Another weird oddity with Tundra Storm is that they buffed it this season to work on some throw invul kicks like Guile's little upside down kick (6HP I think) but only at close range where Guile is already punishable. At max range Tundra Storm will activate and whiff so Guile is only -1. Another funny interaction is that Chun Li's drive reversal is a kick, but because she does two kicks her 2nd one invuls through Gief's grab and punish counters him.
The one niche use of Gief Lvl 2's Forward Input I found is against Rashid Lvl 2. The forward version moves you and Rashid far away from the tornado while the other versions will leave him closer to it.
One of my friends is a Gief main. He keeps trying to use that on me, but the problem is that if I do nothing it's the easiest sHP punish ever. Good for the lulz, but if you think a scissors is coming, DI is probably a safer bet (and whiffs faster too).
Broskis tier list videos are the best. Hes amazing at explaining complicated frame data while giving the proper context to understand the point he is trying to make. One of the best SF6 content creators by far
Ok so the thing about the Marisa charged heavy kick safe jump stuff What's really nice is that being +18 on block lets you frame trap with charged back heavy punch, which is frame 20. If you hit charged back heavy punch you get ridiculous damage and either kill or setup for more oki, if it's blocked, you get another frame trap with a second charged back heavy, or an uncharged back heavy. Charged back heavy also auto-shimmys throws, but keeps you in command grab distance, and does really good drive gauge damage. It's a really advantageous situation for her, multiple frame traps that can be looped by mixing charged and uncharged back heavy, amazing reward on hit, threaten burnout because of drive gauge damage, and threaten command grab. Marisa does have a worse move imo tho, 6MP -> HK TC. This shit can...uh...cancel into level 2 or 3 o guess? I literally have no use for it outside of that
There is actually a niche use case for the 6MP->HK TC. You can do it out of drive rush combo's to cancel into any super. You can even level 1 off the TC(delay it slightly with a partial charge) and it combos. For example Marisa's HK punish counter juggle into DR 6HK,HK DR lk,Heavu Dimacaerus can be followed with another DR into 6MP->HK TC and you can cancel into any super for only 3 bars of Drive(and 4456 damage if you combo into level 1). Which is useful to know when you don't have 4+bars to burn on a full combo dump.
@@DarshiaCallis that's actually interesting, didn't know that. Would you say it's better than what I had listed? I haven't seen this ever, so I really don't know
@@odonramon maybe on CH or PC, make them slow fall back
2 місяці тому+8
Only real use i've seen for Kimberly's double spray cans is for Drive Impact setups, if they react with a counter DI they'll get hit by Kimberly's DI and both spray cans thus braking the counter DI (three hits)
I kinda like how the idea of Tundra Storm. Like it's bad, but it has such niche uses that getting a kill off a hard read is super satisfying. I think it's good to have some moves like that, it kinda fleshes out the characterization in the game
Yeah I agree. I appreciate this video and the info it gives, but also im perfectly okay with the existance of bad moves in fighting games. The worse issue with something like lily's target combo isnt just that its bad, but its boring.
Zangief would literally be a better character without tundra storm because in an intense match you can accidentally press down down and heavy kick trying to punish someone in footsies and instead get blown up. Those aren’t just my words, most Zangief players agree it’s so bad that it’s a buff to remove it.
kimberly's double spray can has one actual niche not covered here, which is optimised punish routes such as after a stun or after like jumping zangief level 3! you get double spraycan > 2HP 236MP into max damage. but since it spends all your resources it really better be the final round and ideally it's gonna make you kill - broski's right it's definitely an extremely situational move lol
There's also setups where you can land DIs that have to be parried. 1 hit from the DI + 2 cans means they can't DI back or Kim gets to combo them after. It's a knowledge check
@@Zykles I love that setup. It's very gimmicky and generally just not very good, but it works decently well against players who have their counter-DIs locked down so you're basically punishing them for having good reactions. It will work exactly once and it's very funny when it does.
Yeah I only ever see high level players like Randumb pepper it in for a reset, or Idom as, like, a stun taunt. I'd almost rather they got rid of it and gave her something else instead.
The thing that bothers me most about this game is how so many "anti x" or "x invul" moves are horrendous at dealing with "x" Anti airs that lose to jump ins, projectile invul moves that barely cross projectiles.
Thank you for covering Marisa. Her charged air normals were supposed to be some really nice buff, but it's actually awful and they also needlessly nerfed other parts of her kit even though she was winning precisely zero events.
For Cammy's target combo, the buffs were really useful. You can use it as a knowledge check and for a mixup on knockdown. -On block, do HP, HK, cancel the first kick into divekick and you're 0 on block (your opponent can jab you out of the first kick. If he's late or pushes any other button, he'll get counterhit. Also if your opponent mashes after the divekick, use OD divekick and you'll be +2 on block). -On hit, you can: >Go for M Spiral Arrow and you can go for meaty H Hooligan command grab or into feint and go for a jab or a throw. >Do a M Hooligan into a meaty overhead, M Hooligan auto-timed sweep (+3 on block, it goes so low that some invincible reversals will whiff), H Hooligan auto-timed cross-up low, H Hooligan cross-up divekick, charged H Hooligan/ delayed OD Hooligan command grab. You can do a huge combo after all follow-ups except the sweeps. After sweep, you can do H DP, M Spiral Arrow, lvl1 or lvl3 (M Spiral Arrow will not land if you do Hooligan sweep in neutral, it has to hit meaty). Overall, the changes to her target combo were great. Cammy is way less linear than what she was, she finally has mixups and not just basic strike/throw (even grapplers have overheads and she used to not have one that is useful), spamming H spin knuckle for easy plus frames is way harder now, but I like the change, since it makes both Cammy and her opponent think way more before doing something and getting a H spin knuckle Punish Counter into combo feels earned.
Double spraycan can be used for slightly stronger stun combos to secure a kill, and in DI setups where the opponent can't counter-DI due to the double hit (but it's easy to predict that if you hear the double spraycan voice line)
Another thing against Marissa's charged air normals: They are a lot easier to perfect parry when they are doing a safe jump. In a safe jump scenario, the usual mix is either jump button or jump empty throw to bait a parry. If you see the charged normal you can just attempt the PP without having to deal with the empty throw.
