Antinomy of Common Flowers/Lối chơi/Kirisame Marisa

Từ Touhou Wiki - Việt Nam
Buớc tưới chuyển hướng Bước tới tìm kiếm


An ordinary magician and kleptomaniac that resides in the Forest of Magic, with a motto that is roughly translatable to "overpower the opponent with sheer firepower". Marisa Kirisame leads a not-so-very-calm life, mainly consisting of creating spectacular destructive magic and solving the various incidents of Gensokyo, often together with Reimu Hakurei. Her arsenal is composed of (but is not limited to) her fierce magic spells, a small furnace-like object which is used for powering her devastating Master Spark, explosive magic pots and her own broom. With her enormous amount of firepower, Marisa is a force to be reckoned with!

Being a fast and agile character, Marisa is one of the good choices for people preferring to get around the screen swiftly. Her kit is very good and paves the way for good damage when combos are properly executed. Sadly, her spellcards have quite the bit of meter cost, but they make up for this in either damage or flexibility (sometimes even both!). Most of her projectiles, very notably 6b, are relatively fast and some can be used for sniping people from a far distance. Playing this character will put your quick thinking and flexibility to the test.


  • Spellcards are flexible, add damage and are easily confirmable, allowing for devastating attacks
  • Very fast, can reach anywhere you want
  • Bullets allow for a very aggressive and effective playstyle, while also controlling space
  • Stylish!


  • Lacks range in some of her most important moves (noticeable with j5a; although it's very fast, it's not a good attack for air-to-air combat)
  • Doesn't have bullets that persist for a long time, forcing her to rely on stray hits
  • No straightforward pressure strings
  • Will steal your belongings and your heart


Input Appearance Startup Multiple Hits? Total Damage Adv On Block Stun Hit Effect Cancels Description
c.5a, 4a 150px 7f No - - - - - - Marisa pokes in front of her, creating a star. Leads into Dial A. Pretty fast and decent range.
f.5a 150px 14f No - - - - - - Marisa spins and sweeps in front of her with her broom.
6a 150px 12f No - - - - - - The Marisa classic returns! Moves forward and smashes into the enemy. Leaves Marisa in a bad position if not cancelled into a bullet.
8a 150px 11f No - - - - - - Marisa flips up and creates a blue streak with her broom. Has some coverage above Marisa.
2a, l. j.2a 150px 15f (mid) / 17f (low) No - - - - - - Marisa swats down with her broom. Covers a large area compared to her other melees. Has a blindspot in front of Marisa.
j.5a 150px 10f No - - - - - - A star-shaped poke diagonally up. Very fast.
j.6a 150px 10f No - - - - - - Same as 6a, but this time in the air.
j.8a 150px 11f No - - - - - - Aerial version of 8a. Has some coverage above Marisa.
h. j.2a 150px 14f (1st) Yes


[if all hit]

10f x5 (per each hit)

9f (last)

[if last hit]


[if 1+last hit]


- - - - - - Marisa rides her broom and slams her opponent into the ground. Last hit groundslams. Amount of hits scale with vertical height of opponent.
66a 150px 17f (1st) Yes


39f (2nd)

- - - - - - Marisa goes forward and sweeps her broom around her twice. Two attacks, looks similar to f.5a.
66b 150px 12f (1st) Yes


10f x6 (per each hit)

- - - - - - Marisa spins... a lot. Grazes. Although you'll usually knock the opponent into a techable stun state, it's possible to combo off of this with good timing.

Dial A:

  • 5a...: c.5a
    • ...5a...: Second c.5a.
      • ...5a...: A f.5a in the Dial A string.
        • ...6a...: The classic, but even better, since it wallslams. Wallslam is possible until a 3/4ths worth of screen distance away from the corner, after which the opponent is able to tech.
        • ...8a...: Same as 8a.
        • ...2a...: Same as 2a.
          • ...6a: 6c.
          • ...8a: 8c.
          • ...2a: 2c.


B variants[sửa]

5b: Fires 7 stars forward aimed at the opponent's current position, consisting of one big star and 6 small stars. The stars start off heaped together and widen in length to roughly form a > shape. The big star is always on front and is usually the one that hits first, while the 6 small stars are very useful for scoring a stray hit (since they add hitstun) and carrying the opponent to corner if not done point blank, since the small ones push them back in conjunction with the big star.

