WELCOME TO BUFF MOMMY ACADEMY. WE CRUSH ALL THE SKULLS! 19 YEAR OLD GIRLS? WE PUNCH THEM INTO THE GROUND! OLD MEN? WE BREAK THE BACK OF THEIR SKULLS OPEN. WE MIX YOU IN THE CORNER AND YOU SAY "THANK YOU MOMMY."
Art by https://www.deviantart.com/raijin72675/art/Pankration-SF6-Marisa-959809656
Art by https://www.deviantart.com/raijin72675/art/Pankration-SF6-Marisa-959809656
disclaimer: I am a filthy NRS player so I'm playing with modern controls, and as such, all the combos I will list will be with the modern buttons. If you play Marisa with classic controls, I will gladly add all your combo annotations to the OP.
Annotations:
Light = 1
Special Move= 2
Medium= 3
Heavy = 4
S=Standing
OD: Overdrive (enhanced special)
DI= Drive Impact
DRC=Drive Rush cancel
Specials:
Gladius: S2
Scutum: F2. Follow up stance, D2, B2, F2 OR F22.
Dimachaerus: B2F2
Phalanx: D2
*Quadriga: Not in modern
COMBOS [MODERN]
Mid-Screen:
R2/RT+4,4 DRC, B4, OD Phalanx, Super (lvl 1, 2, but 3 only connects if they’re low enough.)
Corner:
R2/RT+4,4, DRC, B4, OD Phalanx, Scutum cmd grab OR any super.
R2/RT+4,4, D4 (hold), OD Gladius, Super lvl 2-3.
Drive Impact Corner:
DI, B4, OD Phalanx, Scutum cmd grab - 3304 Dmg
DI, B4, OD Phalanx, Super (any level) - 3217 Dmg
DI, B4, OD Phalanx, D4 (hold), OD Gladius, Super (lv2 or 3) - 5348 Dmg
Drive Impact Mid-Screen:
*Same as her usual mid-screen combos, but have to do them quickly or the opponent will be in mid-air state.
TECH & TIPS
CONTROLLING NEUTRAL
Marisa is an amazing mix-up and pressure character, and she was also blessed with amazing tools to control neutral. Here's how to use them effectively.
Gladius (S2), has a massive forward hitbox, it has armor, and will destroy Drive Impacts, one hit projectiles, and punish attempts at run ins, such as Kimberly's run slide and Zangief's running command grab. You can take a step back, charge up Gladius and rejoice in all the damage it'll do and you punish them for daring to come towards buff mommy. Also great to use on wake up, especially the EX version for more of a FU to the opponent.
Phalanx (D2), her superman punch, advances buff mommy forward, has armor, and JUMPS over projectiles. And guess what, IT'S SAFE ON BLOCK. Seriously, this move is insanely good. Abuse it to cover ground and to jump over projectiles and close the distance on zoners. Even if they block it, continue to oppress with R2+33 as they will press buttons and it will punish for a full big mommy damage combo.
The string, F34, has some good mind games. You can't cancel it into a special, but it's forward advancing and you can go into Super lvl 1 with it. It has a low variation, F33. You can use F3 on block and grab, or cancel into Phalanx (D2), because both of the variations of this string are negative and punishable on block. And the kick of F34, is a high and can be ducked. So be careful. Just like Gladius, you can easily take a step back and go into this string for an easy punish into super into ggs shake my muscular hand.
MIX-UPS
If you get them in the corner, it's OVER for them. Here are the tools you can use to make your opponent rage quit.
As mentioned above, you can mix up with F34, and F33, but use sparingly as it's unsafe.
The Scutum stance (F2) is the main mix-up you will be using. Not only does it counter 1 hit if you hold it you can EX to gain armor on opponent knockdown if they want to wake up buttons. It has a two hit overhead, a command grab, and a low sweep. It's all negative on block, however, so conditioning your opponent is important because you can get poked and thrown out of it.
The sweep, F2B2, has a large hitbox and is good to catch them off guard and can also be used to control neutral.
The command grab, F2D2, will eat Drive Impacts and a lot of wake ups. Keep in mind that if you do it in the corner, it'll push Marisa back out of buff mommy oppression range so use F3, DI, or Phalanx (D2) to get back in.
You can also hold the stance, F2, for more mind games. The opponent might see you do it, walk back and think they're out of range of the grab, overhead, or low, and then you hold it, and they still get countered.
You can also use Drive Rush Cancels to get in and go for a Scutum stance mix-up, or straight up grab.
CORNER
The corner is where you want them to be, and Marisa will bridal carry them there with ease with 1 optimal combo, and another knockdown. Once you have your opponent in prison, aka the corner, you have to gate keep the hell out of them. Don't let them feel like they have a way out. This is where Marisa truly becomes oppressive and scary.
- Use the Scutum stance to make them guess.
- Use Scutum to counter their wake up attempts.
- Stuff their Drive Impacts with a throw on knockdown.
- Walk back, use F33 to force them to block low, then when they do, grab.
- Walk back, use Gladius to punish their wake up buttons.
- Drive impact their own DI attempts and go for a juicy corner combo.
PRESSURE
Marisa's pressure is oppressive, just like her towering height. Here's how to pressure your opponent so they'll want to throw their controllers.
Apart from her excellent tools to control neutral and to mix up as mentioned above, there's one more thing you need to abuse the crap out of: D1 auto combo. That mf will knock down your opponent right at her size 14 feet and if you hit it on block, it'll leave you at a safe distance to Gladius. This is where you will begin your oppressive maneuvers. Use Scutum after knockdown to go for a throw if you think they'll drive impact, or go for the overhead or low mix up. The overhead is AMAZING to meaty. Take a micro step back, and F33 for another up close knock down. Scutum stance, rinse and repeat. Once they're scared to press buttons just grab until they die.
Ez ggs, shake my muscular hand.
VIDEO GUIDES
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