Thanks for this. This is why I'm not currently playing Street Fighter 6 at the moment. Marisa really got hammered, and everyone else got better. Frustrating state of play, if she becomes better again then I'll think about coming back.
I’ll definitely keep her around for a long time. The only character I’d straight up drop her for would be Abigail. I’d stick a lot of time into Dudley or Hugo, but I plan on keeping Marisa around.
@@ZachHenke thank you for having a channel that makes guides for this character and shows us how to optimize her in various matchups. For as many channels that I watch for Street Fighter, this one is really unique. 🐜
I remember 801Strider mention she had armor nerfs. I feel some of her armor is very inconsistent and that bugs me alot cause thats her whole identity/gameplay is to bully people. Taking a break until Terry comes out, hoping s3 gets me xcited about her again.
the armor startup needs to be faster. She feels like S1 Broly from DBFZ. You'd think she'll win scrambles with her armor but it's honestly only good for catching people with bad reaction decisions who are pressing into her buttons after the fact
It's sad because she seems one of the most overrated by scrubs. I sure hope capcom sees that she's basically not even viable in tournaments at the highest level.
@@ZachHenke that's putting it lightly, her defense is ASS, bottom tier. Every option she has is throwable until she gets level 2 super. Then you get shimmied because you're more likely to get thrown...
She's not really viable at *top level* though. Otherwise a lot of notable top players (most importantly BigBird) wouldn't have dropped her and immediately started seeing results. Every character in this game is viable in theory because it's very well balanced, but by the same token tiers don't matter very much below top level either. I think the important thing is she's struggling harder than most characters and could use some help.
@@snackerfork It’s really noticeable with BigBird because he went from Marisa to Rashid, and Rashid is one of the best characters in the game. If he would have gone to a character that isn’t quite as good (like Chun) it wouldn’t have been as drastic.
For Scutum, they could revert the Armor Break entirely if they applied the same nerf they did for JP. Just scale the combos she gets after. You can still get good drive damage off it, you get to choose between corner carry or oki, but you won't be deleting people off it, which is honestly the most frustrating thing about "special parry" moves. As for cancelling into it... I think that could be very strong with an immediate high-low and command grab off it. Maybe just make it an OD-only thing. It would also make her not completely nuts while in burnout too.
I agree with all of these. Some things I'd add, F. Mp can be comboed off of without the need for counter hit or at least give her more time to confirm the target combos. Hitbox adjustments on l. Dima and 2. Hp Lvl 1 doesn't lose to fucking safe jumps. Its silly that it can be armor broken, isnt invuln and can still be safe jumped. Giving it that much weakness makes no sense. I'd like the armor on phalanx to be more consistent as well. Id also like l. Phalanx to low crush earlier though that might be a bit too good.
I didn’t mention the anti air stuff because I wanted it to be more Marisa specific stuff, but I do agree that buffing that aspect of her character would help a lot. I’d love for level 1 to be a legitimate anti fireball option. Especially given that most level 1s don’t have that ability. Basically I’d like for it to beat fireballs but lose to throws where most level 1s are the opposite.
I couldn't believe it when a bunch of the pros were saying Marisa was buffed this season. It was obvious she was gutted to me in minutes. I really think primarily the thing that destroyed her is the drive system changes. The economy itself is just so much harder for to bully now and the fact everyone can afford to burn dp's every interaction does not work out in her favor. Good vid I appreciate your perspective on the subject and hopefully they throw her a bone soon.
I think she did get better in a vacuum, but in the context of the cast she’s definitely worse than in season one. I also think some of her early success was due to people not really knowing how to play SF6 yet.
@@ZachHenke Hi think Marisa was a well balanced character in the original roster, but meta changed with every DLC character and each one of them destroy Marisa for a reason or another... like if no one at Capcom cared to keep her balanced; that's way she's now sort of an abandoned character, and that's a pity, since she was one of the most loved ones, not only in terms of gameplay
I'm sure all of 2 people besides me care, but scutum is essentially useless in world tour/avatar battles in its current state. especially since it takes up your qcb slot, there are better options for literally everything it could do, and basically just not much of a reason to have it on your kit. if the only thing they did to it was add it to the special cancel lists it would instantly be pickable and actually pretty fun to use. I'm sure they don't care about WT much since damage scaling has been bugged since release, and a lot of hitboxes just don't work properly, but for example the increased juggle potential on meterless Borscht Dynamite was one of the most impactful changes in the season 2 balance patch for avatar combos, and it'd be nice if we got more cool tools to work with like scutum in combos/pressure.
