Street Fighter 6/Marisa: Difference between revisions

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Revision as of 13:19, 8 June 2023


Introduction

An up-and-coming jewelry designer from Italy who claims ancestry to ancient Greek warriors. As a child, she was inspired by a vision of the Colosseum in its prime. Today, she seeks glory with a smile—and an eye for beauty.

Marisa is a high-damage juggernaut with a variety of far-reaching normals. She excels once she gets her opponent into the corner where there's nowhere to go to escape her onslaught. She also has several moves with armor that allow her to bully through an opponent's attacks, including a unique ability to break Drive Impact attempts easily, as well has having slightly more health than most characters, allowing her to take more hits in a match.

Marisa is able to charge all of her heavy attacks and some of her specials by holding the associated button down. One of her shining normals in this regard is 5HP, a long range punch that leads to good damage, especially when used as a punish counter. Some of her other good normals are 5MP, 2MP, and 5HK, as these are all pokes that are either fast or have great range. Marisa's charged moves also deal significant chip to the opponent's drive bar if they are blocked, and some of them even recover quickly, allowing Marisa to continue pouring pressure on her opponent.

Her special moves are almost all used for getting in and staying in. Gladius is a chargeable straight punch with great damage and upper body armor, which allows her to quite literally punch right through her opponent's attacks. Phalanx is an armored superman punch that's great for going over fireballs or sneaking in after blockstrings to reset pressure, as all versions are plus on block. Quadriga is an extremely long range horizontal step kick with surprising safety, especially when spaced. The EX versions of Phalanx and Quadriga break right through armor, making it a bit difficult to drive impact these moves. She also has Dimachaerus, an uppercut and slam move which grants her a good knockdown to continue her pressure - and a combo extender with the HP version. Obviously, just striking isn't going to open a defensive opponent, which is why she has Scutum, an armored stance with access to an overhead, a low, and quite possibly her most frightening move, a command grab.

Although she has some of the most damaging combos in the game, Marisa's offense can be volatile. Charging a heavy attack can leave a large gap where an opponent can counter or jump away. Some of her moves have armor, but the armor does not protect against low-hitting attacks. She also has very few cancelable normals, and overall lacks tools that other characters have to keep defenders in check, often times relying on pure aggression to break through the opposing players confidence and forcing them into making a bad decision. In addition, her reversal options are extremely weak to throws; even though they are armored, none of them besides her Level 2 and Level 3 super arts have throw invulnerability. Her drive rush combos from lights are incredibly lackluster, that is to say she doesn't have anything other than repeated lights. Because of this, Marisa has a hard time abusing the system mechanics to aid in her offense.

While much of Marisa's offense is fairly straight forward and lacks consistency, she makes up for it in massive damage potential, having some of the highest damaging combos in the game, and a variety of other attacks that can quickly drain an opponent's health and/or drive bar, putting the fear of the gods into her adversaries.

If you like a big strong lady with big strong normals, or you just like hitting things really, really, REALLY hard, then put on your Spartan helmet and charge into battle with Marisa.


Pick if you like: Avoid if you dislike:
  • Absolutely incredible damage off of any non-light touch
  • A solid set of large or advancing buttons
  • A well-rounded pressure game with advantageous attacks, armor breaks, and a command grab
  • Access to unique armored tools to deal with all kinds of offense
  • Relying on a simple, straightforward strike/throw offense with few gimmicks
  • Having few ways to contest throws on offense
  • Being unable to effectively cash out resources during light confirms
  • Not having a fully invincible reversal outside of SA2 and SA3


Classic & Modern Versions Comparison

List of differences with Modern Marisa
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Kick (2MK)
  • Standing Heavy Kick (5HK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Overhead (3HP) and Malleus Breaker (3HP~3HP)
Shortcut-Only Specials
  • Scutum (6S)
    • 5XX or 6XX for P follow-ups, 4X for K follow-up, 2X for throw follow-up
Miscellaneous Changes
  • Novacule Swipe (6MP~HP) changed to 6MM, Novacule Thrust (6MP~HK) changed to 6MH
  • Medium Two Hitter (5MP~MP) is now the starter for M Auto Combo
  • 6HK is both 6H and the H Auto Combo starter. 6HH does the Falx Crusher (6HK~6HK) target combo but the Auto Combo does not
  • Quadriga (236K) unavailable outside of H Auto Combo



