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 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. In this way, Marisa 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.

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
SF6 Marisa 5lp hitbox.png
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 11 TC 400 LH 0 -2
  • Cancel Hitconfirm Window: 13f (TC)
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A jab with good range but, slower startup than most light normals. It is not special cancelable, and only combos into the 5LP~LP Target Combo with the bonus advantage from counter-hit, Punish Counter, or Drive Rush. This TC can also cause an air reset if juggled into, though Marisa usually prefers to cash out for big damage instead. Besides the Target Combo, 5LP has little use due to its poor frame data.

5MP
Standing Medium Punch
5MP
SF6 Marisa 5mp.png
SF6 Marisa 5mp hitbox.png
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 15(17) TC 700 LH +2 -1
  • 2f extra recovery on whiff
  • Cancel Hitconfirm Window: 16f (TC)


A fairly quick mid-range button that chains into one of her most important Target Combos. Great for buffering as a counterpoke due to its disjointed hitbox and relatively low risk.

At only -1 with low pushback, opponents expecting the TC follow-up can be conditioned to block her staggered 5MP pressure.

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

SF6 Marisa 5hp hold.png
SF6 Marisa 5hp hitbox.png
SF6 Marisa 5hp2 hitbox.png
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 23 TC 1000 LH +3 -3
  • Can hold button 21f for improved properties
  • Cancel Hitconfirm Window: 18f (TC)
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
5[HP]
Marisa Style (HP)
Startup Active Recovery Cancel Damage Guard On Hit On Block
26(5) 2 22 TC 1200 LH +6 +3
  • Punish Counter: +14
  • Puts airborne opponents into limited juggle state
  • Releasing the button on frames 7-20 results in uncharged version with 5f startup
  • Cancel Hitconfirm Window: 20f (TC)
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


An approaching downward hook, useful for whiff punishing and Drive Rush pressure. Not cancelable, but has a notable follow-up like her other standing punches; it can also be charged for significant advantage on hit and block.

Charged 5HP is your biggest Punish Counter starter, becoming +14 on PC. Be ready to let this rip any time the opponent uses a particularly unsafe move, like a reversal or Super.

5LK
Standing Light Kick
5LK
SF6 Marisa 5lk.png
SF6 Marisa 5lk hitbox.png
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2 14 Sp SA 400 LH 0 -2
  • Cancel Hitconfirm Window: 15f
    • Special cancel is delayed until after 2nd recovery frame (DR: 3rd recovery frame)
  • Drive Rush cancel advantage: +2 oH / 0 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A quick shin kick and Marisa's farthest reaching light normal. Extremely limited follow-up options even on counter-hit, with only SA2 connecting at max range. 214LP is also semi-reliable if connecting from slightly closer.

Useful as a low-commitment neutral check, particularly against Drive Impact when buffering (DR/DI/Gladius).

Despite not hitting low, 5LK will disrupt upper-body armored moves like Gladius and Scutum.

5MK
Standing Medium Kick
5MK
SF6 Marisa 5mk.png
SF6 Marisa 5mk hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 16 - 800 LH +4 -2


An important normal out of 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
SF6 Marisa 5hk hitbox.png
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 2 25 - 1000 LH +1 -3
  • Can hold button 17f for improved properties
  • Punish Counter: KD +58 Launch (free juggle state)
  • Puts airborne opponents into limited juggle state
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
  • Extends a hurtbox 1f before active that is vulnerable to projectiles
5[HK]
Marisa Style (HK)
Startup Active Recovery Cancel Damage Guard On Hit On Block
27(10) 2 25 - 1200 LH KD +36 +1
  • Releasing the button on frames 5-16 results in uncharged version with 10f startup
  • Punish Counter: KD +65 Launch (free juggle state)
  • Puts airborne opponents into limited juggle state
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A slow, long-range roundhouse kick that moves Marisa forward, with even more range on the charged version.

This move is most important for its Punish Counter properties, launching the opponent high into the air for an easy confirm into a high damage juggle.