Thanks for engaging with it. There are a lot of like general/system level stuff that they could do (AA, being able to extend from DRC lights, etc.), but I wanted to focus on stuff unique to her.
Big agree on the scutum changes. Cant really see a reason to use it defensively beyond maybe during burn out to break drive impact. I know its common but a better anti air is still my number one change. It seem very unintuitive that gladius is the most consistent antiair. No clue on balance tbh but it would help game feel if the moves labeled antiairs were her best antiairs.
I hate the fact that Scutum is effectively just an added step towards a command grab. There is literally no reason to use any of the other aspects of it save for a few minute edge cases. I agree with Zach's proposed changes to overhead. And I also agree that she should have a better anti-air. Anti-airs should never be the way to negatively balance a character, especially when their defensive options are lacking compared to most of the other cast. Jumping in Street Fighter should always be a risk, no matter who the opponent is piloting. It is a core part of defense and every character should have at least one reliable AA normal.
Yeah, completely agree on better anti air. I saw the less negative on block on cr HP and I thought Capcom lost their minds. I figured the fix to AKI's anti air problem by making HK better was a sign that they were gonna address the abysmal non-DP anti airs in this game, but both Gief and Marisa are still stuck with atrocious anti airs.
Been preaching a lot of these since PreDLC. Only thing I'm not seeing is something about her anti air situation. I think they need to alter her 214+P. Make MP her LP version (as it serves no real purpose) and replace LP with a faster version that doesn't move her forward so it can actually hit above her head. They can still make it unsafe and it doesn't need to be a full SRK speed...just something to hit that dead zone in some reasonable amount of speed. They could even add a nice change where it only does the up swing and not the down and sets up a different kind of situation. It's far too easy to cheese her with yolo jumps in her blind angles and force her into a terrible habit of flinching with DI's at potentially empty jump ins.
I didn’t say it in this take of the video, but part of my concept was to change things unique to her. So things like better AA or low forward drive rush weren’t things that I was really considering.
Glad people like yourself are seeing my pov on why I believe Marisa was/is very mediocre. I still compete with her and place in the top 3 of my locals losing to NuckleDu and Gentlementhief but even just getting there, feels like I’m working so hard compared to everyone else. Everything Marisa does seems so methodical and slow pace. The biggest complaint I have is Marisa’s moves are so easy to parry/accidentally perfect parry. I’m doing f.Hk into Super man punch and people just always seem to perfect parry. I’ll do EX Super man punch in neutral just for someone to accidentally perfect parry. AND I never threw the move prior for them to expect it. It truly feels like Marisa only has one special move (Gladious) and that move can get shutdown so easily. The biggest buff I want Marisa to have is for her to have more + frames on moves. I’m tired of being +2 on block.. and forced to mash cr LP. If I do any other button like standing Lp. I always eat a trade that doesn’t favor me.
Personally, I think it would be fun if jumping charged Hp would wall-splat or put the enemy into a crumpled state. Just anything other than what it is right now: hard-knock down. Otherwise, I liked your analysis. The superman-punch alteration would be a great mix-up option. Alongside scutum becoming a better defensive tool. Better yet, another fun idea, making OD version of the overhead of scutum cause a ground bounce and getting a combo from that. But better oki is fine, too. However, I do think scutum being canceled into would be too strong; approaching Zangeif gameplay. (Especially off of fHk in particular.) Even if you took away the ability to command grab I think it would be too strong. But those are my thoughts. Also, for people asking for better anti-airs, I would change gladius slightly. Making the few frames before the hit all armored. That way, your anti-airs are more consistent and you won't be punished for making the correct read. All in all, great video. I really appreciate the Marisa content and I look forward to your next analysis. Cheers!👍
I agree, I want to be rewarded for reading the incoming low. Right now it feels like the intuition needs to happen a minute before the low comes out. Which makes it feel more like I am just throwing out random superman punches
@@yp9152 Biggest pain point on modern that I believe to be fixable IMO is Marisa losing 5HK. Unfortunately: 1. I don’t know that starting her H auto combo with 5HK would lead to a functional auto combo for players that still need full auto combos when acclimating to the game. A full 5HK combo relies on punish counter, and auto combos can’t be dependent upon the type of hit. Honestly having H auto be ONLY 5HK would be better than the current combo technically giving access to light Quad. But I don’t foresee Capcom doing that. 2. Classic players keep telling me that modern not having 5HK was likely an intentional balance decision.
