Street Fighter 6/Marisa

From SuperCombo Wiki


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

Your standard jab. 6f makes this slower than most light options, so avoid using it as a mash over 2LP. Furthermore it's not special cancellable and doesn't link into anything besides its Target Combo follow-up on Counter-Hit.

You'll mostly ever want to throw this out with the intent of using LP>LP Target Combo for a potential frametrap and its follow-up capabilities.

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

A stubby punch. Being in range to land this is one of your primary goals as it's fairly quick, very safe, leads to Marisa's most important target combo and is an important combo starter in general. At only -1 with not much pushback, using this for stagger pressure isn't the worst idea so long as you've conditioned the opponent to expect the follow-u.

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 21(22) TC 1200 LH +7 +4

An approaching downward hook. Not cancellable but has a notable followup like her other 5P buttons plus it can be charged to be + on block/combo on hit.

Charged 5HS is your biggest Punish Counter starter, so be ready to let one rip anytime a blocked reversal presents you with an opportunity to do punish.

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

A quick shin kick. Marisa's furthest reaching light. Unfortunately extremely limited follow-ups even with counter-hits; even 214LP can whiff/be blocked if 5LK hits close to the tip.

Useful as a lower commitment neutral check, particularly against DI with Gladius buffered.

Despite not being a Low, this move will disrupt Marisa's armored moves like Gladius/Scutum.

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


An important normal for drive rush. 5MK generates the most frame advantage of any non-charged normal for Marisa. At +8 on hit, it can link into 2MP or (if close) 4HP.

You can also use 5MK as a low-risk meaty button on opponent's wakeup. It is easy to hit confirm, and at +4 links into 2LP, which combos into LP Dimachaerus (214LP).

A decent neutral poke, though it rarely creates follow-up pressure. At range, you cannot convert off +4 and 5MK cannot be special canceled.

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


Roundhouse. Marisa moves forward giving this better range than it appears. Charged version propels her even further forward.

Knocks the opponent airborne on Punish Counter for easy follow-up combos.

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
  • Marisa's only grounded 4f normal

Standard crouching jab and Marisa's quickest attack.

Links into itself and 2LK. Special cancellable so get used to buffering out of this.

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

Very nice range for a crouching poke and special cancellable, being at range to land this is very ideal for Marisa as it gives her a poke with a multitude of followups from either drive mechanics or her scary callout specials.

This is Marisa's only normal that doesn't move or extend her hurtbox forward before it's active.

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


A high uppercut. Your primary anti-air normal. Somewhat slow, so use it sooner than later and be sure not to hold the button as the attack may charge and force you to mistime this.

Charged 2HP is primarily combo filler as it leaves the opponent in juggle state. While charging can lead to big damage if it hits an aerial opponent, whiffing leaves you wide-open to an easy punish so it's not recommended unless you have a huge read on an opponent's jump habits.

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

Your only conventional low combo starter, but a good one at least. Links into itself or 2LP for a special cancel.

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

Your go to low poke as it's your only real low poke. Unlike most 2MKs, this cannot be special cancelled, so your only combo options are extremely limited even with counter-hits/drive rush.

Still important to keep opponent movement in check at mid-range or prevent them from just walking back out of your offense.

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 20(23) - 1200 L HKD +35 -3

Moves Marisa forward a bit. Not a particularly great sweep.

Bit on the slower side so be careful using this as a reactionary punish against blocked sweeps: Cammy, Chun, Honda, Kimberly are a few examples that all recover from their blocked sweeps fast enough to block and punish your own.

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 - -

Aerial jab. Your fastest aerial normal, so your best bet for an improvised air-to-air when jumping alongside your opponent.

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
Crossup
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 - -
  • +5/+8 on hit vs standing or crouching opponents respectively on earliest possible hit.
  • 11f on hit when connecting as close to the ground as possible.
  • Always + on block when hit from descent.
  • Can hit as fuzzy Instant Overhead


Marisa's primary crossup. Consistently confirms into a light combo. Can always link into 4HP if this lands on a crouching opponent, though MP>MP target combo also works if you need extra time to confirm and don't mind spending extra resources.

Also functions as a good anti-crossup for enemies trying to jump behind you frequently due to its speed and hitbox behind her.

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 - -


Huge range makes this Marisa's best low commitment poke from the air. Can use as an air-to-air or a stray poke from a neutral/back-jump, but Marisa has better options for jump-ins.

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


Marisa's furthest reaching medium poke as it moves her forward. A decent poke/whiff punish normal, especially when combined with drive rush as its forward movement allows for easy followups from 4HP on counthits.

Can be hit confirmed into one of two follow-up target combos, though both are very niche use.

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


Lead uppercut. Marisa's most important normal for combos as she's capable of landing pretty much any special after this, including 214HP for big and meter efficient damage. Leading into this normal via punish counters and drive rushes is vital for Marisa's combo game.

3HP
?
Overhead
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

Your primary overhead. Fairly slow, especially if charged, but offset by being one of the only standing overheads in the game that leave you at an advantage with no meter use.