At 15 frames, 5HK is too slow to whiff punish many moves on reaction, but it is a high-damage whiff punish against any move with a long recovery.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Marisa 2lp.png
SF6 Marisa 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 10 Chn Sp SA 300 LH +3 -3
  • Chains into 2LP/2LK (4f gap when chained into itself)
  • Cancel Hitconfirm Window: 15f
    • Special cancel is delayed until after active frames (DR: after 1st recovery frame)
  • Drive Rush cancel advantage: +3 oH / -3 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A crouching jab with good range, and Marisa's quickest attack at only 4f startup. Can be buffered into 214LP for a combo conversion, but has few other useful cancel routes unless benefiting from Drive Rush or Punish Counter bonus advantage.

In light chains, it leaves a 4f gap, allowing the opponent to force a trade to escape pressure. This trade is usually worse for Marisa since she is in a Punish Counter state while the opponent will only be counter-hit.

2MP
Crouching Medium Punch
2MP
SF6 Marisa 2mp.png
SF6 Marisa 2mp hitbox.png
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 16 Sp SA 700 LH +3 -2
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +12 oH / +7 oB


Very nice range for a cancelable crouching poke. Standing in range to land 2MP is ideal for Marisa, as she has powerful conversions with Drive Rush or her special moves.

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
SF6 Marisa 2hp hitbox.png

SF6 Marisa 2hp hold hitbox.png
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2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 23 - 900 LH KD +35 -6
  • Anti-Air Invuln (Head): 10-13f (cannot hit cross-up)
  • Can hold button 17f for improved properties
  • Only first 2 active frames hit grounded; active frames 3-5 only hit airborne
  • Puts opponent into limited juggle state on hit
  • Punish Counter: KD +48 (limited juggle state)
2[HP]
Crouching Heavy Punch (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
21(4) 6 21 - 1000 LH KD +52 -5
  • Anti-Air Invuln (Head): 20-31f (cannot hit cross-up)
  • Releasing the button on frames 5-16 results in uncharged version with 4f startup
  • Only first 2 active frames hit grounded; active frames 3-6 only hit airborne
  • Puts opponent into limited juggle state on hit
  • Punish Counter: KD +55 (free juggle state)

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
SF6 Marisa 2lk hitbox.png
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2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 12 Chn 300 L 0 -3
  • Chains into 2LP/2LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Your only conventional low combo starter, but a good one at least. Generally used to combo into 2LP > 214LP for a quick confirm.

2MK
Crouching Medium Kick
2MK
SF6 Marisa 2mk.png
SF6 Marisa 2mk hitbox.png
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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 with good range and hitbox priority. Unlike most 2MKs, this cannot be special canceled; your combo options are limited even with counter-hits and Drive Rush.

Important for checking the opponent at mid-range or preventing them from freely walking back out of your offense.

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

SF6 Marisa 2hk hold.png
SF6 Marisa 2hk hitbox.png

SF6 Marisa 2hk hold hitbox.png
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2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 26 - 1000 L HKD +29 -11
  • Counter-hit/Punish Counter: HKD +44
  • Has juggle potential; not a Hard Knockdown when juggled into
  • Can hold button for 20f to improve properties
2[HK]
Crouching Heavy Kick (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
23(4) 3 23 - 1200 L HKD +32 -6
  • Counter-hit/Punish Counter: HKD +47
  • Has juggle potential; not a Hard Knockdown when juggled into
  • Releasing the button on frames 7-18 results in an uncharged 2HK with 4f additional startup


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

A bit on the slower side so be careful using this as a reactionary punish against blocked sweeps: Cammy, Chun, Honda, and 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
SF6 Marisa jlp hitbox.png
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Hitboxes On

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


A quick aerial jab with good horizontal range for use as an air-to-air. Best used when jumping back out of pressure, otherwise Marisa may land next to the opponent at frame disadvantage.

j.MP
Jumping Medium Punch
j.MP
SF6 Marisa jmp.png
SF6 Marisa jmp hitbox.png
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j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 3 land TC 700 H - -
  • Puts airborne opponents into limited juggle state
  • Chains into j.MP~MP Target Combo for a spike knockdown


An excellent air-to-air option with a target combo follow-up. Overall solid alternative to 2HP when it comes to checking jump-ins.