@@femshepFGC Oh no I misunderstood completely, but since 5hk got omega buffed and modern didn´t get that, modern Marisa got nerfed big time with season two I feel like, but I myself am not a modern player so I am not really the right person to have an opinion here
I'm also on a break because it is SO painful playing Marisa. I'm 1700-1800 and not only is every character I play anti-marisa (bison, cammy, etc), but she is slow as a slug and is so easily exploitable. It hurts.
Played Marisa a Ton before Ed dropped. Honestly it got tiresome playing the cat and mouse game with her because her interactions are not only inconsistent but also they’re not intuitive.
There are so much better offensive powerhouses to play this season that there's really zero reason to play Marisa. AKI, Bison, Gief all pumps out so much damage with lot less issues on their follow ups.
They need to make stmp 6 frames and make Cr.lp +6 on counter hit she gets nothing for counter hit jab she needs something to get out of pressure you can mash on her with no real consequences and Cr.lp needs less pushback on punish counter so your follow ups don't whiff
I agree with all of these. Or, if they aren’t going to make 5MP 6 frames make Drive Reversal -7. And allow us to do 2LP DRC 2LP like every other character in the cast.
The air reset target combo is the most infuriating thing ESPECIALLY when we have the corner. Agreed with Scutum... wake up DR made scutum completely unnecessary outside the honda, blanka, cammy, and akuma matchups. Surprised you didn't ask for a proper anti-air...
If I were going to change her AA game I would make L Dima have less forward movement when it isn’t canceled into. That would alleviate the issue of scooting under them.
@@ZachHenke wonder if that would make it less effective against dive kick... Even if it does, I'll gladly accept that in exchange for a functioning anti air. I'm tired of getting neutral jumped in the corner 😒
This video is all wrong. First of all, this should be from the perspective of a NON marisa player. Obviously, people who play Ken and Cammy should have first dibs on deciding any changes in the game. Secondly, Marisa doesn't need any buffs. SF6 IS and I repeat, the MOST BALANCED game in the world. Lets not talk about SA1 or Invincible DPS or One touch CR.mk corner carrys into safe pressure, NO, marisa DOES NOT NEED ANY BUFFS!. SF6 IS MORE BALANCED THEN CAPCOMS TAX SHEET AND I WILL NOT TAKE ANY DISAGREEMENTS. Signed, a Ken player
Once Akuma was released every single time I did the basic mp combo Id eat a DP between the 2nd punch and gladius. Couldnt take it anymore and stopped playing for a while. Then Bison dropped and he just seemed a better brawler than her and I gave up. I hit masters watching your vids, good enough for me. Tekken Gods next. Next season will make her more consistent hopefully. I just really hate how you get smoked playing her the "correct" way.
Thanks for this. This is why I'm not currently playing Street Fighter 6 at the moment. Marisa really got hammered, and everyone else got better. Frustrating state of play, if she becomes better again then I'll think about coming back.
Thanks for watching even though you aren’t currently playing. I appreciate it!
Thank you Zach for the daily Marisa content. I genuinely appreciate your videos so much.
Thanks for checking it out, and for supporting me and the channel!
It’s Marisa till the end for me. Ima keep playing her even if she’s nerfed into the ground.🐜
I’ll definitely keep her around for a long time. The only character I’d straight up drop her for would be Abigail. I’d stick a lot of time into Dudley or Hugo, but I plan on keeping Marisa around.
@@ZachHenke thank you for having a channel that makes guides for this character and shows us how to optimize her in various matchups. For as many channels that I watch for Street Fighter, this one is really unique. 🐜
Same here, as cool as a lot of characters will be, there is no other character I'd want to main in the long term
Capcom seems to be listening a lot more to creators on SF6. I mean you're not Strider but younare the Marisa guy.
I remember 801Strider mention she had armor nerfs. I feel some of her armor is very inconsistent and that bugs me alot cause thats her whole identity/gameplay is to bully people. Taking a break until Terry comes out, hoping s3 gets me xcited about her again.
