@ Maybe? I didn’t check. That combo does less than the routes that start with 5HP in the corner. And the OD quad stuff only works in or near the corner.
Everyone keeps going on about how Marisa only got small buffs but they sure feel extraordinary to me. I shot up 100 MR in the first play session with them. Certainly some of that's the akuma, ed and bison nerfs but last time I called she was nerfed way harder than first impressions this time I'm fairly confident she's been buffed way more than first impressions.
@@Gleapgoogleplusisgone feels like they've made her way more versatile. Like all the stuff she struggled to have an answer to now can be baited out or countered somehow
@@prawnyb How so? What's our new counter to Ken/Akuma style corner pressure and throw loops? What improved for our anti-air game? What improved for dealing with perfect parry? Neutral jumps? What improved for dealing with lows?
@@arsonne I think you can do a lot more damge from an anti-air charged 2HP, and hit them more reliably, so the risk to the opponent has increased. That's something for Marisa's AA game, at least.
@@Platanov I have quite literally never seen a charged HP used as an anti air in a real match. You would have to be charging it before they even jumped.
I really do think that this combo is way cooler looking than her max damage classic combo. I’m also not even sure if this is max damage on modern. Seriously though, I just cannot get used to the assist button. Feels very weird.
@ZachHenke Max I’ve found on modern (in my own long form guide) at the wall is 2[HP] 2[HP] DR 4HP DRc 6HK TC DR 4HP DRc 6HK TC 4[HP] xx preferred Gladius xx level 3.
Bigbird just tweeted that Marisa is still bottom 1 and I have to agree. Obviously buffs are nice but they refuse to address her major issues. I just don't understand.. She was so well-designed in season 1. She was the vision they have for her already, but they took away unique and interesting things and clearly aren't giving them back.
She might be, but almost every character she struggled against got nerfed in some way. Still not very tournament viable probably, but I think you’ll see a slight increase in the MR of top Marisa players.
Id argue that she was never well designed. She cannot drive rish cancel her lights in a game where drive rush cancelled lights are required. She has terrible close range anti airs in a game where you need to be able to stop anti airs. She has terrible range on all of her buttons that she can in a game where spacing is important. She has almost no good defense options that in one of the most oppressive games in the series. The only thing she had is damage but shes in a game where the entire cast to do over 50 percent with a combo into level 3 so it literally doesn't matter
I feel like they gave her a decent amount of Oki back. The faster charges and overhead knock down opened some things up. Her biggest issue is still neutral and they gave her an extended hitbox with her st.hp and phalanx is better. I'm happy with the buffs. I don't care if she's bottom tier, I just want her to be viable. I already feel like she's stronger. I think I got "lucky" because my play style was definitely bolstered a lot with all the buffs. I use st.hp and phalanx a ton in neutral so I feel those buffs a lot. The added Oki options, increased damage, and faster charge times are just a bonus for me.
@@duvalpenny100she’s def still not viable. But I still use her when the game punishes is so hard for it. The ease at which almost every move she has can be drive impacted. Superman punch gets bitch slapped out so easily
@eldente I think that's a pretty premature claim. The 2 characters I play are Marisa and Guile. Guile is much more vulnerable to DI than Marisa is IMO. Guile is probably my measuring stick when it comes to that. I wouldn't consider Marisa vulnerable to DI at all. You just can't abuse her charge normals/heavies. Being able to cancel into Gladius makes DI very risky against her. She's most vulnerable to getting whiff punished or caught with a cr.mk>DR.
I tested this combo and if you time the second HK correctly you can actually use medium Gladius instead of light, increasing the damage by a little bit. Hope that helps.
I thought that might have been the case, but I’ll probably stick with light for the consistency. It is nice to have the damage optimal stuff known though.
Nice new combo to learn. Tbh I'm more happy that i have a new button to push, especially charged heavies. Feels good to have the variety
Very concise info, thanks for the video
Really like the new non corner combo. her anti air got some love, that juggle is so funny to me
It’s pretty cool for sure. I actually really like the modern combo. I think it looks way cooler than the OD quad stuff.
Just bloody learned the other max damage como 😂
That’s the way it goes.
It's alright. I got this one down already. Your teaching is wisdom mate🤙
@@ZachHenkewait a min, the ch hp, od quadriga wall splat 4hp dr 4hp dr 6hk ch crhp gladius lv3 does more than this?
@ Maybe? I didn’t check. That combo does less than the routes that start with 5HP in the corner. And the OD quad stuff only works in or near the corner.
@@ZachHenkeoh yeah sorry dude, you literally say that in the first few seconds
Marisa eating good this patch
Everyone keeps going on about how Marisa only got small buffs but they sure feel extraordinary to me. I shot up 100 MR in the first play session with them.