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

SF6 Marisa jhp hold.png
SF6 Marisa jhp hitbox.png

SF6 Marisa jhp hold hitbox.png
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j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 3 land - 800 H - -
  • Can hold HP for 20f to improve properties
  • Spike knockdown vs. airborne opponents
j.[HP]
Marisa Style (j.HP)
Startup Active Recovery Cancel Damage Guard On Hit On Block
28(5) 6 6 land - 1500 H HKD +66(+72) +9(+15)
  • Charged version has 6f landing recovery (can always be punished on Perfect Parry)
  • Spike knockdown on hit
  • Releasing HP on frames 5-22 results in uncharged version with 5f startup


A hard-hitting downward punch that can be charged for more damage and deliver a hard knockdown. Be sure not to hold the button too long if you want the uncharged version, otherwise the attack may not come out before you land.

j.LK
Jumping Light Kick
j.LK
SF6 Marisa jlk.png
SF6 Marisa jlk hitbox.png
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j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 3 land - 300 H - -
  • Can hit cross-up
  • Can be used as a fuzzy instant overhead


Marisa's primary cross-up, j.LK is great for safe jumps and is always plus on block on the way down. Can always link into 2LP even when it connects at maximum height (+5); a deep jump-in can be up to +11 for a stronger link into 4HP or 5MP~MP.

Also functions as a good anti-cross-up 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
SF6 Marisa jmk hitbox.png
Hitboxes Off
Hitboxes On

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
SF6 Marisa jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 3 land - 800 H - -
  • Can hold HK for 20f to improve properties
j.[HK]
Marisa Style (j.HK)
Startup Active Recovery Cancel Damage Guard On Hit On Block
29(3) 6 6 land - 1500 H HKD +67(+72) +10(+15)
  • Charged version has 6f landing recovery (can always be punished on Perfect Parry)
  • Spike knockdown on hit
  • Releasing HK on frames 7-25 results in uncharged version with 3f startup


A hard-hitting angled kick that can be charged for more damage. The range and angle makes this a solid jump-in option for air assaults. Be sure not to hold the button too long if you want the uncharged version, otherwise the attack may not come out before you land.


Command Normals

6MP
Novacule 1
6MP
SF6 Marisa 6mp.png
SF6 Marisa 6mp hitbox.png
Hitboxes Off
Hitboxes On

6MP
Novacule 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2 20 TC 800 LH +2 -3
  • Cancel Hitconfirm Window: 20f (TC)


The forward movement during startup makes this Marisa's farthest reaching medium poke. Useful for landing counter-hits against the opponent's light buffers, allowing a consistent link into 2LP. When used as an approach out of Drive Rush, Marisa gets slight advantage and block and a light extension on hit, though her reward on a counter-hit here is much more damaging with a link to 4HP.

Can be hitconfirmed into one of two follow-up Target Combos, though both have a very niche use.

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

SF6 Marisa 4hp hold.png
SF6 Marisa 4hp hitbox.png
Hitboxes Off
Hitboxes On

4HP
Magna Bunker
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2 21(24) Sp SA 900 LH +3 -1
  • 3f extra recovery on whiff
  • Can hold button 17f for improved properties
  • Causes air reset when juggled into (except from Drive Rush)
  • Cancel Hitconfirm Window: 20f
    • Special/DR cancel is delayed until after 2nd recovery frame
  • Drive Rush cancel advantage: +13 oH / +9 oB
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
  • 5f extra recovery on whiff
  • Releasing the button on frames 5-16 results in uncharged version with 3f startup
  • Puts airborne opponents into limited juggle state
  • Does not gain additional advantage when timed as a meaty
  • Cancel Hitconfirm Window: 20f
  • Drive Rush cancel advantage: +23 oH / +14 oB


Lead uppercut. Marisa's most important normal for combos, leading into important special moves like 214HP for huge, meter-efficient damage. Requires a Punish Counter or Drive Rush cancel to link into this move.

The charged version is an important punish starter against highly unsafe move, and is also instrumental to some of Marisa's juggle routes, particularly after a DI wallsplat. It's also excellent for pressuring the opponent's wakeup, though its charge time makes it semi-reactable with Perfect Parry.

3HP
Malleus Breaker 1
Overhead
3HP
SF6 Marisa 3hp.png

SF6 Marisa 3hp hold.png
SF6 Marisa 3hp hitbox.png
Hitboxes Off
Hitboxes On

3HP
Malleus Breaker 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21 TC 900 H 0 -3
  • Causes short OTG bounce vs. airborne opponents
  • Can hold button 17f for improved properties
  • Cancel Hitconfirm Window: 16f (TC)
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
  • Causes short OTG bounce vs. airborne opponents
  • Releasing the button on frames 7-16 results in uncharged version with 14f startup
  • Cancel Hitconfirm Window: 16f (TC)


A relatively short-ranged overhead with a Target Combo follow-up. Safe on block, and leads to a light combo or block pressure when used from Drive Rush.

