, tirar duvida etc, meu Id eh ChicoTintureiro#9346
Thanks for this!
I have a question about #1, is it all that important to end those links with OD 214P instead of any of the regular versions of 214P
@@LiveLoveSour Not at all if youre planning on ending the string there. What I meant is that you must have the OD version on deck for when you need to squeeze in extra damage. The OD version allows you to continue your combo (it combos into any of her supers, which for beginners is very important) and provides extra corner carrying by using 236K after it, or by drive rushing it. If you're confirming from a 4HP, using the HP version will have a similar effect while saving Drive Meter.
I'm learning Marissa and I'm already sold. Solid damage. Easy to execute DR combos without getting a hernia...LOL. A Parry system with options. No doubt a true user friendly character.
Marisa man🙏🙏🙏
Same
Damn actually kinda comforting to see that this is not too far off from how I play
That sure is a nice life lead you've got there. Would be a shame if you... made one single mistake.
8:14 - Juri had enough lol. She was buffering the hell out of that CA
that was so clean
😂😂😂😂😂
Too bad her spacing was off.
*Now you know history.*
how tf the games been out for only 2 days and theres already people in master rank yeah I don't think i'll ever be good at this game
Bruh exactly, how, been out literally two days lolol
It takes time. As long as you're dedicated, and put in the effort, you can be too.
because this game literally lets you start at diamond for some reason instead of having to climb
The answer is simple, but since the vast majority of RUclips comments fits in the description as well, I'm gonna be downvoted.
The answer is: they got no life. They are addicted couch potatoes and do almost nothing beyond playing videogames. That's it and period.
when you first play ranked, you got placed into 10 or so placement matches. you will be placed into ranks based on your performance
7:08 did he do that on purpose? thats dope
8:19 What the Helll? What power!
That was a protagonist moment
the amount of combos that cammy dropped in first match hurt my soul
All that for a drop of blood
I never played street fighter before. These inputs are wild lol
That first round vs Cammy was ridiculous. Mars dmg is absurd
Big lady, big fists, big damage!
@@remigusker6024 and the most important thing, she's italian
Cammy also has the lowest health
Soo looks like knockdown, drive rush mix, im learning Marissa atm too
8:20 Juri player probably un-installed after that hot damn
Cammy met her big sister😂
You can’t just stand there with Marissa what a animal
sooo spam the punches ... cancel the second punch if blocked into drive rush and continue until you win? sounds reasonable
See tou at evo
@@JainkoLOOOOOOL
Damn bro i spent 1hour to try this combo 1:11 and every time i can't tuch with the lvl 3 i'm going to be crazy
There are shortcuts when cancelling into super like that. Essentially the input for the two QCF's can be buffered and one of them is used for gladius.
So the input for Gladius into SA3 is like this: QCF + P -> QCF + K its all in the timing.
@@MattachineGG Yeah I haven't played fighting games since the PS3/360 era but I played a lot of SF4 back in its heyday and luckily for me it was really quick to pick up all the tips and tricks I learned last time. It's kinda like riding a bike.
Don't use gladius, and go for the kick move instead. Since she moves forward it's much easier to connect the lvl 3 and I'm pretty sure it does the same damage if not more.
Edit: Unless the kick one is corner only, but I'm pretty sure it isn't because of the height you hit the opponent.
Snu snu all day baby!
They aren't using that many kicks, interesting
Not much point for her. Jabs and medium punches are basically her best normals. Her kicks are situational, but her punches are her real game plan.
whats the matter u afraid to fight a girl?
yes. yes very much so.
1:10
3:06
I loved those new challengers in the game,they are something else! The graphics also is some of the finest i witnessed in one of the best franchises capcom has.But i want express my complaints about marisa which once more capcom chose to not make an actual greek character! Capcom in their official page in her description writes: An up-and-coming jewelry designer from Italy who claims ancestry to ancient Greek warriors! As a gamer from greece as you probably understood by now,and warm supporter for their company over the years i feel really dissapointed about the fact that capcom never made an actual greek character! Ok i understand that in poor all greece we might not have the buying crowd we have in other regions in europe perhaps,but come on now capcom! You made from all the countries characters,why not for once an actual greek fighter?! I felt somewhat offended with this to tell you the truth.We had freaking hakan from turkey in SF4,but from greece never a challenger! I am trying to support all the time capcom,and though i might be from the very few greeks perhaps i complaint about this matter maybe i still wanted to write something about this for capcom and the world to see! Pls write me your thoughts and oppinions if you want about the matter ppl,participate with me on that one to discuss it a little!