If Marisa's close enough (near point blank) after landing light Dimachaerus combo, charging into this overhead immediately will land meaty and catch both neutral back-tech. Recovers in time to react to reversal Drive Impact, but loses to OD reversals and being meaty makes it susceptible to a perfect parry.

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


Marisa's longest range special cancelable normal. In combos it serves a very similar function to 4HP.

j.2HP
Caelum Arc
j.2HP
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No results

  • Can hit Crossup
  • Neutral jump only

Target Combos

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

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


Light Punch Target Combo follow-up. Not a true combo unless the first hit was CH. Punishable on block so unless you are certain of a counter-hit then make sure to cancel into 236LP, which is gapless if the 2nd LP is blocked and a combo if hit.

Small gap between the two light punches make for a frame trap against mashers, but also an easy parry window, so be careful using this too predictably vs players who know how to parry effectively.

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


Medium Punch target combo follow-up. Unlike her LP/HP target combos, MP>MP does not have a gap between both hits. Similar to LP target combo in that you'll always be throwing this out with the intention of cancelling out of it, usually into a hit confirmed 214PP.

No special cancel is gapless barring 214LP which is heavily punishable.

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


Plus on block target combo. Primarily used to give 5HP a knockdown on normal hit.

It has a 5F gap on block, coupled with 5HP's forward movement it can be difficult to land outside of burnout. Starting this target combo with charged 5HP gives it a 0F gap, but Charged 5HP is more plus and has less pushback so it's not advisable.

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


Marisa's 1st possible follow-up from 6MP, a punching sweep. Just as punishable as most sweeps, so hit-confirm into this if you intend to use it.

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)
  • Cancellable into Supers
  • Whiffs crouching opponents


Marisa's 2nd possible followup from 6MP, ideally for if you want higher damage once you have a Super to burn. Despite being super cancellable, the combined startup of 6MP~HK make this impossible to use as a DI callout.

Avoid use entirely unless you're able to hit-confirm the initial hit as well as that the opponent standing, as this is very punishable otherwise.

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


3HP Overhead follow-up. Tacks on 900 damage when used off her overhead. -3 on hit and and very punishable if blocked, making this a High-risk/Low-reward option. Not a good combo option either as it does not hard-knockdown.

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 +52 -12


A delayable target combo.

OK damage and very unsafe on block. Since 6HK is special cancelable and leads to 214HP, this target combo is often out classed by other routes against a grounded opponent. Notably, This target combo gives good midscreen oki after a drive rush 6HK juggle.

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 - -


A good air-to-air option since it follows up from j.MP and landing it leaves the opponent knocked down in your face.

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 -


Marisa sweeps the opponent's feet from under them and bashes them in the face.

Can loop in the corner with a dash-in immediately after the throw animation ends. Hold back immediately after the dash for an easy, auto-timed shimmy.

HOWEVER Marisa's dash-in leaves enough of a gap for 4f moves to mash out of her throw pressure, so she needs to Drive Rush in if she wants her throw loop guaranteed vs someone mashing a 4f move.

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: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

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

6HPHK
Love Tap (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 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
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                  No results

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
  • Fully charged version prompts a cinematic follow-up if it connects and forces slump if it trades.
  • Grants 1 hit of upper body armor on frame 5 up until 3-6 frames before it becomes active. Armor duration is extended while charging.
  • OD version grants upper body armor on frame 1 for the full duration of the move's startup and active frames. Charged OD version has an extra hit of armor while charging.

Armored straight punch that "stabs" the opponent.

The special that makes mashing and DI scary against Marisa, it accomplishes a few things; It lets Marisa end her strings safely, armors through any attacks that would hit the mid or upper body, and is plus on block when fully charged, letting her follow-up with more pressure. It can even be used as an armored anti-air if timed well. Scouting if/how opponents deal with this attack can be key to victory.

Your most damaging combo ender in the corner, but mid-screen Gladius pushes the opponent far, so alternatives may be preferable to maintain some pressure such as 623P/214K.

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
  • Light and OD version have air invuln starting on frame 5

Your primary anti-air, combo ender for light confirms, and extension tool for most anything else. Extremely punishable if blocked, so make sure to properly confirm into this special. Each version can connect from a button of its corresponding strength (c.LP>(L)Dimachaerus/MP>MP>(M)Dimachaerus). OD version connects from any Medium Cancellable Normals.

Light version is your best anti-air with air invuln and the follow-up leaving the opponent close where Marisa wants them.

Heavy version should be utilized wherever possible over the OD version. The heavy version allows for extensions similar to the Overdrive version that deal more damage and don't have the drawback of using Drive Meter.

Dimachaerus Followup (214P~6P)
Dimachaerus Followup
214P~6P
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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 -


Dimachaerus follow-up. LP and MP versions lead to a knockdown. Heavy and OD versions ground bounce the opponent for combos extensions.

Provides no notable advantages if the follow-up isn't utilized on hit and Marisa cannot follow-up if Dimachaerus is blocked, thus there's no real reason not to buffer into this every time dimachaerus is used.

