I found the best way of doing it is to do back+hp let go of the dpad and while they are in the hitstun do the superman after. if i try to go into the full motion i just tend to get gladius punch. So the second you do the drive rush and press back+hp let the dpad go and then do the superman punch motion. Hope it helps
I felt those DP drops. One of the most frustrating combos for Marisa and I'm sure any other character who has a DP link from things like crouching. The number of times the wrong thing comes out. I find finding a window to fully return to neutral gets more consistency. I hope they can tweak the input reads in this game.
hey man i've been struggling with this game and youtube recced me this video randomly and I watched it and literally finally hit plat my next game session. Really informative video thanks for making it!
For 236LP, I prefer charge 6HK over charge 5HP, both still give you 4HP on counterhit, both still catch backtech, but 6HK is special cancelable so it makes counter DI easier. After 214HP/PP, you can actually do 3HP > forward jump j. lk and it'll be a safe jump. If they back tech, it'll hit in front, if they standard tech it'll cross up. After 236LK in combos, you can actually do like one step 623HP, and it'll hit meaty but also recover in time to beat DI, but the timing is a little finicky.
I’m not a fan of 6HK on the 236 LP knockdown because if they back rise you can’t really continue to pressure. As for the other things, that’s really good info. Thank you!
Great video man and yeah like the other person said, for anybody trying to save meter or not confident in drive rush 4HP 623HP, doing 3HP for a safejump knockdown is easier once you get the timing down.
Just picked up marisa, switched from dhalsim, shes mad scary man. Good guide, straight to the point this OKI is exactly what i needed to lab Thanks brother
I also struggled a bit with the input 4HP xx 623P, but a few hours in practice mode helped. You've gotta use the SF6 input buffer to its maximum! Also, I've learned from another video that when you get a knockdown with 214LP > 6P, if you do charged 3HP instantly after, it's also DI-safe.
@@Corvo97440 Pressing a button some frames earlier still gives you the desired outcome (getting the combo right, for instance). This also makes it so that no combos in SF6 are 1-frame links, unlike SF4.
Just got into SF, learned a ton and finally figured out how to do a few target knockdown combos from your videos, thanks Bro! Also shut out to fellow Juri fans, gatta watch for those feet!
Like I mention in the video, if they mash it it still punish counters, but if they are late at all you can DI back. Still much safer than MP Gladius or super man punch.
@@ZachHenke I will be sure to check it out. I'm a truck driver so I don't get to play as much as I want so I spend time doing research so that way when I get back online, I can terrorize Modern Control users. 🤣
Nice vid. Especially liked it that you showed when you messed up and it's not just me that misses the timing sometimes. Some of these youtubers make you feel like a complete 'tard when you mess up your combos cos they only show the times they do perfect execution.
On some of my other videos I edit out mistakes just because I don’t think most people want to sit through a minute of me dropping a combo, but I appreciate the sentiment.
I know this is an old vid, but it feels good to see you struggle with cancelling B.HP to superman punch. It is so annoying to do it from command normals. I swear I get gladius 95% of the time. I am lazy now and usually drive rush c.MP into superman punch after heavy slam as I never drop this input.
I definitely think she has some serious weaknesses, but I think her offense will be good even long term as long as she can put the opponent in the corner and force the strike/throw mix.
If you whiff c.LP after 214LP and the opponent does a normal get up, you can go into Marisas counter stance and use her command grab and itll counterhit non-OD DPs. Ive used this to win many matches at this point.
I've been charging overhead in people's faces after that first knockdown. the frame advantage is perfect for doing it and covers backroll. You can combo after and most don't block it the first time. You can also DR and overhead without the charge so it's not so obvious.
I've been trying the command grab setup after the drive heavy punch setup and it gets counter hit by frame 4 lights? Am I doing something wrong here? Or is this not an actual option against someone mashing?
You’re actually a little too plus to do it immediately. If you don’t do the grab as fast as possible the auto parry from the stance will hit them. I know it isn’t ideal, but also, if you notice them mashing, you can go into b. HP to catch it.