Players to Watch


Marisa
SF6 Marisa Portrait.png
Vitals
Life Points 10500
Ground Movement
Forward Walk Speed 0.039
Backward Walk Speed 0.027
Forward Dash Speed 22
Backward Dash Speed 25
Forward Dash Distance 1.40
Backward Dash Distance 0.90
Drive Rush Min. Distance (Throw) 0.544
Drive Rush Min. Distance (Block) 1.903
Drive Rush Max Distance 3.081
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.9
Throw Hurtbox 0.38
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Marisa 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 11 TC 400 LH 0 -2

5MP
Standing Medium Punch
5MP
SF6 Marisa 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 15(17) TC 700 LH +2 -1

5HP
Standing Heavy Punch
5HP (HOLD OK)
SF6 Marisa 5hp.png

SF6 Marisa 5hp hold.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 23 TC 1000 LH +3 -3
5[HP]
Marisa Style (HP)
Startup Active Recovery Cancel Damage Guard On Hit On Block
26(5) 2 22 (21 on hit or block) TC 1200 LH +7 +4

5LK
Standing Light Kick
5LK
SF6 Marisa 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2 14 Sp SA 400 LH 0 -2

5MK
Standing Medium Kick
5MK
SF6 Marisa 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 16 - 800 LH +4 -2

5HK
Standing Heavy Kick
5HK (HOLD OK)
SF6 Marisa 5hk.png

SF6 Marisa 5hk hold.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 2 25 - 1000 LH +1 -3
5[HK]
Marisa Style (HK)
Startup Active Recovery Cancel Damage Guard On Hit On Block
27(10) 2 25 - 1200 LH KD +36 +1


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Marisa 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 10 Chn Sp SA 300 LH +3 -3

2MP
Crouching Medium Punch
2MP
SF6 Marisa 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 16 Sp SA 700 LH +3 -2

2HP
Crouching Heavy Punch
2HP (HOLD OK)
SF6 Marisa 2hp.png

SF6 Marisa 2hp hold.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 23 - 900 LH KD +35 -6
2[HP]
Crouching Heavy Punch (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
21(4) 6 21 - 1000 LH KD +52 -3

2LK
Crouching Light Kick
2LK
SF6 Marisa 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 12 Chn 300 L 0 -3

2MK
Crouching Medium Kick
2MK
SF6 Marisa 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 - 600 L +2 -2

2HK
Crouching Heavy Kick
2HK (HOLD OK)
SF6 Marisa 2hk.png

SF6 Marisa 2hk hold.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 26 - 1000 L HKD +29 -11
2[HK]
Crouching Heavy Kick (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
23(4) 3 23 (20 on hit or block) - 1200 L HKD +35 -3


Jumping Normals

j.LP
Jumping Light Punch
j.LK
SF6 Marisa jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 7 3 land - 300 H - -

j.MP
Jumping Medium Punch
j.MP
SF6 Marisa jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 3 land TC 700 H - -

j.HP
Jumping Heavy Punch
j.HP
SF6 Marisa jhp.png

SF6 Marisa jhp hold.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 3 land - 800 H - -
j.[HP]
Marisa Style (j.HP)
Startup Active Recovery Cancel Damage Guard On Hit On Block
28(5) 6 3 land - 1500 H HKD +66(+72) +9(+15)

j.LK
Jumping Light Kick
j.LK
SF6 Marisa jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 3 land - 300 H - -

j.MK
Jumping Medium Kick
j.MK
SF6 Marisa jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 8 3 land - 500 H - -

j.HK
Jumping Heavy Kick
j.HK
SF6 Marisa jhk.png

SF6 Marisa jhk hold.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 3 land - 800 H - -
j.[HK]
Marisa Style (j.HK)
Startup Active Recovery Cancel Damage Guard On Hit On Block
29(3) 6 3 land - 1500 H HKD +67(+72) +10(+15)

