Great Tech, but you use the natural Back Fist which means that you have no retreat. But if we put it in a combo like 5MP>2MP>Light Back Fist, there is a certain step backwards and therefore it's a little more complicated
Mostly this will be true, but it’s all spacing and matchup dependent. Not every character has a five frame button that has good range or any sort of conversion.
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.
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 for the Marisa content. I don’t have enough time to lab like I used to back in college so this kind of content is appreciated. My cfn is Go2Work since I’m always at work. Kind of jealous of ppl who have time to play this game enough to lab. But thanks for this content 🫡 you’re doing Zeus’ work brother keep it up
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🫡
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 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!
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 do have a video on my channel that goes over the basics of that MU. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-XEy7Wow-VqM.htmlsi=9lKZabGVVBGPAeWS
I love this type of info but it does not work at low level for me personally. I'm currently a Plat 1 and I have to prepare for the most absurd options after I do a blockstring. It's straight comedy. I have a high level mentality but low level execution. 🤣 Imma get better in time.
Yeah, if people don’t know when things are negative or have an idea of which buttons they want to press to challenge some of this stuff won’t work. That being said, at your level if you learn strong oki and develop a good sense of when the opponent wants to break out with a DP, you’ll rank up in no time.
I would appreciate some suggestions about how to use Scutum about other characters bnb. EVERY Juri does that one combo. Can scutum fit in there anywhere? Marisa is the only character that can interrupt their normal strings with something unique. It has a 3 frame start-up, doesn't that mean we can sneak it into any enemy combo that has at least 4 frames between attacks? Maybe decent content for shorts. Just an few seconds of the enemy bnb with Marisa interrupting with OD Scutum. I think meter is better spent on interrupting the enemy rhythm with scutum than it is as a 3 bar drive rush cancel. Am I delusional?
It’s important to be precise with our language. The phrases BnB and combo refer only to sequences in which a character is in hitstun for the entire duration of the sequence. During hitstun a character cannot perform any action. That is what defines a combo. If you’re referring to block strings and frame traps, then yes, there are sequences that you can use Scutum to get around. However, the reward is not high because you don’t get anything guaranteed, and regular Scutum loses to low hitting moves. It is also susceptible to being thrown. On the other hand fishing for a perfect parry will result in a combo with good oki if you’re successful, and will gain you drive gauge back if unsuccessful. The weakness to throws is the same as Scutum.
They’re all pretty much the same frame data. The big difference is down to spacing. If you block it close you can punish with 2LP. From further out you can use 6MP to challenge him pushing buttons.
@@ZachHenke 6mp eh? I couldnt figure what to do when hes further away. I had a little lab and figured I could 2lp into gladius or a little cheeky shin kick. I'll try 6mp. I don't use that button enough anyway.
Reckon you should try to get the move names in the titles of the next one, like Bison kick pressure/knockdown/safe jumps Bison Safe jump setups would be a good one actually