@ZachHenke Yeah, I tried delaying it and it either armors through if you are too slow, but other wise it looses to lights. I think it's because it is 10 frames start up for the grab maybe? Or I'm not fast enough, but I am able to cancel into the grab at 6 frames and can't seem to get it any faster.
Yes, that’s true, but people are either mashing DP or reacting to drive rush with it. This means we can drive rush and, for example, crouch jab to recover in time to punish.
I've been drive rush medium punching the opponent after the gladius fist thing and I suspect it's not a real meaty punch because the opponent gets hit every time. Maybe they are doing that delay grab block thing and I am hitting them right has they hit grab
I'm having a hard time with the timing of 214MP into drive rush into charged 5HP AFA dealing with drive impact. Any tips on getting drive rush on first frame possible and charged 5HP on first frame. In training room I don't have time to DI back unless I'm perfect on both.
Make sure you’re holding parry during the end of the animation of 214 MP. I pretty much just mash forward until I see drive rush come out. Then, if you hold down HP during the start up, it should come out at the fastest timing.
2:16 is [4HP] > 4HP no longer possible on crumpled opponents? when I do charge [4HP] on getting DI crumple, it knocks them to far away for the next 4HP to connect. has it been patched out?
You’re doing it late. If you hit them too late in the crumple they are hit airborne and knocked away. You need to start holding the button down for 4[HP] around the time when the camera starts panning back to normal.
Hey Zach would you be able to look at my last replays against a plat 1 Chun Li. I lost 2/3 and had no answer for the low kick meaty she kept doing . I wasn't able to block or parry it for some reason ...Chun li' name was mibu.
Hi Zach, love your videos been going through them all its good stuff. just had a quick question... are there times after a knockdown that you would not want to drive rush for oki? For example, say you got a knockdown in the corner but you are low on health and the opponent has wakeup level 3 available. sometimes I think okay I should drive rush to keep up the pressure but im worried about wakeup super and it will be enough to kill. or is there a trick to be able to bait it and block in time if im expecting it? I guess what im asking is, if I opt to not drive rush because im expecting a reversal option they are not going to do it since i didnt drive rush. but if I do choose to drive rush I find that I can't block in time even if i have the reversal read. Not a huge deal with a DP, usually I will just eat it at the cost of keeping up pressure but when its a super that's going to kill me i start to get confused what i should go for. Or even if im low enough that OD DP would kill me same situation. hopefully that makes sense, thanks for all your info in the vids keep it up great stuff
Most of her knockdowns (I think except for level 2, level 3, and command grab) are safe to reversals after a drive rush if you don’t commit to a button and just hold back when you get near them. It’s generally wise not to meaty if a wake up reversal will beat you, but you might still want to advance toward them to make them make a mistake.
Ahhh okay so its dependent on the knockdown. the one I was specifically having trouble with was drive rushing at them after command grab so that makes sense. Thanks for the quick response. Your channel is definitely helping all of the Marisa mains out there its been my top resource lately@@ZachHenke
After LP slam you can drive rush and do overhead and be able to combo into crouch LP if it hits and be plus on block if it doesn’t. You can mix this up with doing crouch LK and combo into crouch LP as well.
I’m new to the concept of throw loops (no real sf background). If you throw, DR, throw and they wake up with jab or anything fast does it not just blow you up? Or is a throw loop just that tight?
The spacing for that only works in the corner. If they back roll regular throw we don’t really get any oki midscreen. In general however, a throw loop refers to a situation where doing another throw will beat any option of theirs that isn’t invincible to being thrown.
It is extremely weak to DP/reversal. Obviously she can bait it out, but don’t let her get predictable. Also, her conversions from lows is poor so stand blocking and trying to walk out of pressure is good as well.
Sooo good man, this is exactly how labbing should be done. Checking which options beat what. I have a pocket diamond marisa and this well definitely help me improve even more. Hope u can do some guides for other characters too! (ken pls lol)
im having trouble timing the Chrgd HP after the l.p Dima KD against wake up DI. It it seems pretty strict if you want to recover enough to DI back :[ Any tips? Also, do you have any alternative Oki buttons that are good but aren't charged? I think people are getting wise to charge bc they can see you charging, so they can parry or Inv DP.