Command Normals

6MP
?
6MP
SF6 Marisa 6mp.png

6MP
Novacule 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2 20 TC 800 LH +2 -3

4HP
Magna Bunker
4HP
SF6 Marisa 4hp.png

SF6 Marisa 4hp hold.png

4HP
Magna Bunker
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2 21(24) Sp SA 900 LH +3 -1
4[HP]
Magna Bunker (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(3) 2 19(24) Sp SA 1000 LH +13 +4

3HP
?
3HP
SF6 Marisa 3hp.png

SF6 Marisa 3hp hold.png

3HP
Malleus Breaker 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21 TC 900 H 0 -3
3[HP]
Malleus Breaker 1 (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
31(14) 2 19 TC 1000 H +5 +2

6HK
?
6HK
SF6 Marisa 6hk.png

SF6 Marisa 6hk hold.png

6HK
Falx Crusher 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 4 21 Sp SA TC 900 LH 0 -3
6[HK]
Falx Crusher 1 (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
27(4~7) 4 19 Sp SA TC 1000 LH +10 +3

j.2HP
Caelum Arc
j.2HP
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • Can hit Crossup

Target Combos

5LP~LP
Light Two Hitter
5LP~LP
SF6 Marisa 5lp lp.png

5LP~LP
Light Two Hitter
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 22 Sp SA 600 LH -3 -6

5MP~MP
Medium Two Hitter
5MP~MP
SF6 Marisa 5mp mp.png

5MP~MP
Medium Two Hitter
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2 23 Sp SA 600 LH -3 -8

5HP~HP
Heavy Two Hitter
5HP~HP
SF6 Marisa 5hp hp.png

5HP~HP
Heavy Two Hitter
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 3 19 - 1000 (900) LH KD +35 +2

6MP~HP
Novacule Swipe
6MP~HP
SF6 Marisa 6mp hp.png

6MP~HP
Novacule Swipe
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2 26 - 800 L KD +31 -12

6MP~HK
Novacule Thrust
6MP~HK
SF6 Marisa 6mp hk.png

6MP~HK
Novacule Thrust
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 23 SA 800 LH KD +39 / (-21) -10(-26)

3HP~3HP
Malleus Breaker
3HP~3HP
SF6 Marisa 3hp 3hp.png

3HP~3HP
Malleus Breaker 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 2 24 - 900 H -3 -12

6HK~6HK
Falx Crusher
6HK~6HK
SF6 Marisa 6hk 6hk.png

6HK~6HK
Falx Crusher 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 5 25 - 1000 LH KD +40 -12

j.MP~MP
Volare Combo
j.MP~MP
SF6 Marisa jmp mp.png

j.MP~MP
Volare Combo
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 3 land - 800 H - -

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Marisa lplk.png

LPLK
Mounted Grace
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +23 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Marisa 4lplk.png

4LPLK
Ponte Milvio
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +33 -


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Marisa hphk.png

HPHK
Secutor
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: gaps of 8f or less cannot be escaped by jumping

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Marisa 6hphk.png

6HPHK
Love Tap
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Marisa mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Marisa 66.png

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:

Special Moves

Gladius (236P)
Gladius
236P (HOLD OK)
SF6 Marisa 236p.png

SF6 Marisa 236pp.png

236LP
Gladius
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 4 21 SA3 1200 LH KD +36 -5
236[LP]
Gladius (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
30 4 20 SA3 (1st) 1200,1000,200 (2400) LH HKD +40 +4
236MP
Gladius
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 4 21 SA3 1400 LH KD +36 -5
236[MP]
Gladius (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
35 4 20 SA3 (1st) 1400,1000,200 (2600) LH HKD +40 +4
236HP
Gladius
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 4 21 SA3 1600 LH KD +36 -5
236[HP]
Gladius (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
41 4 20 SA3 (1st) 1600,1000,200 (2800) LH HKD +40 +4
236PP
Gladius
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 4 21 SA2 SA3 1700 LH KD +36 -2
236[PP]
Gladius (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
35 4 20 SA2 SA3 (1st) 1700,1000,200 (2900) LH HKD +40 +4