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)
  • Armor Startup and Duration vary based on strength.
    • L (6f startup/5f active), M (6f/7f), H (9f/6f), OD (5f/7f)
  • Avoids most projectiles after armor duration's ended near the apex of the jump: Of note this includes Guile's Amplified Sonic Booms or JP's Torbalan/Embrace.
  • Overdrive version breaks enemy armor and wallsplats in the corner.
  • Hits 1 frame later against crouching opponents making it +3 on crouch block.

Marisa launches herself upward and swings down with a superman punch. A very versatile and important special as it can serve numerous uses for her: Advancing Poke, Pressure Starter/Reset, a Projectile Read, Combo Ender, and Combo Extension with Overdrive in the corner.

Marisa's best meterless combo ender in the corner for oki due to its 42f knockdown window, allowing for easy safejumps.

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
  • Overdrive version Armor Breaks


An approaching Spartan Kick. A very straightforward move used to approach with a poke and not much else. OD knocks the opponent full-screen and wallsplats. This wallsplat can be used for some corner combos, but you'll be using OD Phalanx far more often for that purpose.

Light version is quickest but punishable if poorly spaced. Heavy version is slowest but doesn't require spacing to be safe. Overdrive this special to stay safe against DI attempts w/ Armor Break, but it shares the L version's spacing requirements.

Scutum (214K)
Scutum
214K
SF6 Marisa 214k.png
Mind the Achilles' Heel

SF6 Marisa 214kk.png
Fully dipped in the River Styx

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

No results

  • Triggers automatically after absorbing attack
  • Recovery from this stance leave Marisa in a punish counterable state.
  • What can and cannot be armored is determined by hitbox position. Some lows can be absorbed and some mids and even a few overheads can not be absorbed.


Grants Marisa upper body armor. Has two frames of startup, so it loses to any proper meaties on wakeup. Decent for catching approaching specials on reaction or as an anti-air, but care not to be baited and thrown out of this.

214KK
Scutum
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 28(58) 29 - - - - -

No results

  • Triggers automatically after absorbing attack
  • Recovery from this stance leave Marisa in a punish counterable state.
    • NOTE: OD Scutum does not effect any of its follow-ups in any way.

Armors everything including lows. Still loses to grabs though.

Activates immediately, making it an effective reversal option against safejumps. The OD version also has two hits of armor, allowing it to absorb and counter many multi-hitting moves that would beat meterless Scutum.

    • WARNING: This is still an armored move; Using it at very low HP will result in death even if a move is armored through.

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

  • 23f earliest possible startup w/ Scutum Startup included.

Marisa makes a heart shaped double handed punch. Scutum's overhead follow-up and your safest option from it provided your using it as a mix-up opportunity and didn't armor through anything. The 2nd hit must be input immediately, making it near impossible to actually hit confirm and fairly risky.

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

  • 24f earliest possible startup w/ Scutum Startup included.

A cutting sweep that travels forward. Low follow-up from Scutum. Their similar startup make reacting between overhead/low very difficult, but very unsafe if blocked/parried. Additionally, opponents jumping back expecting command grab may end up getting a free punish as this propels Marisa toward them, so use this only if you've 100% conditioned the opponent to expect an overhead and they're wary on parrying.

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

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

No results

  • Earliest possible startup 13f due to Scutum startup.

Command Grab Followup from Scutum. Though her fastest follow-up from Scutum, it is on the slower side for command grabs due to needing at least 8f initial startup of Scutum on top of the 5 to activate the grab, so don't go for this without conditioning the opponent to stay put.

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

Armored haymaker Super Art. Fully invincible on frame 1 only, fully armored for as long as it's charged until the attack is blocked.

Fairly easy to route into as a combo ender for an easy and relatively cheap 3-4k damage from most common routes, just mind that it forces a reset to neutral if you're not in the corner. Not especially dependable as a reversal due to its long startup (As well as only being invincible for a single frame), but good as any other armored callout especially to some reactable options you'd prefer not to block, such as Ken's Dragonlash or Drive Impact.

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

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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
Marisa launches herself upward and slams down on the opponent; No animated super plays out if blocked or 1st hit doesn't connect, but Marisa will still launch the 2nd attack regardless.

Your go to reversal super as it's fully invuln until the first hit. An easy anti-air to buffer into as well since it's close to Dimachaerus' input, another other go-to anti-air.

Can also be used as a more expensive combo ender over SA1 for slightly better damage and positioning to the opponent (Particularly at mid-screen).

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)
  • Pushes opponent close to corner.


Marisa charges forward, shoving and clobbering the opponent into a wall once it connects.

Big damage super, especially with CA. Usually worth going into even if it doesn't KO since it puts the opponent's back near the corner, though ideally you want to convert at least around 5K minimum when routing into this. If you're already in the corner then routing into this should generally lead to 6k, useful for closing out rounds but the opponent will have more breathing space to escape if this doesn't kill so it's something to consider.

The initial forward charge makes this a decent fireball callout. Can be used as a reversal like any SA3, but SA2 is a cheaper option that leaves us with a spare meter to work with if it's successful.

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. (It is. She has 1 hit of armour)"

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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