What would your advice be for opponent that blocks and dash back or walk back from block string pressure? Is it just to keep the pressure and walk them into the corner to force hit/grab situation?
It depends on what/when they're blocking. If they keep blocking on wakeup you should be able to mix them up and command grab them right away (I plan on putting out another video going over command grab oki). If, for example, they are blocking the stand medium punch TC I put out a video today going over that. Videos like this are much more of a jumping off point. In fighting games you always have to observe what your opponent is doing and try to pick the correct option. However, if you are able to put them in the corner as Marisa, that is certainly not a bad thing.
Marisa is SF6 on hard mode. No mixes, sauce, or general busted tools compared to most of the cast. She's strong and has some armor but the rest of the cast will be zooming around the stage mixing you to death.
Input overlap. It would have been busted as a down down input, too. DP is probably the right balance. I’ve mostly eliminated the unwanted level one supers. Pretty much only happens in training mode now.
Wondering how things have changed in Season 2?
Check it out here: ruclips.net/video/Sk2aO1FuTgk/видео.htmlsi=QQwiGpeHdzUSSPBL
as a marisa player, 8:40 is the realest thing ive ever seen
I’ve found that I get DP a bit more consistently if I don’t mash forward to get drive rush. It’s definitely very frustrating, though.
I'm glad I'm not the only one that struggles with the B.HP to Superman punch after drive rush.
I also struggle with it even without drive rush lol
I found the best way of doing it is to do back+hp let go of the dpad and while they are in the hitstun do the superman after. if i try to go into the full motion i just tend to get gladius punch. So the second you do the drive rush and press back+hp let the dpad go and then do the superman punch motion. Hope it helps
@@wittledragon1314 I'm gonna try this out, I keep getting super 1 or gladius when I mess up
"We're not Juri fans, but we still look at her feet" had me dying lmao.
Brilliant! 😂🤣😂
He should close videos off with this.
This video and the comments section helped me learn a bunch. Thank you my Marisa brothers 😊
Glad this, and everyone here, was helpful. Stay tuned for more!
I felt those DP drops. One of the most frustrating combos for Marisa and I'm sure any other character who has a DP link from things like crouching. The number of times the wrong thing comes out.
I find finding a window to fully return to neutral gets more consistency.
I hope they can tweak the input reads in this game.
hey man i've been struggling with this game and youtube recced me this video randomly and I watched it and literally finally hit plat my next game session. Really informative video thanks for making it!
I’ve got some other Marisa tutorials as well with more in the works!
For 236LP, I prefer charge 6HK over charge 5HP, both still give you 4HP on counterhit, both still catch backtech, but 6HK is special cancelable so it makes counter DI easier.
After 214HP/PP, you can actually do 3HP > forward jump j. lk and it'll be a safe jump. If they back tech, it'll hit in front, if they standard tech it'll cross up.
After 236LK in combos, you can actually do like one step 623HP, and it'll hit meaty but also recover in time to beat DI, but the timing is a little finicky.
I’m not a fan of 6HK on the 236 LP knockdown because if they back rise you can’t really continue to pressure.
As for the other things, that’s really good info. Thank you!
Great video! And seeing you struggle on the exact same combo as i was just struggling on for like 30 minutes gave me abit more hope haha
Definitely takes practice. I’ve got tons of Marisa tech on the channel. Welcome aboard!
Great video man and yeah like the other person said, for anybody trying to save meter or not confident in drive rush 4HP 623HP, doing 3HP for a safejump knockdown is easier once you get the timing down.
Just picked up marisa, switched from dhalsim, shes mad scary man. Good guide, straight to the point this OKI is exactly what i needed to lab
Thanks brother
I’ve got an entire playlist of guides for her if you’re interested. Thanks for tuning in!
These type of videos are really underrated
I also struggled a bit with the input 4HP xx 623P, but a few hours in practice mode helped. You've gotta use the SF6 input buffer to its maximum!
