I was just looking to add this more to my game! I was talking with a fellow Marisa last night that pointed out the strengths of it. One thing is that since people are so conditioned to perfect parry safejumps for the most part (and you're charging a huge attack), manually timing a whiff can be really strong! You're -4 on their wakeup, but the only way they can punish is if they were mashing their 4 frame on wakeup; since that means they would have been cracked if you didn't whiff, you're safe from all offense that isn't a hard read. If you see that they parried thinking you'd hit, you get a punish counter command grab on reaction!
Awesome tech as always! Definitely using this at EVO. Save us Marisa mains. A piece of tech you might want to go over next video is: 6MPHK standing reset mix after combo'd 623+PP in corner! It's tech I've been using forever but too lazy to make a new video on XD. After they splat the wall from OD superman punch the 6MP hits and causes a standing flip out while the HK part whiffs and frame kills, leaving you with +13(14?). This lets you 50/50 with command throw or MK. The MK is +3 meaty which puts you at +1 on block and +7 on hit...meaning MPMP full combos it. The animation of 6MPHKs whiff also makes it very hard to tell which option you chose, this is really important to masking the command throw stance transition as it almost looks like you're just recovering to neutral at first. An opponent must use an invincible move or DReversal to beat both options. Both options also beat DI since MK recovers in time! Practical set up to test: (corner) 4HP > 214HP~6HP, 2[HP], DR 4HP > 623+PP, 6MPHK, MK/command throw mix,
Thanks Zach! Just a possible idea, maybe you could do a series like "how to beat grapplers/shotos/charge/zoner archetypes" with Marisa or it could just be specific match ups that are harder for her. It could maybe broadly explore their character's game plan and a possible game plan for a Marisa player to bring to the table. I've found that my usual game plan fails against certain archetypes (like Blanka or Manon) and I wind up improvising the whole time. Edit- Maybe you could even do some ranked analyzing of a match or two from Masters to help with this idea. I've noticed some Marisa's spam Gladius to check the space in some match ups but seem to just stop doing them against others.
All of your tech is amazing, I have trouble applying it. I would love a video of gameplay where you give advice to the Marisa and include where different tech would have applied. I watch my replays and sometimes have a hard time identifying what I did wrong and what I could have done instead. Correcting/updating priorities. Thank you for being so responsive.
I have quite a few match analysis videos where I do exactly that. I look at players of lots of different skill levels, too. I actually have a Google form that I need to share to request analysis.
I’m ngl I don’t play this game much anymore, but I just watch these tech videos cause I like the flow of them and I wanna see Marisa. Thnk you for the great vid Zach🫡
My biggest struggle at the minute is people that constantly Drive Reversal, more so on block than recovery. Not sure if it’s sufficient enough subject for a video but if you have any tips I would appreciate it.
There’s not much to do about people doing drive reversal on block. The important thing to remember is they don’t get any pressure on that knockdown and they had to spend drive gauge. So if you can get back in you can get them very close to burnout and force a mistake.
It just very frustrating to play against and even if you bait the Drive Reversal the reward is pitiful. I know what you’re saying amount then losing meter but a lot of time it’s tricky to get straight back in and get them to burn out. I will keep working on it, or uninstall lol. One or the other :p.
I mean you say that you can't imagine why someone might get hit by the normal safe jump, and you correctly point out that people get hit by it all the time. But I mean if people know it's a safe jump setup, they have to parry some of the time to because it's their only really way out without opening themselves up to empty jump low mixups or significant guaranteed drive chip. Thus, any character literally has to threaten empty jump throw to even make the safe jump viable at high level. That's why even good players get hit by it and why it's a big deal to forego that payoff on hit fire the charged heavy version. Charged heavy version is still good, I'm just saying you should keep both in your pocket depending on your read on opponents defense.
People get hit by it, but I’ve never seen someone get hit by it in tournament. Certainly people will try to perfect parry occasionally, but that will never result in them getting hit by the safe jump. And if they read empty jump into throw they should be picking an option that will block the safe jump and still escape the throw.
As a Marisa player grinding through diamond ranks this channel feels like a cheat code and I love it. Awesome vid as always!
Thank you!
bro is megamind irl
I was just looking to add this more to my game! I was talking with a fellow Marisa last night that pointed out the strengths of it.
One thing is that since people are so conditioned to perfect parry safejumps for the most part (and you're charging a huge attack), manually timing a whiff can be really strong!
You're -4 on their wakeup, but the only way they can punish is if they were mashing their 4 frame on wakeup; since that means they would have been cracked if you didn't whiff, you're safe from all offense that isn't a hard read.
If you see that they parried thinking you'd hit, you get a punish counter command grab on reaction!
Thank you again Zach!
Thank you for the Marisa content. Always appreciated
It will keep coming. Definitely going to be some Bison stuff, too for a little bit.
Awesome tech as always! Definitely using this at EVO. Save us Marisa mains.