Marisa can manually time her charge jumping buttons to end right before she hits the ground so you have to watch out forbthat against a good marisa if they know you want to perfect parry them
if you charged her buttons early you can actually make it whiff on purpose to bait out PP + broski didn't mention that you can do charged bHP as a frame trap after charged air heavy buttons, it takes a good chunk of drive meter as well if the opponent decided to just block the whole thing
I feel like zangief's smetana dropkick should also be included because it's only rational usage is a punish counter in the corner into SA3 in a situation when you can't use drive meter and you dont care about your oki (so mostly when you are sure that you will kill your opponent). Otherwise there are always gonna be more optimal options.
Tundra storm is even more useless than you described: it is a frame slower than SPD, which means that if there is a gap that large you might as well use spd for higher damage and more screenspace. However, there is a legitimate usecase at lower levels against a specific type of player: a bison that spams scissors predictably. At lower levels there are a lot of bisons who scissors, back up and as soon as they’re in medium scissors range they’ll scissor again. To call this out most characters will try to use pre-emptive DI, but the Bison player is usually looking out for that and it’s usually not fast enough, leaving you open for a counter. Tundrastorm is much more consistent at stopping this, because it has a million active frames (which makes predicting scissors way easier) and bisons are usually surprised by it making them unable to counter if you do miss. Since this move is so rarely used a lot of people underestimate the amount of active frames and will try to punish it with scissors, hit it too early, and get countered anyways. The mental damage that the move does is also incredible, I swear people play significantly less agressive and whenever they get hit by Tundra. At actual high level though I see absolutely zero use cases for tundra storm, besides maybe an extremely risky callout to a very pokey Juri, but you would do that mostly for mental damage.
it'd be more usable without the terrible and awkward input. for self-buffing moves, counters, positional zoning/setup tools like those of Kimberly/Blanka/JP, and even Chun's pseudo DP, it makes sense, but for something like the clap or Zangief's stomps, it makes the move a lot worse just by adding more of an execution barrier. I think that might just ironically be a result of wanting it usable in both Classic and Modern controls without overlapping too many command normal inputs. Like just imagine if you had to input forward-forward+KK just to do Ken's command dash, good Ken players might still do it consistently but you'd see way less applications for it outside of the same old DR combos because of how much easier it is to mess up and harder to use in neutral and other situations it is.
You mean Caelum Jump? That has a lot of uses, you can fuck up people's whole day with it if they do something that goes under her neutral jump (which got easier in S2 for things like the Honda MU since he stops under you). It does a shitload of damage off just a neutral jump with no meter which will condition opponents not to use options she can punish with it
@@snackerfork i specified the charged version, which also does the same knockdown from her other charged jump heavies. it's like those moves with even less utility
Honestly I have to disagree with the idea of Marisa's charged jump normals being some of the worst moves in the game. I do wish the reward on hit were better, but the reward on block is, in fact, much higher than a normal safe jump. Even if you go for the same sequence it has the advantage of being a true block string afterwards so the drive damage is guaranteed. I have a video on my channel detailing the use of her charged jump normals in safe jumps if anyone is interested.
If i remember correctly, If Zangief counters Rashid's level 2 super, only the forward variant of SA2 can let Zangief get throught the following tornado. The jack hammer or backward versions will both cause him to get up within tornado range.
I still think Jamie back heavy punch target combo its worst since it doesn't even combo without counter and isn't special or super cancelable and also needs three drinks
It works as an auto-shimmy and deals solid damage, and since it's a target combo it can "frametrap" opponents that try to press a button during it (aside of DI and reversals, I guess). Plus it looks cool. ...but that's for the version when Jamie has 3 drinks. If we're talking about Jamie's 6HP when he only has 2 or less drinks, then yeah, it's borderline useless.
Back HP can be used to punish counter CR. LP spam after plus frames/drive rush. It's a risky auto shimmy and even worse when below drink 3. But the base back punch can go into the LP target combo on punish counter and that can go into various options
Great analysis as always, and I mostly enjoy the delivery on a lot of the commentary. It's often quite chuckle-worthy. As for the Tundra Storm, I think I've been on the receiving end of that once in SFVI so far...and I suspect my opponent did it on accident.
I've had so many thoughts on buffing Tundra Storm, from as major as giving it multiple versions that counter different types of kicks and moves to as minor as simply being able to end the move at any time with 15-20f of end lag. Even something sort of in the middle, like clapping his hands out of it a'la Honda. It's very funny to me that Capcom has decided "none of the above, this is a funny, excess move that you use specifically for fun" and on Gief I think that's perfect.
I honestly feel like Gief's dropkick (I think it's 3HK) deserves a honorable mention, that move is useless except for picking up punishes in the corner and even then it competes with several other options and is extremely unsafe. I don't think I've ever seen anyone use that move intentionally.
Kimberly's double can is great to add damage to corner can setups. So its pretty useful for kill combos. Its also useful as an anti- counter DI setup..Because they register as 2 hits, add your DI in and you get a guaranteed launch into shenanigans. 😊
Easy, that version of gief's lvl 2 is to counter projectiles while the enemy is in the corner and you either 1. Are in burnout 2. Will go into burnout if you did the full spin combo. Jackhammer and the hold back still puts yourself in the corner and full spins does less damage if you don't have the resources.
@Broski, I think they could buff Tu7ndra Storm by making it counter mid and low kicks as well as give it say a 5 frame start up and add 50% to the damage.
So a friend of mine and I were talking about tundra storm the other day after we tried a gimmick match of only tundra storms and spds vs Ken medium kicks and sprinting kicks. We came to the conclusion that for the risk really needs to reward you more, but extra damage would feel awful to be on the receiving end of, so instead we theorized that making the move either end very close together (no more than Giefs forward dash) or alternatively making it ridiculously plus on hit (about +30) would actually make the move actually worth going for. Another idea was to simply let it have an input to switch sides as well, but we liked the other change a bit more.
There's more range, it's for when your somewhat near the center of the stage but not quite. If your literally in the the corner though then yea, jackhammers better.
Giefs level 2 while holding back is also pretty niche: since it does less damage than jackhammer which already sideswitches, its only use is if you’re close to but not in the corner and want to put your opponent all the way in the corner
It throw the opponent further into the corner if. your back (giefs back) isnt direct in the corner but its near it you can corner the opponent pretty easily
@@vitorferreira3553 Yes that's what I said. It's just that Broski implied that it's necessary to sideswitch at all, and you'll be in the corner a lot more than near it.
its funny how exponentially better tundra storm would be if they made it an anti-horizontal punch move. it wouldn't be great but it'd stop a considerably higher amount of pokes and openers people actually want to go for. i have to assume that someone on the team wanted a move specifically for ultimate psychological damage reads and nothing else, or is a huge wrestling fan (i like the reference to the niche move too), or both
If Gief could Tundra Storm those big straights like Ken's st HP it could actually be a pretty strong move. If it worked on specials it would be busted tho, jist imagine countering Gladius or Ed's charged HP om reaction.