Man that are literally hundreds of countries that have no representation on SF. Her having stated Greek ancestry and talking about Pankration and Greek history is already more than most people have. Stop whining.
@@brunocampos7199 Seriously now i talked about a matter notmaly and again one popped up to say that i am whining? Its good to be a suppprter of a company but pls don't try to show in this manner that you are higher than the others period!
@@TwesomEy man, your country now has more representation in SF than a hundred other countries. Not that that is important at all but still. You are whining, you even said you were offended like come on.
@@brachialtick6539 OK yeah i kinda am i didn't said i would kill for it don't take it too seriously,i will still support them because i have the SF virus in my blood after many years! 😅 So anyway how did you find SF6?
@@TwesomE Greek culture is everywhere, in movies, games, etc.
A greek character would be nice, but I already think of Marisa as Greek anyways lmao!
How to play Marissa:
Press MP
(Count them)
it's almost like this game is absolute garbage
@@fwef7445 lil bro going out his way to find videos of the game to say it is trash, what an absolute failure in life
@@fwef7445 in today's news absolute clown declares best fighting game released in years is actually the worst. More at 11
@@fwef7445 keep crying
@@fwef7445skill issue
Bruh, I decided to come back to street fighter and play Marisa…
But playing her I feel so dumb for being bad at her.
I'm a plat Marisa trying to go for that Diamond rank, here's some Basic bnb that might help you out:
1. Her 2LP is very important, getting the confirm on 2LP X 2 and 214P is paramount. MP>MP; 4HP; and 2MP into OD 214P are also some of her most important links. Thankfully all of those are really easy confirms.
2. Most of her moves are negative on block, but charging makes them +. Hitting a blocking opponents with charged HP or 6HK will allow you to use 2LP or 5MP and snuff most buttons they press.
3. Both charged gladius and phalanx are plus on block, so you can keep the pressure after hitting an opponent with them.
4. Once you knock an opponent down, do a Drive rush and either HP; 6HK; or charge a 4HP. You can keep your pressure with any of them on block, and if they hit, they will combo into the MP>MP target combo, or 4HP for a launcher.
5. Drive Rush 2LK will combo into 2LP. Her overhead and 6MP(on counter only) also combos into 2LP.
Hope it helps!
@@brunocampos7199 thanks dude.
Some of it did, I already know some of the technical stuff around her kit.
I think for me it’s just using it effectively, I’m not used to some of the new mechanics Street Fighter has added since I last played, I’m also not muscle memory used to it anymore. My last main was Vega I think… years back.
Yeah, I guess it might just take some time. I might just practice combos in the trials, get used to how the moves look. I saw a video on the button settings, I think I might have to make it help my button inputs, because I can pull off clean inputs on other fighting games, but the buttons feel delayed or heavy in SF6.
Bro my last street fighter was SF4 this feel so Foreign to me I can't get good with no body and I also was a vega main
@@FullMetalDiety I know your pain.
I’m starting to get better with Marisa, still not getting many combos down.
Maybe nerf parry drive rush for Maritsa/ heavies? Instead of just half a bar maybe 1.5 or 2 bars? Just a thought, we’ll see how the game develops. Maybe once people get used to her buttons she’ll be more punishable.
Okok first off, can we not be talking about nerfs ON WEEK 1. No one knows what they are doing, everyone is gonna be letting everyone get away with everything.
Next, loads of characters in the game can get similar pressure off of parry drive rush so this isnt unique to marisa. Marisa isnt broken by any means as she has some very exploitable weaknesses which arent very well known right now
And lets take your proposed nerf into consideration. It would never get made. Why? Because capcom want to keep all the system mechanics universal and 100% consistent across all moves. Weve seen that from the Luke nerfs
@@EXFrost lol so I guess the “just a thought, we’ll see how the game develops” part isn’t visible on your screen.
@@Lowkey-yb4nm ye i read that dw
the devs don't know what they're doing, all the gameplay systems in this game are a mess, it's literally a game that braindead casuals can win at
@@fwef7445 this is the kind of statement you should probably elaborate on, so you don't sound like braindead scrub number 10563 complaining about drive impact or whatever. Just saying.