The charged version is quite slow and reactable, but gives Marisa similar advantage to her Drive Rush version without spending any meter. This can be set up after a point blank 214LP~6P knockdown to catch both neutral and back rise. Marisa can also counter the opponent's wakeup Drive Impact afterwards, but the charge time can allow opponents to react with an OD reversal or Perfect Parry.

The Target Combo follow-up is hard to hitconfirm, and very risky if blocked, so it should only be used in juggles or if you need it to secure the round.

6HK
Falx Crusher 1
6HK
SF6 Marisa 6hk.png

SF6 Marisa 6hk hold.png
SF6 Marisa 6hk hitbox.png
Hitboxes Off
Hitboxes On

6HK
Falx Crusher 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 4 21 Sp SA TC 900 LH 0 -3
  • Forces Stand on hit
  • Can hold button 21f for improved properties
  • Cancel Hitconfirm Window: 18f / 23f (TC)
  • Drive Rush cancel advantage: +15 oH / +12 oB
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
  • Forces Stand on hit
  • Puts airborne opponents into limited juggle state
  • Releasing the button on frames 7-14 results in uncharged version with 7f startup
  • Releasing the button on frames 15-20 results in uncharged version with 4f startup
  • Cancel Hitconfirm Window: 20f / 25f (TC)
    • Special/DR cancel is delayed until after 3rd active frame
  • Drive Rush cancel advantage: +21 oH / +14 oB


Marisa's longest reaching special cancelable normal. In combos, it serves a similar function to 4HP, though its higher hitstun allows it to combo into OD Quadriga, for more optimal corner routes. The charged version offers more range and gives strong follow-up pressure on block.

Marisa can consistently combo into her HK TC follow-up with its lenient hitconfirm window. Other special move follow-ups are stronger, however, so those should take priority if you can react fast enough.

Forcing the opponent to stand on hit serves little practical purpose other than allowing a Drive Rush cancel into 6MP~HK, which is a fairly pointless combo route.

nj.2HP
Caelum Arc
nj.2HP
SF6 Marisa nj2hp.png

SF6 Marisa nj2hp hold.png
SF6 Marisa nj2hp hitbox.png
Hitboxes Off
Hitboxes On

nj.2HP
Caelum Arc
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 9 3 land - 800 H - -
  • Can hit cross-up; spike knockdown vs. airborne opponents
  • Can hold button 20f for improved properties
nj.2[HP]
Caelum Arc (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
28(4) 9 6 land - 1500 H HKD +68(+72) +11(+15)
  • Can hit cross-up; spike knockdown vs. grounded/airborne opponents
  • Releasing the button on frames 5-24 results in uncharged nj.2HP with 4f additional startup


An interesting air command normal that has a wide horizontal hitbox. The cross-up hitbox prevents opponents from easily walking or dashing under Marisa's neutral jumps, forcing them to anti-air or back up to avoid it.

Due to the extra landing recovery on the charged version, it will always be punishable if Perfect Parried, as it can only be -5 at best.


Target Combos

5LP~LP
Light Two Hitter
5LP~LP
SF6 Marisa 5lp lp.png
Clef Cannon
SF6 Marisa 5lp lp hitbox.png
Clef Cannon
Hitboxes Off
Hitboxes On

5LP~LP
Light Two Hitter
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 22 Sp SA 600 LH -3 -6
  • Leaves a 3f blockstring gap between hits
  • Cancel Hitconfirm Window: 17f (single hit) / 40-42f (full TC from CH)
  • Drive Rush cancel advantage: +12 oH / +9 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
  • Applies an extra 15% damage scaling to next attack when comboed into (e.g. from CH 5LP)


A Target Combo follow-up from 5LP. Not a true combo unless the first hit is enhanced by Counter-hit, Punish Counter, or Drive Rush. Punishable on block, so it should be canceled into 236LP for safety if you don't see the Counter-hit indicator. A 236MP cancel can also be used as a frame trap, but this leaves a small gap that the opponent can reversal through.