The one niche thing that kims double spray cans is used for is the throw the double spray cans and do drive impact. since if they drive impact back, they lose the exchange because of the double spray cans plus the drive impact hit will be 3 hits. If its round 3 and you have two cans and want to finish the round its a good way to do it without the other person stopping you. obviously they can super and all that as well, but we are talking about what its used for in some cases.
Marisa's charged jumping heavies actually have a lot of sauce behind them now as a safejump! +18 in the corner gives her a 2f gap for a charged b.hp which is a really strong frame trap with her, but it also gives a big mixup with ambiguous charging. Most people see the charging heavy and attempt to perfect parry on wakeup, so with ambiguous charge timing you can react to a parry while being safe and command grab on reaction.
Maybe they can introduce some sort of unique effect if Gief specifically uses his lvl 2’s forward version when he’s cornered the opponent? Could be something cool, like he picks them and slams them against the wall for extra damage, I dunno. Would need extra animation work there, but yeah.
For Marisa's charged air normals, can she not do the French Bread safejump where you intentionally late charge them so they show the startup, but then whiff and you do empty low/throw instead?
The one thing lily's target combo has is that it's a giant frame trap that tends to catch people way more that it should. On the topic of oki, it actually does have kind of good oki in the corner.
Kimberlys double cans has some uses in the corner too. There is a setup that gimps the opponents attempt to defend a DI with their own DI with double cans and i think you can use double cans as well for max damage dizzy combos.
Tundra storm is useless most of the time, but it is cool 🤣🤣 And remember that in SFV was effective only against mid kicks, not high ones. This version works against some specials like flash kick if I'm not wrong.
Lily 6HP has one use. After a 360 when the opponent is cornered, you can drive rush -> 6HP. It keeps her full momentum and travels really far due to 6HP already having a lot of forward momentum. It's not all that plus though, but it is a consistent way to close the distance after 360 with a meaty button. You can also fake a meaty with it too and bait wakeup PP.
You failed to mention that you can do partial charge jump normals with marissa. Allowing you to consistently win situations where you and your opponent jump at the same time and neither expect it because you can release on reaction. IIRC the math on it, it is effectively 4 frames faster to negative edge a release than it is for your opponent to press a button. I cant plot this statistically but times when you both jump at the same time will result in significant corner carry plus another safe jump or drive rush mix when they OTHERWISE would not. This results in an incredible momentum shift. Likewise BECAUSE ITS A PARTIAL RELEASE move, you can release it on reaction to a shoto doing a fireball and NOT get the full charged move Its 29 frames to do a full charge meaning you have 19 frames to react to a fireball while you are charging and release early. Its completely doable. This allows you to option select people neutral jumping your Gladius, jumping in on you, AND throwing a fireball at a punishable range. Well except Ken and luke standing heavy punch. The godlike buttons still beat this. . These moves have significant utility; people just don't use them.
It's probably not as bad as any of these, but I'd like to mention light Yoga Blast, a move that is completely pointless as it is harder to combo into, smaller, does less damage than, as worse oki than, and does not offer a juggle in comparison to the heavy version. it's faster, but it's still outclassed as the difference doesn't matter for comboes and it's still probably worse than any of his other anti-air options.
The only case use scenario I have ever seen for Lily's 6h tc is that if you di after the person only has 2 frames to respond. I'm a little rusty so I don't remember if it's only after 5h punish counter or not. With it being 18 frames you'll never connect it anywhere else anyways.
Lily target combo may be awful, but you would be surprised how many people just eat the second or third hit if you throw it out only once or twice a set.
I think the Zangief forward LV2 is only useful if you start the combo with lights pulling you to minimum 40% scaling and you don't want to side switch. There are times the hold version into hellstab > od borscht will deal little damage ~20% scaling.
Prior to the wakeup drive reversal update, Kimberly could use the double bomb as a guaranteed anti-DI setup in the corner. If they had no super stocked, it was a guaranteed unblockable that beat wakeup DI. Now you can just wakeup drive reversal to get out of it, so it is a pretty worthless move now.
Chat made a good point; what is the use of the backwards version of Gief level 2 if the jackhammer version also switches sides but with the added bonus of more damage?
I feel like Tundra Storm should work against flying tackle-type moves like E Honda Headbutt, Blanka Ball, and M Bison Psycho Crusher as well as the usual kick moves. That way it’d at least be really solid in certain matchups where Gief could be heavily pestered otherwise by the burst range of these moves. And for more mental damage.
Gief's SA2 jack hammer side switches. If the opponent is in the corner and you want to keep them in the corner then the forward one is the one you want to use.
One more thing about TS, against Jamie, Chun-li, and Cammy it also works against their DPs. So if those 3 characters try to go for a reversal or drive reversal against a blocked button into drive reversal Gief can call both possibilities out with one move. Still not very good tho since he obviously dies on whiff.
So for kimberly her two can throws is useful but Like you said it’s conditions to use it. For example Kimberly highest combo route needs level 3 buff and two cans in the corner. Anyway good video
The double spray can does actually have one use case. If both you and the opponent are in the yellow and burnt out, with neither of you in the corner, double spray cans can serve as area denial, fouling up the opponent's ability to approach or attempt to zone you out and giving you a chance to get in. If you're lucky and the opponent panics, it might just finish them off. But in most cases, you can do the same with the normal spray can, so it's really a desperation move.
tundra storm is objectively very very funny though. i honestly think it's fine, i wish niche bad moves were more common. like, obviously don't design a character around a central gameplan involving a bad move, but just have it as a little thing on the side that's funny to use.
Doesn't Jackhammer force a side switch? The forward version of Gief's level 2 leaves the opponent in front of him and doesn't require drive meter to do more damage. It's a tiny use case, but that's a use case.
the juggle version doesnt require drive meter to juggle, you can just do hellstab lariat. It does 40 less than holding forward (literally 10% of a jab) in exchange for leaving you plus ten billion
@tylerm.8684 I agree with all of your points but the forward input would benefit players who aren't as well versed in the game and don't have the ability to pull off those juggles (yet). It's beneficial for lower level players imo
Regarding Gief’s L2 slam while holding forward: Can’t this be somewhat useful for moving your opponent toward the corner, or would it always be better to just hold the button down and go for the hellstab into lariat to move toward the corner with better oki?
