Street Fighter 6/Marisa/Combos

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< Street Fighter 6‎ | Marisa
Revision as of 16:39, 26 July 2023 by Silhouette0x21 (talk | contribs) (→‎4HP: Refactor to use SF6-ComboTable)


Attack and Combo Structure Breakdown

Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)


Links and Starters

Normal Hit

Light Confirm
Very Easy


2LK, 2LP, (2LP) > 214LP~6P

Light pressure and confirm string. Omit second 2LP if too far

5MP~MP

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5MP~MP > 236MP Anywhere 2420 0 0 [1] Very Easy
5MP~MP > 214MP~6P Anywhere 2280 0 0 [1] Very Easy Trades damage for better midscreen okizeme.
5MP~MP > 214PP~6P, 236MK Anywhere 2950 2 0 [2] Easy BnB combo with full screen carry. +16 after dash.
5MP~MP > 214PP~6P, DR~4HP > 623HP Anywhere 3156 3 0 [3] Medium BnB combo with corner carry from midstage. Sets up a safejump.
5MP~MP > 214PP~6P, 2[HP], DR~4HP > 623MP Corner 3406 3 0 [3] Medium BnB corner combo. Can substitute DR~4HP for DR~2MP for an easier link, in exchange for less damage.
5MP~MP > 214PP~6P, 2[HP], Parry Rush > 4HP > 623PP, 4[HP] > 236HP Corner 3564 5 0 [3] Medium BnB corner combo. Can substitute DR~4HP for DR~2MP for an easier link, in exchange for less damage.

4HP

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
4HP > 214HP~6P, 236LK Anywhere 3020 0 0 [1] Very Easy Meterless BnB with full screen carry. +16 after dash.
4HP > 214HP~6P, 236HP Anywhere 3140 0 0 [1] Very Easy Meterless BnB with full screen carry. Resets to neutral.
4HP > 214HP~6P, 236236P Anywhere 3500 0 1 [1] Very Easy SA2 can be used, but for only +30 damage.
4HP > 214HP~6P, 236LK > 236236K Anywhere 5020 (5270 CA) 0 3 [1] Very Easy
4HP > 214HP~6P, Parry Rush > 4HP > 623HP (1 Drive) Anywhere 3353 1 0 [3] Medium Sets up safejump.
4HP > 214HP~6P, 4[HP] > 236HP Corner 3580 0 0 [2] Easy
4HP > 214HP~6P, 4[HP] > 623LP Corner 3530 0 0 [2] Easy Sets up safejump.
4HP > 214HP~6P, 2[HP], DR~4HP > 236HP Corner 3702 1 0 [2] Easy
4HP > 214HP~6P, 2[HP], DR~4HP > 623PP, 4[HP] > 236HP Corner 3932 3 0 [3] Medium

Counter Hit Combos

Drive Impact Punish Counter
Easy


DI Punish Counter, [4HP], 4HP > 214HP~6P, Etc. (Refer to 4HP routes above)

Begin charging [4HP] right as the DI animation ends and you should be able to confirm into your standard 4HP routes. Do it too late and your opponent will be knocked away. Be sure to learn some routes from 4HP, as you can adjust any follow-ups as needed with your drive, super arts, and proximity to the corner being accounted for.

LP~LP
Easy


LP~LP > 236LK/214LP~P

-6 Punish or for catching a mash. 236LK is notably better damage but 214LP~P is guaranteed point-blank oki for Marisa.

If you are not 100% certain about a counter-hit, you should special cancel into L Gladius as it is 100% safe on block.

LP~LP (Meter Burn)
Easy


5LP~LP > Drive Rush Cancel > 4HP > 214HP~P > Etc. (3 Drive)

A pricy route that guarantees 2.4K minimum damage with standard routing and then some if you are will to burn additional meter on SA1-3

s.LK Punish Counter
Medium


5LK > Drive Rush Cancel > 2LP, 5MP~MP > 214MP~6P (3 Drive)

-6 Punish for moves or whiffs that would be too far out for LP punishes. We use drive rush to guaranteed a combo as 214LP is sometimes too far to properly connect and extremely unsafe if blocked.