Also, I've learned from another video that when you get a knockdown with 214LP > 6P, if you do charged 3HP instantly after, it's also DI-safe.
What do you mean by "You've gotta use the SF6 input buffer to its maximum"
@@Corvo97440 Pressing a button some frames earlier still gives you the desired outcome (getting the combo right, for instance).
This also makes it so that no combos in SF6 are 1-frame links, unlike SF4.
Bro thank you for this. Was not understanding the whole oki thing. Super helpful.
Just got into SF, learned a ton and finally figured out how to do a few target knockdown combos from your videos, thanks Bro! Also shut out to fellow Juri fans, gatta watch for those feet!
Glad to be helpful!
Didn’t realize light Gladius made the MPMP target combo safer against DI, gotta incorporate that.
Like I mention in the video, if they mash it it still punish counters, but if they are late at all you can DI back. Still much safer than MP Gladius or super man punch.
This channel is just what i needed. Muscle Mommy Squad
GOAT guide
And the start of the journey.
Thanks!
A donation?!?!?!! Thank you. It’s unbelievable someone would donate money to me.
@@ZachHenke your video is worth way more than that so it’s really the least I could do!
@@veterannoob2980 I truly do appreciate it.
Excellent video very nice voice and good explanation
Thanks. This was the first of many. Check out the channel if you’re looking to learn the character.
YO!! Thank you! Great video that actually explains how to do what I see!
I have a lot of other Marisa content, too. Be sure to check it out if you liked this.
@@ZachHenke I subbed and saved those videos. I was labbing her meaty game last night and this is really going to help.
Nice quick guide man, thanks!
Yoooooo these set ups are fire thanks for this
First time seeing this guy and I love him! Real. Raw. No gimmicks. Funny. But I will excuse the foot fetish 😂 You earned a sub!
Thanks! I’ve got loads of other Marisa content.
@@ZachHenke I will be sure to check it out. I'm a truck driver so I don't get to play as much as I want so I spend time doing research so that way when I get back online, I can terrorize Modern Control users. 🤣
im so glad i'm not the only one missing that dp there. it's so hard man
Eventually you’ll get it!
Nice vid. Especially liked it that you showed when you messed up and it's not just me that misses the timing sometimes. Some of these youtubers make you feel like a complete 'tard when you mess up your combos cos they only show the times they do perfect execution.
On some of my other videos I edit out mistakes just because I don’t think most people want to sit through a minute of me dropping a combo, but I appreciate the sentiment.
I know this is an old vid, but it feels good to see you struggle with cancelling B.HP to superman punch. It is so annoying to do it from command normals. I swear I get gladius 95% of the time. I am lazy now and usually drive rush c.MP into superman punch after heavy slam as I never drop this input.
Very good oki video. This helped me rank to gold
Glad it was helpful. I should have another guide up this week going over her options from her medium punch target combo.
Good stuff, looking forward to that video on command geab oki
Good news, I posted it like a month ago.
@@ZachHenke sweet, will go look
Killer video. I don’t think this character is amazing tbh but I want to make her work. She’s too fun
I definitely think she has some serious weaknesses, but I think her offense will be good even long term as long as she can put the opponent in the corner and force the strike/throw mix.
Shes literally a no skill character
@@dueie83 wrong
If you whiff c.LP after 214LP and the opponent does a normal get up, you can go into Marisas counter stance and use her command grab and itll counterhit non-OD DPs. Ive used this to win many matches at this point.
doing gods work
I've been charging overhead in people's faces after that first knockdown. the frame advantage is perfect for doing it and covers backroll. You can combo after and most don't block it the first time. You can also DR and overhead without the charge so it's not so obvious.
Definitely good options.
thanks for upload
This is great, cheers mate
I've been trying the command grab setup after the drive heavy punch setup and it gets counter hit by frame 4 lights? Am I doing something wrong here? Or is this not an actual option against someone mashing?
You’re actually a little too plus to do it immediately. If you don’t do the grab as fast as possible the auto parry from the stance will hit them. I know it isn’t ideal, but also, if you notice them mashing, you can go into b. HP to catch it.