I know it's not a good move, but Tundra Storm helps add to the opponent's mental stack. If you do it once or twice, you might make them rethink what kinds of combos or pokes they wanna do.
Mr. Broski there is a functional difference in the Marisa charged safejump in that 6HK into L gladius is the only gladius blockstring that is gapless and is in niche situations worth considering. That being said they're still cheeks
it's good for combos off lights into M Hands, has some nice frame advantage if done meaty, and can deal with fireballs in burnout. But in every one of these cases, the input makes it incredibly awkward to use, the first case is the only one that's really helpful and even then I mess it up sometimes. Only leverless players will probably get it more consistently. I wish they'd just make it one down input and two or three punch buttons, it can even only come out when done within a few frames of a neutral stick input, so you're less likely to accidentally get a crouching normal. or better yet, just three punch buttons at any time on the ground. it's just his SFV V-Skill 1 after all.
i've never played sf6, but tundra storm seems like a card in yugioh where it has an ultra specific use case that the opponent happens to make activate.
Tundra Storm reminds me of Mii Brawler's 3rd down b, Counter Throw. It's a very strong backwards throw, but it's only active for 18 frames, has pitiful range, does nothing against projectiles, and will fail entirely if you're hit at your legs or back.
As a Lily and Gief player, i find myself landing tundra storm more than Lily's target combo. Because i have an incentive to use it (DI for the most part). The target combo is useless, the forward HP already goes to wind and deals more damage, or even OD DP for the OD followup.
Capcom. It's okay to not lose your minds trying to make Gief's counter "realistic.' Make it work on all standing strikes and not recover for a full century. Counters are already quite difficult to use. It's not going to suddenly make Gief win EVO (the greatest possible tragedy). XD
Literally the whole reason they made Tundra Storm was for Zangief to use one of the developers' favorite wrestling moves: the Dragon Leg Whip. That's all they're going to use it for: to give a little love for a very specific and impractical wrestling spot.
I don't remember how long ago it was but I found what I thought was a use for Marisa's charged air normals on block. Have you checked if her stance startup + command grab startup works with the charge air normals?
They could make Gief's counter useful if the reward was awesome, like if it left him advantage right in front of the opponent's face for some ridiculous oki... That'd be a high risk/high reward thing
Tundra Storm is a special kind of bad where making the move harder to do in SFV was unironically a buff because you're less likely to do it on accident.
I’m curious where light jump attacks land? Aside from cross up moves I really never see them get used just due to having better options that do more damage at little to no cost. Maybe in some air to air scrambles but even then they don’t have the range or duration of something like a jumping mk. Although obviously it’s boring to just go through shitty light jump attacks
Tundra Storm should just be a sick strike counter.... have him playing like a whole wrestling game with throw tech and strike counter... but maybe that's too strong.
lily main here the forward heavy punch target combo does suck but sometimes i’ve gotten it when misinputting mexican typhoon and it hits every single time so😭
As an Ex Marisa player, I agree. Her buffs were so far from what she needed that I just decided to stop playing her all together, not gonna sit there for all of SF6 hoping they learn how to balance their own character.
Uh, just FYI Marisa's charged air heavies are a Hard Knockdown on normal hit that's about +70. If you think you can't do anything with that you haven't been playing Marisa long enough
I main Ed to counter tundra storm
If you play modern anyone, there's a decent chance that the relevant normals TS would have countered are now gone.
It's really bizarre
LOL
Elena is so boned
Based Ed mains
Poor elena
as they say in gief circles,
"If you squint hard enough, tundra storms starts to look like OD amnesia"
You'd need to look Chinese in order to get Tundra Storm and OD Amnesia confused lol
@@ACobaltthank god I'm chinese
?@@ACobalt
wow broski how did you know i love a numbered list
British
@@zackswitch9656 but it's a list not a queue
I mean you do have Ichiban as pfp
A list without numbers is like a car without wheels
a GOOD numbered list
"In order to make this video go viral, I have organized my thoughts into an internet-friendly numbered list"
Another weird oddity with Tundra Storm is that they buffed it this season to work on some throw invul kicks like Guile's little upside down kick (6HP I think) but only at close range where Guile is already punishable. At max range Tundra Storm will activate and whiff so Guile is only -1.
Another funny interaction is that Chun Li's drive reversal is a kick, but because she does two kicks her 2nd one invuls through Gief's grab and punish counters him.
Drive reversal is so silly and unpredictable.
💀
@@FlynnRauschinsane take
The one niche use of Gief Lvl 2's Forward Input I found is against Rashid Lvl 2. The forward version moves you and Rashid far away from the tornado while the other versions will leave him closer to it.
I guess it also leaves them in the corner if you do the move when the opponent already has his back to the wall?
@@iamfiefoyou can do far better stuff with the juggle version if your opponent is cornered
Tundra storm in the bison matchup is hilarious though
One of my friends is a Gief main. He keeps trying to use that on me, but the problem is that if I do nothing it's the easiest sHP punish ever. Good for the lulz, but if you think a scissors is coming, DI is probably a safer bet (and whiffs faster too).
Tundra storm gonna destroy Elena though
Hah! Truuuue
At least in previous games, most of her stuff hits too low
I love numbered lists almost as much as I love tier lists. Waiter, more slop pleas!
Broskis tier list videos are the best. Hes amazing at explaining complicated frame data while giving the proper context to understand the point he is trying to make. One of the best SF6 content creators by far
Ok so the thing about the Marisa charged heavy kick safe jump stuff
What's really nice is that being +18 on block lets you frame trap with charged back heavy punch, which is frame 20. If you hit charged back heavy punch you get ridiculous damage and either kill or setup for more oki, if it's blocked, you get another frame trap with a second charged back heavy, or an uncharged back heavy. Charged back heavy also auto-shimmys throws, but keeps you in command grab distance, and does really good drive gauge damage. It's a really advantageous situation for her, multiple frame traps that can be looped by mixing charged and uncharged back heavy, amazing reward on hit, threaten burnout because of drive gauge damage, and threaten command grab.