2b: Marisa throws a small star downwards which explodes after a set distance and forms a circle consisting of 12 medium sized stars. Decent as pre-emptive anti-air, as it covers quite a bit of space. The stars don't last a long time though, so use with correct timing.

8b: Marisa throws a small star upwards which explodes after a set distance and forms a circle consisting of 12 medium sized stars. Decent as pre-emptive anti-air, as it covers quite a bit of space. The stars don't last a long time though, so use with correct timing.

j5b: Comparable to 5b, but in the air. Pushes Marisa back a bit more than 5b does.

j2b: Comparable to 2b, but in the air.

j8b: Comparable to 8b, but in the air.

6B variants[sửa]

6b: A laser, almost more than half as tall as Marisa, which travels across the screen pretty quickly. The speed of this laser makes this a good sniping option for punishing/hitting people out of their projectiles. Is almost worthless if the opponent is above or below the laser, because the laser isn't very wide. Use with caution; a whiff means less time to stop approaches.

j6b: Comparable to 6b, and combos from a raw 6b if used half a screen away from the opponent at maximum. Use for sniping people not on the center lane.


[b]: Marisa fires a big bullet from her broom which accelerates the more distance it travels. The best option for your combo enders, as it wallslams and forces an untechable knockdown and is very fast. Can be aimed in 3 directions, namely 2[b], 5[b] and 8[b].

bb[b]: Rapidly fires stars in every direction around Marisa, with the firing position moving around her in a circle. Important to note that bb[b] bullets do not add hitstun to the opponent if they hit. Can be used for those situations where the opponent is at 1HP to cover the whole screen in starry HP draining goodness.

5c: Powerful Drug

Marisa throws an exploding bottle in an arc. Goes far before exploding if used on the ground, explodes close next to her if used in the air.

6c: Witch Leyline

Marisa charges forward on her broom. Highly punishable on block.

4c: Sweep Aside

Marisa spins and moves forward and down (or forward and up, if used in bottom lane).

2c: Rising Sweep

Marisa holds her broom and does a wide sweeping motion that propels her upwards. Punishable, as she's unable to act until hitting the middle lane. Recovery time can be somewhat mitigated by using this move on the lower lane; inversely, this move becomes extremely punishable on the upper lane.

8c: Strato-Fraction

Marisa puts her hands up and fires six stars, which then fall down in a fixed spread.

Occult Power[sửa]

True School Terrors

Marisa throws one of four objects in front of her in a fixed order (which loops after the 4th use):

A+B (1st use): Piano - flies in front of Marisa, then drops straight down

A+B (2nd use): Painting - fires two lasers down and forward after a short delay.

A+B (3rd use): Soldier - drops down slightly, then floats upwards. Multiple hits.

A+B (4th use): Basketball - Marisa passes it to a ghost in front of her who dribbles the ball across the screen.


恋符「マスタースパーク」: Love Sign "Master Spark" Cost: 1400

Marisa fires a laser in front of her that starts off as a harmless miniscule laser, quickly increasing in size to form a very big one.

Does a lot of damage! Master Spark, her trademark spell, deserves its cost, as it does almost 4.8k if used on its own. Useful for ending rounds, draining HP, doing a lot of chip damage, just anything that has to do with obliterating a big deal of your opponent's HP bar. Also having easy confirms make this a very good spell option for Marisa.

彗星「ブレイジングスター」: Comet "Blazing Star" Cost: 1200

Marisa goes off screen and reenters while riding her broom, sweeping the screen and hitting the opponent for quite the big amount of HP. Ouch!

Fast startup and as Marisa immediately heads offscreen upon activation, can be used to get out of some nasty situations and possibly punish any further pressure if they don't expect it. Unlike the SWR variant of Blazing Star, does not cover the whole screen. Not a reversal; Marisa can still be hit during startup. Use with caution, because if your opponent knows your general landing spot after the spell has ended, you're open to hits. Does 3.7k raw. Not as much damage as Master Spark, but has more utility overall.