Certainly some of that's the akuma, ed and bison nerfs but last time I called she was nerfed way harder than first impressions this time I'm fairly confident she's been buffed way more than first impressions.
I just don’t know how much more than can buff her combo damage before they have to focus on other stuff.
@@Gleapgoogleplusisgone feels like they've made her way more versatile. Like all the stuff she struggled to have an answer to now can be baited out or countered somehow
@@prawnyb How so? What's our new counter to Ken/Akuma style corner pressure and throw loops? What improved for our anti-air game? What improved for dealing with perfect parry? Neutral jumps? What improved for dealing with lows?
@@arsonne I think you can do a lot more damge from an anti-air charged 2HP, and hit them more reliably, so the risk to the opponent has increased. That's something for Marisa's AA game, at least.
@@Platanov I have quite literally never seen a charged HP used as an anti air in a real match. You would have to be charging it before they even jumped.
We back baby
Back baby back baby back.
I want my baby back baby back RIIIIIIBS
And the combo is so easy too, maybe one of the easiest classic combos in the game for the amount of damage it does
Cool to see you covering some modern stuff, too! Welcome to the fun lane. 😈
I really do think that this combo is way cooler looking than her max damage classic combo. I’m also not even sure if this is max damage on modern.
Seriously though, I just cannot get used to the assist button. Feels very weird.
@ZachHenke Max I’ve found on modern (in my own long form guide) at the wall is 2[HP] 2[HP] DR 4HP DRc 6HK TC DR 4HP DRc 6HK TC 4[HP] xx preferred Gladius xx level 3.
Loses 42 damage to the combo in this video, but it doesn’t need a manual DP, so that’s probably better for sure.
@@ZachHenke OD Phalanx is doable with simple inputs anyway, but the scaling would probably result in both combos doing about the same damage.
@ My combo does quite a bit less with the simple input.
Bigbird just tweeted that Marisa is still bottom 1 and I have to agree. Obviously buffs are nice but they refuse to address her major issues. I just don't understand.. She was so well-designed in season 1. She was the vision they have for her already, but they took away unique and interesting things and clearly aren't giving them back.
She might be, but almost every character she struggled against got nerfed in some way. Still not very tournament viable probably, but I think you’ll see a slight increase in the MR of top Marisa players.
Id argue that she was never well designed. She cannot drive rish cancel her lights in a game where drive rush cancelled lights are required. She has terrible close range anti airs in a game where you need to be able to stop anti airs. She has terrible range on all of her buttons that she can in a game where spacing is important. She has almost no good defense options that in one of the most oppressive games in the series. The only thing she had is damage but shes in a game where the entire cast to do over 50 percent with a combo into level 3 so it literally doesn't matter
I feel like they gave her a decent amount of Oki back. The faster charges and overhead knock down opened some things up. Her biggest issue is still neutral and they gave her an extended hitbox with her st.hp and phalanx is better. I'm happy with the buffs. I don't care if she's bottom tier, I just want her to be viable.
I already feel like she's stronger. I think I got "lucky" because my play style was definitely bolstered a lot with all the buffs. I use st.hp and phalanx a ton in neutral so I feel those buffs a lot. The added Oki options, increased damage, and faster charge times are just a bonus for me.
@@duvalpenny100she’s def still not viable. But I still use her when the game punishes is so hard for it. The ease at which almost every move she has can be drive impacted. Superman punch gets bitch slapped out so easily
@eldente I think that's a pretty premature claim.
The 2 characters I play are Marisa and Guile. Guile is much more vulnerable to DI than Marisa is IMO. Guile is probably my measuring stick when it comes to that.
I wouldn't consider Marisa vulnerable to DI at all. You just can't abuse her charge normals/heavies. Being able to cancel into Gladius makes DI very risky against her.
She's most vulnerable to getting whiff punished or caught with a cr.mk>DR.
Zachary has blessed the tl yet again 😮💨
I’m busy for all of you.
I don’t want more combos I want a functional anti air
Just gotta take what we can get.
Siiiick
I tested this combo and if you time the second HK correctly you can actually use medium Gladius instead of light, increasing the damage by a little bit. Hope that helps.
I thought that might have been the case, but I’ll probably stick with light for the consistency. It is nice to have the damage optimal stuff known though.
I feel like I get hit out of my Superman punch much more now also
That doesn’t make sense.
@@ZachHenke it doesn't make sense, but it fersure seems like it. Been getting bitch slapped out of it like nothing lately. It does not feel better.
I just.. don't really understand why, of all things, they buffed THIS about Marisa.
Not complaining, just confused. Felt a bit.. misguided.
I’m telling you, they want to see how good they can make her damage without buffing her other tools.
They don't want us to use her no more