Marisa does have a worse move imo tho, 6MP -> HK TC. This shit can...uh...cancel into level 2 or 3 o guess? I literally have no use for it outside of that
i actually didn't know about that tc
There is actually a niche use case for the 6MP->HK TC. You can do it out of drive rush combo's to cancel into any super. You can even level 1 off the TC(delay it slightly with a partial charge) and it combos. For example Marisa's HK punish counter juggle into DR 6HK,HK DR lk,Heavu Dimacaerus can be followed with another DR into 6MP->HK TC and you can cancel into any super for only 3 bars of Drive(and 4456 damage if you combo into level 1).
Which is useful to know when you don't have 4+bars to burn on a full combo dump.
@@DarshiaCallis that's actually interesting, didn't know that. Would you say it's better than what I had listed? I haven't seen this ever, so I really don't know
IMO they should buff charged aerial moves on hit to make the enemy roll, like OD Phalanx does.
@@odonramon maybe on CH or PC, make them slow fall back
Only real use i've seen for Kimberly's double spray cans is for Drive Impact setups, if they react with a counter DI they'll get hit by Kimberly's DI and both spray cans thus braking the counter DI (three hits)
No one asked lil bro
I kinda like how the idea of Tundra Storm. Like it's bad, but it has such niche uses that getting a kill off a hard read is super satisfying. I think it's good to have some moves like that, it kinda fleshes out the characterization in the game
Yeah I agree. I appreciate this video and the info it gives, but also im perfectly okay with the existance of bad moves in fighting games. The worse issue with something like lily's target combo isnt just that its bad, but its boring.
Zangief would literally be a better character without tundra storm because in an intense match you can accidentally press down down and heavy kick trying to punish someone in footsies and instead get blown up.
Those aren’t just my words, most Zangief players agree it’s so bad that it’s a buff to remove it.
@@charleskuhns6042 in sfv it was worse, it applied to the punch button and i heard reports of people flubbing their spds into this move
Do you remember in MVCU when Wolverine got a new move to Nerf imprecise inputs?
I think that was the intent of this move.
@@charleskuhns6042trying to get lvl1 after helltab I often tundra storm…
kimberly's double spray can has one actual niche not covered here, which is optimised punish routes such as after a stun or after like jumping zangief level 3! you get double spraycan > 2HP 236MP into max damage. but since it spends all your resources it really better be the final round and ideally it's gonna make you kill - broski's right it's definitely an extremely situational move lol
There's also setups where you can land DIs that have to be parried.
1 hit from the DI + 2 cans means they can't DI back or Kim gets to combo them after. It's a knowledge check
@Zykles I learned that from your vid you dropped a while back! I use it pretty regularly nd it works well
@@Zykles was about to comment on this exact same thing, but of course, my crayon eating brother bested me at it 💓
@@Zykles I love that setup. It's very gimmicky and generally just not very good, but it works decently well against players who have their counter-DIs locked down so you're basically punishing them for having good reactions. It will work exactly once and it's very funny when it does.
The cancel on Manon's spin is pretty rancid.
Yeah I only ever see high level players like Randumb pepper it in for a reset, or Idom as, like, a stun taunt. I'd almost rather they got rid of it and gave her something else instead.
It needs to feel like longer projectile and upper body invulnerability or straight up invincible with OD. (Lower body included)
I was stunned that Mason's spin to evade a projectile and it's "faint" weren't on the list.
Manon is just sad, she feels like an unfinished character.
The thing that bothers me most about this game is how so many "anti x" or "x invul" moves are horrendous at dealing with "x"
Anti airs that lose to jump ins, projectile invul moves that barely cross projectiles.
Thank you for covering Marisa. Her charged air normals were supposed to be some really nice buff, but it's actually awful and they also needlessly nerfed other parts of her kit even though she was winning precisely zero events.
They doubled down on how linear she is by upping damage and gutting everything else
For Cammy's target combo, the buffs were really useful.
You can use it as a knowledge check and for a mixup on knockdown.
-On block, do HP, HK, cancel the first kick into divekick and you're 0 on block (your opponent can jab you out of the first kick. If he's late or pushes any other button, he'll get counterhit. Also if your opponent mashes after the divekick, use OD divekick and you'll be +2 on block).
-On hit, you can:
>Go for M Spiral Arrow and you can go for meaty H Hooligan command grab or into feint and go for a jab or a throw.
>Do a M Hooligan into a meaty overhead, M Hooligan auto-timed sweep (+3 on block, it goes so low that some invincible reversals will whiff), H Hooligan auto-timed cross-up low, H Hooligan cross-up divekick, charged H Hooligan/ delayed OD Hooligan command grab. You can do a huge combo after all follow-ups except the sweeps. After sweep, you can do H DP, M Spiral Arrow, lvl1 or lvl3 (M Spiral Arrow will not land if you do Hooligan sweep in neutral, it has to hit meaty).
Overall, the changes to her target combo were great. Cammy is way less linear than what she was, she finally has mixups and not just basic strike/throw (even grapplers have overheads and she used to not have one that is useful), spamming H spin knuckle for easy plus frames is way harder now, but I like the change, since it makes both Cammy and her opponent think way more before doing something and getting a H spin knuckle Punish Counter into combo feels earned.
Double spraycan can be used for slightly stronger stun combos to secure a kill, and in DI setups where the opponent can't counter-DI due to the double hit (but it's easy to predict that if you hear the double spraycan voice line)
Yeah, I was going to say this. Stun combos are the only time I ever use double spraycan.
Yeah, Kimberly's "up" follow-up after 6HK is the only truly useless move in the game.
Another thing against Marissa's charged air normals: They are a lot easier to perfect parry when they are doing a safe jump. In a safe jump scenario, the usual mix is either jump button or jump empty throw to bait a parry. If you see the charged normal you can just attempt the PP without having to deal with the empty throw.
Marisa can manually time her charge jumping buttons to end right before she hits the ground so you have to watch out forbthat against a good marisa if they know you want to perfect parry them
if you charged her buttons early you can actually make it whiff on purpose to bait out PP + broski didn't mention that you can do charged bHP as a frame trap after charged air heavy buttons, it takes a good chunk of drive meter as well if the opponent decided to just block the whole thing
nah you can feint it
Tundra Storms main utility is its psychic damage
I feel like zangief's smetana dropkick should also be included because it's only rational usage is a punish counter in the corner into SA3 in a situation when you can't use drive meter and you dont care about your oki (so mostly when you are sure that you will kill your opponent). Otherwise there are always gonna be more optimal options.
I'm glad Manon's 3HK isn't on the list, cause I think it's got some pretty sweet niche uses and I'm really hoping it gets some buffs in the future!