星符「サテライトイリュージョン」: Star Sign "Satellite Illusion" Cost: 800

Skittles return! Marisa snaps her fingers and summons 6 colored orbs around her, which hit the opponent in rapid succession if standing next to Marisa.

Orbs last for around 7 seconds and will expire earlier if 6 hits are done by the orbs themselves, regardless of whether the opponent was blocking or not. They persist if Marisa swaps to her tag character during the spell, making for some neat pressure strings/extenders. Sadly, with the removal of guard breaks (excluding the tag character guard break), this spell is near-useless. Could be used in some janky combos and to extend pressure, but beyond that, it's generally not a good idea to use this card, unless you really know what you're doing. (This card can also be used for charging your last word faster as well since the spell meter is smaller.)

Last Word[sửa]

*ステキ!厠の花子さん!*: *Lovely! Ms. Hanako of the Toilet!*

Marisa uppercuts whoever her poor opponent was off the screen with her broom, who then falls back down to recieve another hit from Marisa that sends them at the viewer. They fly in the direction of a toilet and are pulled in by mysterious hands. Marisa then slams the door shut! Does BIG damage (6.8k if used raw). Melee.

This move, like almost all other Last Words, can be used as a reversal to catch the opponent off guard. Flashy animation and big damage make this a fashionable way to end the round. Confirms off of [any move] into 8c (even only 8c if point blank!). It also works after using 2c from the lower screen level. If your opponent has really low hp, you can send them to space!! Eventually they will come back down though.... Doesn't have much utility beyond being a big reversal though.

Team Options and Synergy[sửa]


Tag Attacks[sửa]


Air Melee:


恋符「マスタースパーク」: Love Sign "Master Spark" Cost: 1400

Since Master Spark deals a lot of damage, is very big once fully expanded and can reach from the whole screen, this spell makes Marisa a good tag character. It can tack on a big amount of damage to any spell, the most notable being Miko's Dark Spark (Human Sign "Tradition of Just Rewards". Does ~8k in total!). Review your priorities and playstyle however, as this card tacks on quite the cost. You might want to skip on this card if you want a fast partner spell/Last Word.


As 2/5/8[b] can wallslam from across even the whole screen and can add a lot of damage, you’ll preferably want to end combos with these projectiles.


Damage: 2501 without j5a/2874 with j5a
Costs: 2 Orbs
Stun: 100%, untechable

Your standard midscreen BnB. Works everywhere, inflicts an untechable knockdown and does a pretty high amount of damage (is very easy too!). Beware of opponent's vertical placement, as in that case simply doing 8[b] will whiff. Fixable with the inclusion of j8 8[b]. Replace 8[b] with Last Word for an easy Last Word confirm.

Damage: 2757 without j5a/3215 with j5a
Cost: 1 Orb
Stun: 100%, untechable

Good damage, low cost and is pretty easy. Works about 3/4ths away from corner, does not work corner to corner. You might want to do d6 4a to prevent accidental f5as out of d6. Omit d6 for the corner variant.

Damage: 2719 (damage varies with amount of 2b hits)
Cost: 1 Orb
Stun: 100% untechable

After using j2a(1), 2b is meant to catch the opponent which allows you to follow up into j5a. You can also use 8[B] after 6a if 2b doesn't create enough stun to reach 100% or if you're close enough to the corner. You can only hit with j2a once; otherwise, this combo will whiff. Also, make sure you don't attempt this combo if you're too high up; otherwise, the opponent will take the full brunt of 2b which stuns 100% and ends the combo. You're better off using this combo close to the mid level.

  • j5a lc 6b 3 d9 j5a j2a (floor slam) [b]
Damage: 2695
Cost: 1 Orb
Stun: 100%, untechable

Another combo option in your arsenal when approaching with j5a. Requires the use of tri jumping.

  • j2a(lower screen) lc delay 5aaa6a [b]
Damage: 2769
Cost: 1 Orb
Stun: 100%, untechable

j2a lower screen is very useful for catching opponents that are too far away for j5a or j8a to reach. This combo is easy to miss if you're impatient with the timing though.

  • j2a(lower screen) lc 6a [b]
Damage: 2226
Cost: 1 Orb
Stun: 100%, untechable

Another option with j2a lower screen. This combo does less damage, but the timing is much more flexible than the one posted above.