A piece of tech you might want to go over next video is: 6MPHK standing reset mix after combo'd 623+PP in corner! It's tech I've been using forever but too lazy to make a new video on XD. After they splat the wall from OD superman punch the 6MP hits and causes a standing flip out while the HK part whiffs and frame kills, leaving you with +13(14?). This lets you 50/50 with command throw or MK. The MK is +3 meaty which puts you at +1 on block and +7 on hit...meaning MPMP full combos it. The animation of 6MPHKs whiff also makes it very hard to tell which option you chose, this is really important to masking the command throw stance transition as it almost looks like you're just recovering to neutral at first. An opponent must use an invincible move or DReversal to beat both options. Both options also beat DI since MK recovers in time!
Practical set up to test: (corner) 4HP > 214HP~6HP, 2[HP], DR 4HP > 623+PP, 6MPHK, MK/command throw mix,
Thanks Zach!
Just a possible idea, maybe you could do a series like "how to beat grapplers/shotos/charge/zoner archetypes" with Marisa or it could just be specific match ups that are harder for her.
It could maybe broadly explore their character's game plan and a possible game plan for a Marisa player to bring to the table. I've found that my usual game plan fails against certain archetypes (like Blanka or Manon) and I wind up improvising the whole time.
Edit- Maybe you could even do some ranked analyzing of a match or two from Masters to help with this idea. I've noticed some Marisa's spam Gladius to check the space in some match ups but seem to just stop doing them against others.
All of your tech is amazing, I have trouble applying it. I would love a video of gameplay where you give advice to the Marisa and include where different tech would have applied. I watch my replays and sometimes have a hard time identifying what I did wrong and what I could have done instead. Correcting/updating priorities.
Thank you for being so responsive.
I have quite a few match analysis videos where I do exactly that. I look at players of lots of different skill levels, too.
I actually have a Google form that I need to share to request analysis.
@@ZachHenke You're the best. Apologies for the laziness. *furious video watching*
I’m ngl I don’t play this game much anymore, but I just watch these tech videos cause I like the flow of them and I wanna see Marisa. Thnk you for the great vid Zach🫡
First! Great stuff as always. I actually labbed this a bit a few weeks back to try to get back to the same loop but I didn't explore other options
Thanks for the support!
CURSE YOU, BISON
Hearing this in the Elden Ring “Bayle!” voice in my head.
wow! this is amazing setup!
Thank you!
Omg thank you Zach…I been struggling in Master rank lately 😢
Thanks for engaging!
You are writing the Marisa bible
That's kind of the goal. To be able to give the playlist to someone who doesn't know how to play the character and to have them pick her up.
He is the best
This video is brimming with tech almost as much as Marisa's muscles are brimming with powerful meaty buttons.
Watching this as I practice it
Bulging with tech.
@@ZachHenke you said it
My biggest struggle at the minute is people that constantly Drive Reversal, more so on block than recovery.
Not sure if it’s sufficient enough subject for a video but if you have any tips I would appreciate it.
There’s not much to do about people doing drive reversal on block. The important thing to remember is they don’t get any pressure on that knockdown and they had to spend drive gauge. So if you can get back in you can get them very close to burnout and force a mistake.
It just very frustrating to play against and even if you bait the Drive Reversal the reward is pitiful.
I know what you’re saying amount then losing meter but a lot of time it’s tricky to get straight back in and get them to burn out.
I will keep working on it, or uninstall lol. One or the other :p.
JP matchup guide please😢
I do have a video on my channel that goes over the basics of that MU.
ruclips.net/video/XEy7Wow-VqM/видео.htmlsi=9lKZabGVVBGPAeWS
@@ZachHenke 😍
You think you can possibly help an aspiring Marisa player figure out what her combos are now, or are they roughly the same?
The vast majority of her routes are the same. My video on essential combos is still a good starting point.
@@ZachHenke Thank you kindly!
I mean you say that you can't imagine why someone might get hit by the normal safe jump, and you correctly point out that people get hit by it all the time. But I mean if people know it's a safe jump setup, they have to parry some of the time to because it's their only really way out without opening themselves up to empty jump low mixups or significant guaranteed drive chip. Thus, any character literally has to threaten empty jump throw to even make the safe jump viable at high level. That's why even good players get hit by it and why it's a big deal to forego that payoff on hit fire the charged heavy version.
Charged heavy version is still good, I'm just saying you should keep both in your pocket depending on your read on opponents defense.
People get hit by it, but I’ve never seen someone get hit by it in tournament. Certainly people will try to perfect parry occasionally, but that will never result in them getting hit by the safe jump. And if they read empty jump into throw they should be picking an option that will block the safe jump and still escape the throw.
@@ZachHenke I mean....what options are we talking about that will do that? Like, fuzzy jump? pretty hard to do that. Am I missing something obvious?
@@semantik95 Delay tech?