I used to use it to side swap after a perfect parry. Iirc she gets to dash up and get oki if they're in the corner
Tundra storm is even more useless than you described: it is a frame slower than SPD, which means that if there is a gap that large you might as well use spd for higher damage and more screenspace.
However, there is a legitimate usecase at lower levels against a specific type of player: a bison that spams scissors predictably. At lower levels there are a lot of bisons who scissors, back up and as soon as they’re in medium scissors range they’ll scissor again. To call this out most characters will try to use pre-emptive DI, but the Bison player is usually looking out for that and it’s usually not fast enough, leaving you open for a counter. Tundrastorm is much more consistent at stopping this, because it has a million active frames (which makes predicting scissors way easier) and bisons are usually surprised by it making them unable to counter if you do miss. Since this move is so rarely used a lot of people underestimate the amount of active frames and will try to punish it with scissors, hit it too early, and get countered anyways. The mental damage that the move does is also incredible, I swear people play significantly less agressive and whenever they get hit by Tundra.
At actual high level though I see absolutely zero use cases for tundra storm, besides maybe an extremely risky callout to a very pokey Juri, but you would do that mostly for mental damage.
You forgot E.Honda's Down Down Punch. That's alright, everyone did.
it'd be more usable without the terrible and awkward input. for self-buffing moves, counters, positional zoning/setup tools like those of Kimberly/Blanka/JP, and even Chun's pseudo DP, it makes sense, but for something like the clap or Zangief's stomps, it makes the move a lot worse just by adding more of an execution barrier. I think that might just ironically be a result of wanting it usable in both Classic and Modern controls without overlapping too many command normal inputs.
Like just imagine if you had to input forward-forward+KK just to do Ken's command dash, good Ken players might still do it consistently but you'd see way less applications for it outside of the same old DR combos because of how much easier it is to mess up and harder to use in neutral and other situations it is.
You forgot Marisa's up neutral jump charged fierce, which i didn't know existed until like a few months ago
I wish you could do that move jumping forward
You mean Caelum Jump? That has a lot of uses, you can fuck up people's whole day with it if they do something that goes under her neutral jump (which got easier in S2 for things like the Honda MU since he stops under you). It does a shitload of damage off just a neutral jump with no meter which will condition opponents not to use options she can punish with it
@@snackerfork i specified the charged version, which also does the same knockdown from her other charged jump heavies. it's like those moves with even less utility
Honestly I have to disagree with the idea of Marisa's charged jump normals being some of the worst moves in the game. I do wish the reward on hit were better, but the reward on block is, in fact, much higher than a normal safe jump. Even if you go for the same sequence it has the advantage of being a true block string afterwards so the drive damage is guaranteed.
I have a video on my channel detailing the use of her charged jump normals in safe jumps if anyone is interested.
I use your s2 j2HP safejump setups all the time! Great videos for us Marisa players
@@BahumatZero Cool! Thanks for engaging with it!
If i remember correctly, If Zangief counters Rashid's level 2 super, only the forward variant of SA2 can let Zangief get throught the following tornado.
The jack hammer or backward versions will both cause him to get up within tornado range.
I still think Jamie back heavy punch target combo its worst since it doesn't even combo without counter and isn't special or super cancelable and also needs three drinks
Facts
It works as an auto-shimmy and deals solid damage, and since it's a target combo it can "frametrap" opponents that try to press a button during it (aside of DI and reversals, I guess). Plus it looks cool.
...but that's for the version when Jamie has 3 drinks. If we're talking about Jamie's 6HP when he only has 2 or less drinks, then yeah, it's borderline useless.
@@Gonnluvhe means the target combo part, back heavy punch itself is useful. But the followup hardly.
Back HP can be used to punish counter CR. LP spam after plus frames/drive rush. It's a risky auto shimmy and even worse when below drink 3. But the base back punch can go into the LP target combo on punish counter and that can go into various options
Hit 1 and 2 are super cancellable
Great analysis as always, and I mostly enjoy the delivery on a lot of the commentary. It's often quite chuckle-worthy. As for the Tundra Storm, I think I've been on the receiving end of that once in SFVI so far...and I suspect my opponent did it on accident.
I've had so many thoughts on buffing Tundra Storm, from as major as giving it multiple versions that counter different types of kicks and moves to as minor as simply being able to end the move at any time with 15-20f of end lag. Even something sort of in the middle, like clapping his hands out of it a'la Honda.
It's very funny to me that Capcom has decided "none of the above, this is a funny, excess move that you use specifically for fun" and on Gief I think that's perfect.
I honestly feel like Gief's dropkick (I think it's 3HK) deserves a honorable mention, that move is useless except for picking up punishes in the corner and even then it competes with several other options and is extremely unsafe. I don't think I've ever seen anyone use that move intentionally.
Kimberly's double can is great to add damage to corner can setups. So its pretty useful for kill combos.
Its also useful as an anti- counter DI setup..Because they register as 2 hits, add your DI in and you get a guaranteed launch into shenanigans. 😊
Easy, that version of gief's lvl 2 is to counter projectiles while the enemy is in the corner and you either 1. Are in burnout 2. Will go into burnout if you did the full spin combo. Jackhammer and the hold back still puts yourself in the corner and full spins does less damage if you don't have the resources.
Right, Jackhammer always side switches. The left/right options allow you to sacrifice 100 damage and oki to prevent putting yourself in the corner.
I feel like Tundra Storm was put there just to catch Marisa's spartan kick.
Maybe it'll get more use when Elena joins.
@Broski, I think they could buff Tu7ndra Storm by making it counter mid and low kicks as well as give it say a 5 frame start up and add 50% to the damage.
I'd argue that tundra storm is even worse in this game since you have the options of parry and DI.
So a friend of mine and I were talking about tundra storm the other day after we tried a gimmick match of only tundra storms and spds vs Ken medium kicks and sprinting kicks. We came to the conclusion that for the risk really needs to reward you more, but extra damage would feel awful to be on the receiving end of, so instead we theorized that making the move either end very close together (no more than Giefs forward dash) or alternatively making it ridiculously plus on hit (about +30) would actually make the move actually worth going for. Another idea was to simply let it have an input to switch sides as well, but we liked the other change a bit more.
I don't understand why Gief lvl2 back throw is useful when Jack Hammer also sideswitches and deals more damage
So you can put opponents in the corner
There's more range, it's for when your somewhat near the center of the stage but not quite.