@ZachHenke Yeah, I tried delaying it and it either armors through if you are too slow, but other wise it looses to lights. I think it's because it is 10 frames start up for the grab maybe? Or I'm not fast enough, but I am able to cancel into the grab at 6 frames and can't seem to get it any faster.
Yeah, the idea is that the armor kicks in if they mash. Like I said, if they keep mashing you should just hit a button and frame trap them.
The elephant in the room is DP. These set ups fail to wake up DP’s.
Yes, that’s true, but people are either mashing DP or reacting to drive rush with it. This means we can drive rush and, for example, crouch jab to recover in time to punish.
I've been drive rush medium punching the opponent after the gladius fist thing and I suspect it's not a real meaty punch because the opponent gets hit every time. Maybe they are doing that delay grab block thing and I am hitting them right has they hit grab
It depends on the timing. Like I mention in the video, if you watch the feet you should be able to time it correctly.
How about using charged 6HK instead of HP to meaty? extra frame of advantage and easier to get the meaty cuz of double the active frames
It leaves them really far away if they back recover, so you don’t have much in the way of pressure after the fact.
I'm having a hard time with the timing of 214MP into drive rush into charged 5HP AFA dealing with drive impact. Any tips on getting drive rush on first frame possible and charged 5HP on first frame. In training room I don't have time to DI back unless I'm perfect on both.
Make sure you’re holding parry during the end of the animation of 214 MP. I pretty much just mash forward until I see drive rush come out. Then, if you hold down HP during the start up, it should come out at the fastest timing.
@@ZachHenke Word thank you, turns out I wasn't timing the DI correctly. Mashing it wasn't working.
2:16 is [4HP] > 4HP no longer possible on crumpled opponents? when I do charge [4HP] on getting DI crumple, it knocks them to far away for the next 4HP to connect. has it been patched out?
You’re doing it late. If you hit them too late in the crumple they are hit airborne and knocked away.
You need to start holding the button down for 4[HP] around the time when the camera starts panning back to normal.
@@ZachHenke tricky! I practiced as described and was able to make it work. ty!
I'm having a hard time charging standing fierce into back fierce as a combo for the first meaty follow up. Is this a true combo?
Only on counter hit.
Good stuff.
Thanks. Glad it was helpful.
Thanks, these are helping me
Thanks for checking them out!
Hey Zach would you be able to look at my last replays against a plat 1 Chun Li. I lost 2/3 and had no answer for the low kick meaty she kept doing . I wasn't able to block or parry it for some reason ...Chun li' name was mibu.
Hi Zach, love your videos been going through them all its good stuff. just had a quick question... are there times after a knockdown that you would not want to drive rush for oki? For example, say you got a knockdown in the corner but you are low on health and the opponent has wakeup level 3 available. sometimes I think okay I should drive rush to keep up the pressure but im worried about wakeup super and it will be enough to kill. or is there a trick to be able to bait it and block in time if im expecting it? I guess what im asking is, if I opt to not drive rush because im expecting a reversal option they are not going to do it since i didnt drive rush. but if I do choose to drive rush I find that I can't block in time even if i have the reversal read. Not a huge deal with a DP, usually I will just eat it at the cost of keeping up pressure but when its a super that's going to kill me i start to get confused what i should go for. Or even if im low enough that OD DP would kill me same situation. hopefully that makes sense, thanks for all your info in the vids keep it up great stuff
Most of her knockdowns (I think except for level 2, level 3, and command grab) are safe to reversals after a drive rush if you don’t commit to a button and just hold back when you get near them.
It’s generally wise not to meaty if a wake up reversal will beat you, but you might still want to advance toward them to make them make a mistake.
Ahhh okay so its dependent on the knockdown. the one I was specifically having trouble with was drive rushing at them after command grab so that makes sense. Thanks for the quick response. Your channel is definitely helping all of the Marisa mains out there its been my top resource lately@@ZachHenke
Thanks for the vid !
You’re welcome!