Dimachaerus (214P)
Dimachaerus
214P
SF6 Marisa 214lp.png

SF6 Marisa 214pp.png

214LP
Dimachaerus
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 30 SA3 600 LH -3 -16
214MP
Dimachaerus
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 30 SA3 700 LH 0 -16
214HP
Dimachaerus
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 4 30 SA3 800 LH KD +38 -16
214PP
Dimachaerus
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 26 SA2 SA3 600 LH KD +42 -12

Dimachaerus Followup (214P~6P)
Dimachaerus Followup
214P~6P
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

SF6 Marisa 214pp 6p.png

                  No results
214PP~6P
OD Dimachaerus Follow-up
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 5 23 - 600 LH KD +58 Bounce -

Phalanx (623P)
Phalanx
623P
SF6 Marisa 623lp.png

SF6 Marisa 623pp.png

623LP
Phalanx
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 3 2+16 land - 1500 LH KD +42(43) +2(3)
623MP
Phalanx
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 3 2+16 land - 1600 LH KD +42(43) +2(3)
623HP
Phalanx
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 3 2+16 land - 1700 LH KD +42(43) +2(3)
623PP
Phalanx
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 3 2+16 land - 1400 LH KD +70 Tumble (HKD +138 Wall Splat) +4(5)

Quadriga (236K)
Quadriga
236K
SF6 Marisa 236lk.png

SF6 Marisa 236kk.png

236LK
Quadriga
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 4 24 SA3 1400 LH KD +35 -6
236MK
Quadriga
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 22 SA3 1500 LH KD +37 -4
236HK
Quadriga
Startup Active Recovery Cancel Damage Guard On Hit On Block
29 4 21 SA3 1600 LH KD +37 -3
236KK
Quadriga
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 24 SA2 SA3 1500 LH KD +50(68) Wall Splat -6

Scutum (214K)
Scutum
214K
SF6 Marisa 214k.png

SF6 Marisa 214kk.png

214K
Scutum
Startup Active Recovery Cancel Damage Guard On Hit On Block
3(8) 26(116) 26 - - - - -

No results

  • Triggers automatically after absorbing attack
214KK
Scutum
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 28(58) 29 - - - - -

No results

  • Triggers automatically after absorbing attack

Tonitrus (214K~P~P)
Tonitrus
214K~P~P
SF6 Marisa 214k p.png

SF6 Marisa 214k p p.png

214K~P
Tonitrus 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+15(16) 3 23(25) TC 900 H +1 -3
214K~P~P
Tonitrus 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 36 - 1000 LH KD +31 -21

No results No results

Procella (214K~K)
Procella
214K~K
SF6 Marisa 214k k.png

214K~K
Procella
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+16 3 37 - 1200 L HKD +22 -24

No results

Enfold (214K~LPLK)
Enfold
214K~LPLK
SF6 Marisa 214k lplk.png

214K~LPLK
Enfold
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+5 3 54 - 2500 (2875) T HKD +18 -

No results

Super Arts

Level 1 Super (236236P)
Javelin of Marisa
Level 1 Super Art
236236P
SF6 Marisa 236236p.png

236236P
Javelin of Marisa
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 5 60 - 2200 LH KD +14 -43

Level 2 Super (214214P)
Meteorite
Level 2 Super Art
214214P
SF6 Marisa 214214p.png

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

214214P
Meteorite
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 7(33)3 59 - 3000(2500) LH HKD +17 -44(-77)

No results

Level 3 Super (236236K)
Goddess of the Hunt
Level 3 Super Art
236236K
SF6 Marisa 236236k.png

SF6 Marisa 236236k(ca).png
CA version grants 500 extra damage

236236K
Goddess of the Hunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 7 60 - 4000 LH HKD +14 -39(-33)
236236K
Goddess of the Hunt (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 7 60 - 4500 LH HKD +14 -39(-33)

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Marisa 5pppkkk.png
"I may need a second helping of you!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
242 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Marisa 6pppkkk.png
"Come on, the first hit's free."

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
85 [55] 72 - - - - -
  • Active frames refer to 1-hit armor
  • 211f total animation

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Marisa 4pppkkk.png
"This will be fun! *crack*"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
184 (total) - - - - - - -



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