  • j5a 5aaa8a UL(Piano) 2 2[b]
Damage: 3126
Cost: 2 Orbs
Stun: 100%, untechable

A good midscreen combo for setting up portrait later for good neutral utility or a great oki when your opponent has low slave meter. This combo also racks up a lot of damage.

  • j5a UL(Ghost) delay 9/3 d6 j5a lc 6b 3 d9 j5a j2a(floor slam) [b]
Damage: 3654
Cost: 1 Orb
Stun: 100%, untechable

One of Marisa's many amazing basketball ghost combos. It does a huge amount of damage and the timing is pretty flexible. Definitely a useful combo if you catch your opponent midlane with j5a

  • j5a UL(Ghost) delay 9/3 d6 j5a 5aaa8a 8c 8[b]
Damage: 3772
Cost: 2 Orbs
Stun 100%, untechable

Another option for basketball that costs more orbs, but has even more flexible timing and does more damage.

  • j5a UL(Ghost) delay 3 d6 j5a 6b d6 j5a lc 6a [b]
Damage: 3659
Cost: 2.5 Orbs
Stun: 100%, untechable

So many basketball ghost options! This one is a bit trickier than the other ones. The timing on the lc 6a is tight.

  • j5a UL(Ghost) delay 3 d6 j5a 6b d6 j5a UL(Piano) 2 2[b]
Damage: 3866
Cost: 3.5 Orbs
Stun :100 untechable

The highest damaging basketball and midscreen solo combo Marisa has. It is very orb costly and the timing is super tight after UL(Piano)


Damage: 2757 without j5a/3215 with j5a
Cost: 1 Orb
Stun: 100%, untechable

Easy combo, works near corner-deep corner because of 6a’s movement. Generally a must-know.

  • (j5a) j2a 5aaa 6a [b]
Damage: max. 2688 without j5a/max. 2744 with j5a (2485 if ending with 6a [b])
Cost: 1 Orb
Stun: 100%, untechable

Standard 5aaa 6a [b] ender after j2a. Note that with j5a starter, rate should not decrease below 62. If it does, skip 5aaa and do 6a [b].

  • j2a/j8a 5aa 5aa 5aaa 2a 2[b]
Damage: max. 3100
Cost: 1 Orb
Stun: 100%, untechable

Cheap combo, becomes pretty tight on third 5aa loop. Skip one 5aa if you need an easier combo. Only possible if opponent is near midlane after j2a/j8a.

Damage: 2659 without j5a/3121 with j5a
Cost: 2 Orbs
Stun: 100%, untechable

Requires tri-jump into j5a after 6b. This combo is basically for those times you have a hard time getting out of ULiL habits.

Damage: 3356
Cost: 2 Orbs
Stun: 100%, untechable

Combo is pretty simple to do. Hit only once with j2a for the most amount of damage. You are going to want some height for leverage as well.

Damage: 2984 without j5a/3445 with j5a
Cost: 3 Orbs
Stun: 100% untechable

This combo's timing is tricky after 6b and after j2a(1). You want to go for [b] right after j2a(1) hits. One of her higher damaging combos.

Damage: 2760-2860 (depending on how [b] hits)
Cost: 2 Orbs
Stun: 100% untechable

This combo is mainly used in a situation where you bait the player into moving during corner pressure. It's a pretty useful tool to have in your arsenal.

Damage: 2769
Cost: 1 Orb
Stun: 100% untechable

This is useful for situations when you lead off of 6a during corner pressure. It's pretty easy to pull off too.

Damage: 3762-3791
Cost: 3 Orbs
Stun: 100% untechable

This combo does a crazy amount of damage. This is potentially Marisa's highest damaging combo with a wall slam ender. Only downside to using this is that you need your opponent to be right on the edge of the corner in order for this combo to work. If you happen to be in the right position to use this though, it's definitely worth using. The way to tell when to use this combo in the corner is when you get 10-20 stun with 2b.

Damage: 3851-3904 (depending on how much damage 6b does each time)
Cost: 2.5 Orbs
Stun: 100% techable

Marisa's highest damaging combo without a spell card or last word. This combo should be used as a finisher due to the amount of damage it does. Since the player can tech out of it, it is recommended to use late-game.