5:50 but what if they perfect parry the meaty charged HP
Then you get punished. If it’s something they keep doing you’ll have to mix it up and throw them. People don’t get the perfect parry that often.
7:44 Juri players will be familiar with this technique
(to make DP motion more consistent, end on down forward no matter what)
Is there any way of doing meaty mixups with overhead/low/command grab? And if so what are the best follow-ups to continue pressure?
After LP slam you can drive rush and do overhead and be able to combo into crouch LP if it hits and be plus on block if it doesn’t. You can mix this up with doing crouch LK and combo into crouch LP as well.
I’m new to the concept of throw loops (no real sf background).
If you throw, DR, throw and they wake up with jab or anything fast does it not just blow you up?
Or is a throw loop just that tight?
The spacing for that only works in the corner. If they back roll regular throw we don’t really get any oki midscreen.
In general however, a throw loop refers to a situation where doing another throw will beat any option of theirs that isn’t invincible to being thrown.
As the opponent what is your advice to escape/counter any marisa knockdown drive rush pressure since she is always + ?
It is extremely weak to DP/reversal. Obviously she can bait it out, but don’t let her get predictable. Also, her conversions from lows is poor so stand blocking and trying to walk out of pressure is good as well.
Thank you so much
Happy to help! I should have some more guides coming out this week.
What are you doing after command grab?
The video on that is processing right now and should be up in an hour or so.
Sooo good man, this is exactly how labbing should be done. Checking which options beat what. I have a pocket diamond marisa and this well definitely help me improve even more. Hope u can do some guides for other characters too! (ken pls lol)
Good work. How do you cope with dealing with JPs counter?
Unfortunately, you have to just bait it out by not doing a meaty. It’s a really strong reversal.
im having trouble timing the Chrgd HP after the l.p Dima KD against wake up DI. It it seems pretty strict if you want to recover enough to DI back :[ Any tips? Also, do you have any alternative Oki buttons that are good but aren't charged? I think people are getting wise to charge bc they can see you charging, so they can parry or Inv DP.
With regards to timing it really is just practice. You can drive rush into overhead or low as well.
How about a marisa frame traps vid?
I have a vid about using drive rush to create frame traps. SF6 doesn’t have a lot of traditional frame traps because buttons aren’t plus.
What would your advice be for opponent that blocks and dash back or walk back from block string pressure?
Is it just to keep the pressure and walk them into the corner to force hit/grab situation?
It depends on what/when they're blocking. If they keep blocking on wakeup you should be able to mix them up and command grab them right away (I plan on putting out another video going over command grab oki). If, for example, they are blocking the stand medium punch TC I put out a video today going over that.
Videos like this are much more of a jumping off point. In fighting games you always have to observe what your opponent is doing and try to pick the correct option. However, if you are able to put them in the corner as Marisa, that is certainly not a bad thing.
Do all these still apply if they don't back rise?
Yup. Back rise and quick rise have the same frame data in this game.
@@ZachHenke oh didn't know that. I assume timing the meaties for back rise are a bit dif than regular ?
Marisa is SF6 on hard mode. No mixes, sauce, or general busted tools compared to most of the cast. She's strong and has some armor but the rest of the cast will be zooming around the stage mixing you to death.
Maybe. I guess I’m still used to definitive patch Abigail, and she definitely has more relative strength than that.
no mix? no busted tools? what
I wish Superman Punch was Half Circle Forward instead of DP input 😅😅😅😅😅
Input overlap. It would have been busted as a down down input, too. DP is probably the right balance. I’ve mostly eliminated the unwanted level one supers. Pretty much only happens in training mode now.
The back HP to Superman is what kills me, never wants to come out right.
It took me a long time to get consistent at it. You just have to make sure you’re going directly from back to forwards.
Good autotimed safejump
Apparently the game is storing inputs for a long time, so players end up doing other moves than what was intended.
So, it’s fine if you’re messing up cuz everyone is lol
Thanks. In SFV I played Abigail (who doesn’t have any move with a DP input) so my execution on DP is not nearly as good.
Juri fans mad😂
No skill character
As opposed to…?