Yeah, I’m hoping they can lean into her identity more. Obviously giving her like 2MK drive rush would make her better, but it wouldn’t really fit.
the armor startup needs to be faster. She feels like S1 Broly from DBFZ. You'd think she'll win scrambles with her armor but it's honestly only good for catching people with bad reaction decisions who are pressing into her buttons after the fact
It's sad because she seems one of the most overrated by scrubs. I sure hope capcom sees that she's basically not even viable in tournaments at the highest level.
She’s just so inconsistent. It’s one of those things where she can’t really start her offense that easily. And her defense isn’t very good.
@@ZachHenke that's putting it lightly, her defense is ASS, bottom tier. Every option she has is throwable until she gets level 2 super. Then you get shimmied because you're more likely to get thrown...
She's def viable just not a top tier
She's not really viable at *top level* though. Otherwise a lot of notable top players (most importantly BigBird) wouldn't have dropped her and immediately started seeing results.
Every character in this game is viable in theory because it's very well balanced, but by the same token tiers don't matter very much below top level either. I think the important thing is she's struggling harder than most characters and could use some help.
@@snackerfork It’s really noticeable with BigBird because he went from Marisa to Rashid, and Rashid is one of the best characters in the game. If he would have gone to a character that isn’t quite as good (like Chun) it wouldn’t have been as drastic.
I'd think it'd be cool if Scutum Overhead did a wall bounce out of the 2nd hit. Or something similar to getting DI'd into the wall.
I’ve also thought about having it act like OD Superman.
For Scutum, they could revert the Armor Break entirely if they applied the same nerf they did for JP. Just scale the combos she gets after. You can still get good drive damage off it, you get to choose between corner carry or oki, but you won't be deleting people off it, which is honestly the most frustrating thing about "special parry" moves.
As for cancelling into it... I think that could be very strong with an immediate high-low and command grab off it. Maybe just make it an OD-only thing. It would also make her not completely nuts while in burnout too.
I think making DI armor break +7 would probably do more damage than scaling like amnesia.
I didn't know other Marisa players still existed... I've found my family
My whole channel is Marisa tutorials almost. You’ve come to the right place.
I agree with all of these.
Some things I'd add,
F. Mp can be comboed off of without the need for counter hit or at least give her more time to confirm the target combos.
Hitbox adjustments on l. Dima and 2. Hp
Lvl 1 doesn't lose to fucking safe jumps. Its silly that it can be armor broken, isnt invuln and can still be safe jumped. Giving it that much weakness makes no sense.
I'd like the armor on phalanx to be more consistent as well.
Id also like l. Phalanx to low crush earlier though that might be a bit too good.
I didn’t mention the anti air stuff because I wanted it to be more Marisa specific stuff, but I do agree that buffing that aspect of her character would help a lot.
I’d love for level 1 to be a legitimate anti fireball option. Especially given that most level 1s don’t have that ability. Basically I’d like for it to beat fireballs but lose to throws where most level 1s are the opposite.
I couldn't believe it when a bunch of the pros were saying Marisa was buffed this season. It was obvious she was gutted to me in minutes.
I really think primarily the thing that destroyed her is the drive system changes. The economy itself is just so much harder for to bully now and the fact everyone can afford to burn dp's every interaction does not work out in her favor.
Good vid I appreciate your perspective on the subject and hopefully they throw her a bone soon.
I think she did get better in a vacuum, but in the context of the cast she’s definitely worse than in season one. I also think some of her early success was due to people not really knowing how to play SF6 yet.
@@ZachHenke Hi think Marisa was a well balanced character in the original roster, but meta changed with every DLC character and each one of them destroy Marisa for a reason or another... like if no one at Capcom cared to keep her balanced; that's way she's now sort of an abandoned character, and that's a pity, since she was one of the most loved ones, not only in terms of gameplay
I'm sure all of 2 people besides me care, but scutum is essentially useless in world tour/avatar battles in its current state. especially since it takes up your qcb slot, there are better options for literally everything it could do, and basically just not much of a reason to have it on your kit. if the only thing they did to it was add it to the special cancel lists it would instantly be pickable and actually pretty fun to use.
I'm sure they don't care about WT much since damage scaling has been bugged since release, and a lot of hitboxes just don't work properly, but for example the increased juggle potential on meterless Borscht Dynamite was one of the most impactful changes in the season 2 balance patch for avatar combos, and it'd be nice if we got more cool tools to work with like scutum in combos/pressure.
Awesome vid as usual thanks Zach !