The small gap between the two jabs allows for a frame trap against mashers, but also an easy parry window, so be careful using this too predictably. After a blocked 5LP, the LP follow-up has an unusually large cancel window for a light normal, making it possible to hitconfirm with good reactions. This can allow a stronger cancel like 214PP even without reacting to a Counter-hit indicator.

5MP~MP
Medium Two Hitter
5MP~MP
SF6 Marisa 5mp mp.png
SF6 Marisa 5mp mp hitbox.png
Hitboxes Off
Hitboxes On

5MP~MP
Medium Two Hitter
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2 23 Sp SA 600 LH -3 -8
  • True blockstring even at max delay
  • Cancel Hitconfirm Window: 44-46f
    • Special/DR cancel is delayed until after 1st recovery frame
  • Drive Rush cancel advantage: +10 oH / +5 oB


A Target Combo follow-up from Marisa's great 5MP. Unlike some of her other TCs, this cannot cause a frame trap between hits on mashing opponents, and it's very difficult to hitconfirm from just the 5MP.

On hit, you'll usually want to cancel into 214PP for optimal damage and corner carry, but if Drive meter is scarce you can end with a Super or meterless knockdown.

On block, every special move except the very unsafe 214LP leaves a gap that can be interrupted. This allows opponents with an invincible Super with 8f or less startup to punish almost anything Marisa does. The only way to prevent this is to Drive Rush cancel into a 5f or faster button like 2LP or 2LK.

Against opponents without a reversal Super option, canceling into Gladius with variable strengths and charge timing makes it much harder for the opponent to counter. Charged Gladius armor can beat most OD reversal options. Being too predictable with your cancel allows opponents to Perfect Parry; if you predict this and feel like taking a big risk, you can opt for no cancel, then walk up and throw the parry recovery.

5HP~HP
Heavy Two Hitter
5HP~HP
SF6 Marisa 5hp hp.png
SF6 Marisa 5hp hp hitbox.png
Hitboxes Off
Hitboxes On

5HP~HP
Heavy Two Hitter
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 3 19 - 1000 (900) LH KD +35 +2
  • Leaves a 6f blockstring gap after 5HP; only 1f gap after charged 5[HP]
  • () refers to scaled damage after 5HP/5[HP] combo starter


A Target Combo extension from Marisa's long-range 5HP that allows her to maintain pressure on block. There is an interruptible gap that loses to 5f or faster normals unless she starts with Drive Rush, uses Charged 5[HP], or the opponent is in Burnout. This makes it a bit less oppressive as an approach, but if the opponent always sticks out a fast button you may be able to make them whiff to set up a spacing trap after 5HP instead.

Even in cases where the opponent can't mash reversal light normals on block, the threat of reversals or Perfect Parry makes this Target Combo risky to throw out predictably. Be aware that Drive Impact during the gap will beat the regular TC, but if Marisa starts with Drive Rush or Charged 5[HP] then she recovers in time for a counter-DI.

6MP~HP
Novacule Swipe
6MP~HP
SF6 Marisa 6mp hp.png
SF6 Marisa 6mp hp hitbox.png
Hitboxes Off
Hitboxes On

6MP~HP
Novacule Swipe
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2 26 - 800 L KD +31 -12
  • True blockstring from 6MP even at max delay


A sweeping low follow-up from 6MP. Like most low knockdowns, this is quite unsafe; however, it's fairly easy to hitconfirm due to the lenient cancel window. This ender is required if the opponent is crouching, since the HK ender whiffs on crouching and 6MP only allows links in Counter-hit.

6MP~HK
Novacule Thrust
6MP~HK
SF6 Marisa 6mp hk.png
SF6 Marisa 6mp hk hitbox.png
Hitboxes Off
Hitboxes On

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)
  • Whiffs on crouching opponents
  • Punish Counter: KD +49
  • Cancel Hitconfirm Window: 49f (Super)
    • Super cancel is delayed until after 3rd active frame


A more rewarding ender from 6MP due to its launch and Super cancel, but requires you to confirm that the opponent is standing to avoid a punish. Can also be used in some juggles (like DR~6MP after Punish Counter 5HK), though it's not particularly rewarding compared to many of Marisa's juggle options.