6MP Whiff Punish Combo
Easy


6MP, 2LP > 214LP~6P

6MP standard punish counter. Works from counter or punish counter. Better routes only available with a drive rush.

HP Whiff Punish Combo
Easy


HP, 5MP~MP> 214PP~P

Route off a whiff punish counter. From a standard counter, you'll need to route into 2LP instead.

(Anti-Air) c.HP Punish Counter
Easy


2HP, 623HP/236LK

How close the opponent is to the ground once 2HP lands might mess with the timing, but 623HP is generally your safest bet. The same applies to Super Art follow-ups, with SA2 being your most consistent choice.

(Anti-Air) c.HP Punish Counter (Drive Rush Options)
Medium


2HP, Parry Drive Rush > 4HP > 623HP (1 Drive)
(Near Corner) 2HP, Parry Drive Rush > 4HP > 623PP, [4HP] > 236HP (3 Drive)

Alternatives for when you have some drive meter to spare or would opt to save your SA/spend it on a bigger cash-out combo.

[HP] Punish Counter
Easy


[HP], 4HP > 2214HP~6P, etc.

Your standard reversal punish. All 4HP routes apply after [HP], so adjust route as needed for your Drive/proximity to corner.

[HP] Corner Punish
Medium


[HP], 6HK > 236KK , 4HP > 236HP (2 Drive)

Gigantic, game securing corner punish combo that uses very little resource. 50% Damage with only 2 Drive. Super Arts can be easily applied after 4HP, with the damage amped up to 70-75% with SA3 tacked on at the end.

HK Punish Counter
Very Easy


HK > 236LK/SA1

A quick and easy combo for when you want to burn no/minimal resources

HK Punish Counter (Resource Burn)
Hard


HK, Parry Drive Rush > 6HK > 236MK (1 Drive)
HK, Parry Drive Rush > 6HK > Drive Rush Cancel > 4HP > 214HP~P, Etc. (4 Drive)

Adjusted Routes for when you have drive to burn. While very expensive, the 2nd route is damaging at 3.7k bare minimum and pushes the opponent over half-screen, and allows for your choice of ender as 214HP~P will still cause a floor bounce.

HK Punish Counter (Corner)
Medium


HK, Parry Drive Rush > 6HK > 236KK, 4HP > 236HP (3 Drive)

Combo adjusted for corner. Uses 3 bar but nets the most damage of any of the HK punish routes, guaranteed to leave you close to the opponent.

Drive Rush Starters (Counterhits Included)

2LP DR Starter
Very Easy



5MP DR Starter
Very Easy



5MK DR Starter
Very Easy



6MP Whiff Punish Starter
Medium


Drive Rush > 6MP, 4HP > 214HP~6P, Etc.

Combo Theory

Marisa's primary combo starters are 5MP~MP > 214PP or 4HP/6HK > 214HP. Charging 4HP/6HK allows you to link an extra 4H before your launcher. In the corner, a 2[HP] can hit after your 214P, at the cost of forcing a subsequent special ender to be linked, adding complexity and not allowing a 236HP to land. Your primary drive rush extension is 4HP, which can lead into another drive rush 4HP, which can even be charged if the opponent high enough. Your main enders are 236P and 623P. 236P is easier to land and provides decent oki in the corner, as well as allowing a cancel into level 3, but sends the opponent away midscreen. 623P requires a drive rush 4HP to set up, but does slightly more damage and sets up for a safejump. Notably, 623PP will wall slump the opponent if they hit the corner, allowing enough time to charge a level 1 super, or land a 4[H] into 236HP.

Miscellaneous Notes

  • 623PP Wallslump allows for grabs to combo, and allows for fully charged level 1 super.
  • Level 3 can be tacked on at the end for extra damage


SF6 Navigation

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