Thanks for engaging with it. There are a lot of like general/system level stuff that they could do (AA, being able to extend from DRC lights, etc.), but I wanted to focus on stuff unique to her.
Big agree on the scutum changes. Cant really see a reason to use it defensively beyond maybe during burn out to break drive impact.
I know its common but a better anti air is still my number one change. It seem very unintuitive that gladius is the most consistent antiair. No clue on balance tbh but it would help game feel if the moves labeled antiairs were her best antiairs.
I hate the fact that Scutum is effectively just an added step towards a command grab. There is literally no reason to use any of the other aspects of it save for a few minute edge cases. I agree with Zach's proposed changes to overhead. And I also agree that she should have a better anti-air.
Anti-airs should never be the way to negatively balance a character, especially when their defensive options are lacking compared to most of the other cast. Jumping in Street Fighter should always be a risk, no matter who the opponent is piloting. It is a core part of defense and every character should have at least one reliable AA normal.
Yeah, completely agree on better anti air. I saw the less negative on block on cr HP and I thought Capcom lost their minds.
I figured the fix to AKI's anti air problem by making HK better was a sign that they were gonna address the abysmal non-DP anti airs in this game, but both Gief and Marisa are still stuck with atrocious anti airs.
Been preaching a lot of these since PreDLC. Only thing I'm not seeing is something about her anti air situation. I think they need to alter her 214+P. Make MP her LP version (as it serves no real purpose) and replace LP with a faster version that doesn't move her forward so it can actually hit above her head. They can still make it unsafe and it doesn't need to be a full SRK speed...just something to hit that dead zone in some reasonable amount of speed. They could even add a nice change where it only does the up swing and not the down and sets up a different kind of situation. It's far too easy to cheese her with yolo jumps in her blind angles and force her into a terrible habit of flinching with DI's at potentially empty jump ins.
I didn’t say it in this take of the video, but part of my concept was to change things unique to her. So things like better AA or low forward drive rush weren’t things that I was really considering.
Glad people like yourself are seeing my pov on why I believe Marisa was/is very mediocre. I still compete with her and place in the top 3 of my locals losing to NuckleDu and Gentlementhief but even just getting there, feels like I’m working so hard compared to everyone else.
Everything Marisa does seems so methodical and slow pace. The biggest complaint I have is Marisa’s moves are so easy to parry/accidentally perfect parry. I’m doing f.Hk into Super man punch and people just always seem to perfect parry.
I’ll do EX Super man punch in neutral just for someone to accidentally perfect parry. AND I never threw the move prior for them to expect it. It truly feels like Marisa only has one special move (Gladious) and that move can get shutdown so easily. The biggest buff I want Marisa to have is for her to have more + frames on moves. I’m tired of being +2 on block.. and forced to mash cr LP. If I do any other button like standing Lp. I always eat a trade that doesn’t favor me.
Agreed. She can’t really bully ever. And her poor walk speed means it’s difficult to stay at her best ranges.
Personally, I think it would be fun if jumping charged Hp would wall-splat or put the enemy into a crumpled state. Just anything other than what it is right now: hard-knock down. Otherwise, I liked your analysis. The superman-punch alteration would be a great mix-up option. Alongside scutum becoming a better defensive tool. Better yet, another fun idea, making OD version of the overhead of scutum cause a ground bounce and getting a combo from that. But better oki is fine, too. However, I do think scutum being canceled into would be too strong; approaching Zangeif gameplay. (Especially off of fHk in particular.) Even if you took away the ability to command grab I think it would be too strong. But those are my thoughts.
Also, for people asking for better anti-airs, I would change gladius slightly. Making the few frames before the hit all armored. That way, your anti-airs are more consistent and you won't be punished for making the correct read.
All in all, great video. I really appreciate the Marisa content and I look forward to your next analysis.
Cheers!👍
I'd love to see phalanx clear lows a bit earlier.
That or have the armor make it harder to interrupt with lights.
I agree, I want to be rewarded for reading the incoming low. Right now it feels like the intuition needs to happen a minute before the low comes out. Which makes it feel more like I am just throwing out random superman punches
Would love to get a scutum buff to make a punish counter an actual punish counter lol
Getting a combo off of it would be so cool.
i feel OD Scrutum should counter strikes and throws like jps amnesia
Capcom need to give a gladius wave or something
Make it an unblockable full screen fireball.