If your literally in the the corner though then yea, jackhammers better.
Giefs level 2 while holding back is also pretty niche: since it does less damage than jackhammer which already sideswitches, its only use is if you’re close to but not in the corner and want to put your opponent all the way in the corner
It throw the opponent further into the corner if. your back (giefs back) isnt direct in the corner but its near it you can corner the opponent pretty easily
@@vitorferreira3553 Yes that's what I said. It's just that Broski implied that it's necessary to sideswitch at all, and you'll be in the corner a lot more than near it.
its funny how exponentially better tundra storm would be if they made it an anti-horizontal punch move. it wouldn't be great but it'd stop a considerably higher amount of pokes and openers people actually want to go for. i have to assume that someone on the team wanted a move specifically for ultimate psychological damage reads and nothing else, or is a huge wrestling fan (i like the reference to the niche move too), or both
If Gief could Tundra Storm those big straights like Ken's st HP it could actually be a pretty strong move.
If it worked on specials it would be busted tho, jist imagine countering Gladius or Ed's charged HP om reaction.
The one niche thing that kims double spray cans is used for is the throw the double spray cans and do drive impact. since if they drive impact back, they lose the exchange because of the double spray cans plus the drive impact hit will be 3 hits. If its round 3 and you have two cans and want to finish the round its a good way to do it without the other person stopping you. obviously they can super and all that as well, but we are talking about what its used for in some cases.
not only is this entertaining its informative! Thanks Broski
Marisa's charged jumping heavies actually have a lot of sauce behind them now as a safejump!
+18 in the corner gives her a 2f gap for a charged b.hp which is a really strong frame trap with her, but it also gives a big mixup with ambiguous charging. Most people see the charging heavy and attempt to perfect parry on wakeup, so with ambiguous charge timing you can react to a parry while being safe and command grab on reaction.
Maybe they can introduce some sort of unique effect if Gief specifically uses his lvl 2’s forward version when he’s cornered the opponent? Could be something cool, like he picks them and slams them against the wall for extra damage, I dunno. Would need extra animation work there, but yeah.
For Marisa's charged air normals, can she not do the French Bread safejump where you intentionally late charge them so they show the startup, but then whiff and you do empty low/throw instead?
The one thing lily's target combo has is that it's a giant frame trap that tends to catch people way more that it should. On the topic of oki, it actually does have kind of good oki in the corner.
Kimberlys double cans has some uses in the corner too. There is a setup that gimps the opponents attempt to defend a DI with their own DI with double cans and i think you can use double cans as well for max damage dizzy combos.
Tundra storm is useless most of the time, but it is cool 🤣🤣 And remember that in SFV was effective only against mid kicks, not high ones. This version works against some specials like flash kick if I'm not wrong.
Lily 6HP has one use. After a 360 when the opponent is cornered, you can drive rush -> 6HP. It keeps her full momentum and travels really far due to 6HP already having a lot of forward momentum. It's not all that plus though, but it is a consistent way to close the distance after 360 with a meaty button. You can also fake a meaty with it too and bait wakeup PP.
You failed to mention that you can do partial charge jump normals with marissa. Allowing you to consistently win situations where you and your opponent jump at the same time and neither expect it because you can release on reaction. IIRC the math on it, it is effectively 4 frames faster to negative edge a release than it is for your opponent to press a button.
I cant plot this statistically but times when you both jump at the same time will result in significant corner carry plus another safe jump or drive rush mix when they OTHERWISE would not. This results in an incredible momentum shift.
Likewise BECAUSE ITS A PARTIAL RELEASE move, you can release it on reaction to a shoto doing a fireball and NOT get the full charged move
Its 29 frames to do a full charge meaning you have 19 frames to react to a fireball while you are charging and release early. Its completely doable. This allows you to option select people neutral jumping your Gladius, jumping in on you, AND throwing a fireball at a punishable range.
Well except Ken and luke standing heavy punch. The godlike buttons still beat this.
. These moves have significant utility; people just don't use them.
It's probably not as bad as any of these, but I'd like to mention light Yoga Blast, a move that is completely pointless as it is harder to combo into, smaller, does less damage than, as worse oki than, and does not offer a juggle in comparison to the heavy version. it's faster, but it's still outclassed as the difference doesn't matter for comboes and it's still probably worse than any of his other anti-air options.
The only case use scenario I have ever seen for Lily's 6h tc is that if you di after the person only has 2 frames to respond. I'm a little rusty so I don't remember if it's only after 5h punish counter or not. With it being 18 frames you'll never connect it anywhere else anyways.
Lily target combo may be awful, but you would be surprised how many people just eat the second or third hit if you throw it out only once or twice a set.
I think the Zangief forward LV2 is only useful if you start the combo with lights pulling you to minimum 40% scaling and you don't want to side switch. There are times the hold version into hellstab > od borscht will deal little damage ~20% scaling.
Kimberly uses double spray can for her max damage stun combo. Basically the only use case other than covering a teleport approach in neutral.
Prior to the wakeup drive reversal update, Kimberly could use the double bomb as a guaranteed anti-DI setup in the corner. If they had no super stocked, it was a guaranteed unblockable that beat wakeup DI.
Now you can just wakeup drive reversal to get out of it, so it is a pretty worthless move now.
Tundra storm on drive reversal is funny cause of how cool it looks but you can just spd
Isn’t back level 2 worse than forward level 2 because it’s literally just a slightly weaker version of regular level 2?
Chat made a good point; what is the use of the backwards version of Gief level 2 if the jackhammer version also switches sides but with the added bonus of more damage?
I feel like Tundra Storm should work against flying tackle-type moves like E Honda Headbutt, Blanka Ball, and M Bison Psycho Crusher as well as the usual kick moves. That way it’d at least be really solid in certain matchups where Gief could be heavily pestered otherwise by the burst range of these moves. And for more mental damage.
Gief's SA2 jack hammer side switches. If the opponent is in the corner and you want to keep them in the corner then the forward one is the one you want to use.
For a move like Tundra Storm to workm, Gief would need another move that counter punches.
One more thing about TS, against Jamie, Chun-li, and Cammy it also works against their DPs. So if those 3 characters try to go for a reversal or drive reversal against a blocked button into drive reversal Gief can call both possibilities out with one move. Still not very good tho since he obviously dies on whiff.
