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.
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!
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)
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.
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.
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!
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!
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 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
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.
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 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.
@@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. 🤣
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.
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.
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
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.
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 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.
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.
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.
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.
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.
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.
Meterless: dash forward into f.HK With drive gauge: Manually time either MP or cr. MP. In the corner you can get charged HP. Otherwise the frame advantage is variable based on what you juggle from. If you do a common extension, for example, HP launcher then DR b.HP xx MK Quad you’re +41. In the corner this means you can do forward dash and charge b.HP. Midscreen you usually see people do forward dash, slight delay, f.HK. Otherwise I have a video on advanced oki that covers some other options.
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.
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.
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.