Brb mailing this video to Capcom
Oh no, the anti-Marisa mafia is going to intercept it and deep fake it so that it shows how to nerf Marisa even further!
SInce you are the best modern marisa I know of, how would buff her modern stuff specifically?
@@yp9152 Biggest pain point on modern that I believe to be fixable IMO is Marisa losing 5HK. Unfortunately:
1. I don’t know that starting her H auto combo with 5HK would lead to a functional auto combo for players that still need full auto combos when acclimating to the game. A full 5HK combo relies on punish counter, and auto combos can’t be dependent upon the type of hit. Honestly having H auto be ONLY 5HK would be better than the current combo technically giving access to light Quad. But I don’t foresee Capcom doing that.
2. Classic players keep telling me that modern not having 5HK was likely an intentional balance decision.
@@femshepFGC Oh no I misunderstood completely, but since 5hk got omega buffed and modern didn´t get that, modern Marisa got nerfed big time with season two I feel like, but I myself am not a modern player so I am not really the right person to have an opinion here
I'm also on a break because it is SO painful playing Marisa. I'm 1700-1800 and not only is every character I play anti-marisa (bison, cammy, etc), but she is slow as a slug and is so easily exploitable. It hurts.
The other night I played and the first 5 matches were Ed, Bison, and Cammy.
The flipping out of combos is so annoying
Unbelievably so.
Here's hoping
I could hear the stress in your voice bro. 😅 Good suggestions though.
Probably from my day job.
Funny how super man punch does 50% drive gauge, same as medium sonic boom lol.
It really doesn’t make a ton of sense.
Played Marisa a Ton before Ed dropped. Honestly it got tiresome playing the cat and mouse game with her because her interactions are not only inconsistent but also they’re not intuitive.
She can’t really bully up close or in neutral. She has to make guesses, but her guesses don’t get her much of a reward.
I really want they allow us cancel target MP+MP in shield.
There are so much better offensive powerhouses to play this season that there's really zero reason to play Marisa.
AKI, Bison, Gief all pumps out so much damage with lot less issues on their follow ups.
Pretty much the case.
They need to make stmp 6 frames and make Cr.lp +6 on counter hit she gets nothing for counter hit jab she needs something to get out of pressure you can mash on her with no real consequences and Cr.lp needs less pushback on punish counter so your follow ups don't whiff
I agree with all of these. Or, if they aren’t going to make 5MP 6 frames make Drive Reversal -7. And allow us to do 2LP DRC 2LP like every other character in the cast.
Yeah i feel like they have too many options after scutem that punish so hard
The air reset target combo is the most infuriating thing ESPECIALLY when we have the corner.
Agreed with Scutum... wake up DR made scutum completely unnecessary outside the honda, blanka, cammy, and akuma matchups.
Surprised you didn't ask for a proper anti-air...
If I were going to change her AA game I would make L Dima have less forward movement when it isn’t canceled into. That would alleviate the issue of scooting under them.
@@ZachHenke wonder if that would make it less effective against dive kick... Even if it does, I'll gladly accept that in exchange for a functioning anti air. I'm tired of getting neutral jumped in the corner 😒
Love the other videos but I'm not really interested in watching a video complaining about something we can't change.
There is zero complaining in this video.
@@ZachHenke Wrong choice of word, discussing, suggesting, same thing :). Keep up the good work
This video is all wrong.
First of all, this should be from the perspective of a NON marisa player. Obviously, people who play Ken and Cammy should have first dibs on deciding any changes in the game.
Secondly, Marisa doesn't need any buffs. SF6 IS and I repeat, the MOST BALANCED game in the world. Lets not talk about SA1 or Invincible DPS or One touch CR.mk corner carrys into safe pressure, NO, marisa DOES NOT NEED ANY BUFFS!.
SF6 IS MORE BALANCED THEN CAPCOMS TAX SHEET AND I WILL NOT TAKE ANY DISAGREEMENTS.
Signed, a Ken player
They had us in the first half.
Once Akuma was released every single time I did the basic mp combo Id eat a DP between the 2nd punch and gladius. Couldnt take it anymore and stopped playing for a while. Then Bison dropped and he just seemed a better brawler than her and I gave up.
I hit masters watching your vids, good enough for me. Tekken Gods next. Next season will make her more consistent hopefully. I just really hate how you get smoked playing her the "correct" way.
Yeah, she’s a character that has to play much more “politely” than a lot of characters in this game right now.