So for kimberly her two can throws is useful but Like you said it’s conditions to use it. For example Kimberly highest combo route needs level 3 buff and two cans in the corner. Anyway good video
The double spray can does actually have one use case. If both you and the opponent are in the yellow and burnt out, with neither of you in the corner, double spray cans can serve as area denial, fouling up the opponent's ability to approach or attempt to zone you out and giving you a chance to get in. If you're lucky and the opponent panics, it might just finish them off. But in most cases, you can do the same with the normal spray can, so it's really a desperation move.
Another reason that marisa's charged air normals are so awful is that they're reactable so you can't get an empty land low or empty land throw mixup
tundra storm is objectively very very funny though. i honestly think it's fine, i wish niche bad moves were more common.
like, obviously don't design a character around a central gameplan involving a bad move, but just have it as a little thing on the side that's funny to use.
10:00 but what if you charge the follow up normal? You do have some extra time to charge back hp
Doesn't Jackhammer force a side switch? The forward version of Gief's level 2 leaves the opponent in front of him and doesn't require drive meter to do more damage. It's a tiny use case, but that's a use case.
Juggle state level 2 leaves them in front, does more damage from a meterless combo, does much more damage for 2 bars, and has better oki
the juggle version doesnt require drive meter to juggle, you can just do hellstab lariat. It does 40 less than holding forward (literally 10% of a jab) in exchange for leaving you plus ten billion
@tylerm.8684 I agree with all of your points but the forward input would benefit players who aren't as well versed in the game and don't have the ability to pull off those juggles (yet). It's beneficial for lower level players imo
What's this freaky ahh chat at the beginning?
LMAO 😂
Love it when the chat gets a bit freaky
Ok but I didn't know Tundra storm worked against Cammy's drive reversal and now I'm TERRIFIED
Regarding Gief’s L2 slam while holding forward: Can’t this be somewhat useful for moving your opponent toward the corner, or would it always be better to just hold the button down and go for the hellstab into lariat to move toward the corner with better oki?
I know it's not a good move, but Tundra Storm helps add to the opponent's mental stack. If you do it once or twice, you might make them rethink what kinds of combos or pokes they wanna do.
Mr. Broski there is a functional difference in the Marisa charged safejump in that 6HK into L gladius is the only gladius blockstring that is gapless and is in niche situations worth considering. That being said they're still cheeks
Honda's clap is so bad it didnt even make the list since he forgot it exists. Its worse than tundra storm
it's good for combos off lights into M Hands, has some nice frame advantage if done meaty, and can deal with fireballs in burnout. But in every one of these cases, the input makes it incredibly awkward to use, the first case is the only one that's really helpful and even then I mess it up sometimes. Only leverless players will probably get it more consistently.
I wish they'd just make it one down input and two or three punch buttons, it can even only come out when done within a few frames of a neutral stick input, so you're less likely to accidentally get a crouching normal. or better yet, just three punch buttons at any time on the ground. it's just his SFV V-Skill 1 after all.
i've never played sf6, but tundra storm seems like a card in yugioh where it has an ultra specific use case that the opponent happens to make activate.
Tundra Storm reminds me of Mii Brawler's 3rd down b, Counter Throw. It's a very strong backwards throw, but it's only active for 18 frames, has pitiful range, does nothing against projectiles, and will fail entirely if you're hit at your legs or back.
As a Lily and Gief player, i find myself landing tundra storm more than Lily's target combo. Because i have an incentive to use it (DI for the most part). The target combo is useless, the forward HP already goes to wind and deals more damage, or even OD DP for the OD followup.
Capcom. It's okay to not lose your minds trying to make Gief's counter "realistic.' Make it work on all standing strikes and not recover for a full century. Counters are already quite difficult to use. It's not going to suddenly make Gief win EVO (the greatest possible tragedy). XD
Literally the whole reason they made Tundra Storm was for Zangief to use one of the developers' favorite wrestling moves: the Dragon Leg Whip. That's all they're going to use it for: to give a little love for a very specific and impractical wrestling spot.
I don't remember how long ago it was but I found what I thought was a use for Marisa's charged air normals on block. Have you checked if her stance startup + command grab startup works with the charge air normals?
Its ok gief elena is coming soon
They could make Gief's counter useful if the reward was awesome, like if it left him advantage right in front of the opponent's face for some ridiculous oki... That'd be a high risk/high reward thing
2 spray cans and an OD reload? I didn’t know either existed 😂
Double spray can, has a lot of utility. It leads to big damage after a stun and has setups that blow up DI.
Tundra Storm is a special kind of bad where making the move harder to do in SFV was unironically a buff because you're less likely to do it on accident.
As a Marisa player, I've never used her charged jump moves ever. "In ever Jerry, In ever"
I’m curious where light jump attacks land? Aside from cross up moves I really never see them get used just due to having better options that do more damage at little to no cost. Maybe in some air to air scrambles but even then they don’t have the range or duration of something like a jumping mk. Although obviously it’s boring to just go through shitty light jump attacks
For Zangief's Back Lv2, wouldn't that be useless due to the fact that Jackhammer Lv2 already side-switches from the looks of it?
Tundra Storm should just be a sick strike counter.... have him playing like a whole wrestling game with throw tech and strike counter... but maybe that's too strong.
Best use i have had with tundra storm was DP callouts against Juri Coomers and Guiles specifically to make the point that im sick of it
You could use 2 spray cans to keep people away and then think of a move to keep em guessing. Think outside the box.
Bison mains who's entire neutral is scissor kick:
Haha, yeah don't use that useless move.
Lily feels like an unplayable SFV character that would be in a Big Yellow vid
lily main here the forward heavy punch target combo does suck but sometimes i’ve gotten it when misinputting mexican typhoon and it hits every single time so😭
As an Ex Marisa player, I agree. Her buffs were so far from what she needed that I just decided to stop playing her all together, not gonna sit there for all of SF6 hoping they learn how to balance their own character.
Hmmm... It would be nice if Marisa's air charged moves would have some splat properties or some counter at least.
Giefs dropkick is so bad that broski forgot it exists 😅
You can reload 2 spray cans with Kim with the double can input but yeah the move is extremely situational
Manon's spin cancel could've easily been in there. As much as I hate the 3HK, I at least get a sideswap with it every 100 games.
Really feels like tundra storm should be a generic counter. Still requires your opponent to hit mid but doesnt require specifically a kick
Uh, just FYI Marisa's charged air heavies are a Hard Knockdown on normal hit that's about +70. If you think you can't do anything with that you haven't been playing Marisa long enough