Against Drive Impact, the Super cancel on the 2nd hit can only save Marisa if the opponent starts their armor right as 6MP is connecting. Don't try to use this TC as a reaction counter when you see 6MP get absorbed.

3HP~3HP
Malleus Breaker 2
3HP~3HP
SF6 Marisa 3hp 3hp.png
SF6 Marisa 3hp 3hp hitbox.png
Hitboxes Off
Hitboxes On

3HP~3HP
Malleus Breaker 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 2 24 - 900 H -3 -12
  • Always a true blockstring even at max delay


An extension from the 3HP overhead, primarily used in juggles or to finish off an opponent when you're confident they won't block the first hit. Slightly negative on hit and very punishable on block, making this high risk and low reward in most cases. There is no gap that you can use to call out the opponent's mashing, and the hitconfirm window is fairly strict (though not impossible to react to).

The small OTG bounce from a juggled 3HP is what allows this to work in juggles consistently.

6HK~6HK
Falx Crusher 2
6HK~6HK
SF6 Marisa 6hk 6hk.png
SF6 Marisa 6hk 6hk hitbox.png
Hitboxes Off
Hitboxes On

6HK~6HK
Falx Crusher 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 5 25 - 1000 LH KD +40 -12
  • True blockstring after 6HK (can delay for up to 3f blockstring gap)
    • No blockstring gap vs. Burnout or after 6[HK]/DR~6HK


An easily hitconfirmable Target Combo from Marisa's advancing 6HK. Other cancel routes are much stronger, but can be harder to confirm in neutral or cost too many resources in some circumstances. It does lead to good midscreen oki after a DR~6HK juggle, giving it some utility.

If you know the opponent likes to mash after 6HK, you can delay this TC to frame trap them. Keep in mind that this won't work if your blockstun is enhanced by charging 6[HK], Drive Rush, or Burnout.

j.MP~MP
Volare Combo
j.MP~MP
SF6 Marisa jmp mp.png
SF6 Marisa jmp mp hitbox.png
Hitboxes Off
Hitboxes On

j.MP~MP
Volare Combo
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 3 land - 800 H - -
  • Spike knockdown vs. airborne opponents


Volare Combo deals 1500 total damage and leads to consistent frame advantage and strong oki, making it a very strong air-to-air option. If your reactions are fast enough, this is generally stronger than Marisa's grounded anti-air options as well. An important part of any well-rounded Marisa's gameplan, as her grounded anti-air options are generally quite mediocre.


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Marisa lplk.png
SF6 Marisa lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Mounted Grace
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +23 -
  • Punish Counter: HKD +23
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Marisa can dash after a corner Forward Throw to become +1 at point blank; this does not allow for a true throw loop, as the opponent's reversal 4f normal will beat an immediate throw. The threat of 2LP may convince them not to mash, but it's not the most rewarding option for her. A dash does allow Marisa to walk back for a shimmy, which can lead to immense damage if the opponent takes the bait. However, characters with longer throw range (Marisa, Blanka, E. Honda, and Zangief) can throw her out of this shimmy attempt unless they delay their throw tech by several frames.

Drive Rush allows Marisa to enact a true throw loop at the cost of 1 Drive bar per attempt. She can also delay her attack in order to bait invincible reversals during the Drive Rush animation. Mixing throw with powerful starters like DR~5MK and DR~5HP can quickly overwhelm a cornered opponent.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Marisa 4lplk.png
SF6 Marisa lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Ponte Milvio
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +33 -
  • Side switch
  • Punish Counter: HKD +33
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


After throwing the opponent back into the corner, Marisa can walk or dash for follow-up oki without spending meter on Drive Rush. A good option is to walk slightly forward and charge a meaty 6[HK] for a combo on hit or advantage on block.

Midscreen, Marisa's oki options are quite weak. She can manually time a DR~6MP to beat the opponent's 4f normals, but this leaves her a bit far away on block. Representing this threat may allow you to sneak in a few extra Drive Rush frames for a throw, but this should be used sparingly.


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Marisa hphk.png
SF6 Marisa hphk hitbox.png
Hitboxes Off
Hitboxes On

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
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from 4[HP]/6[HK] or Punish Counter 4HP/6HK (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

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

  • 4[HP], 6[HK]: 3[0]
  • 6HK: 5[1]
  • 4HP, 5LP~LP: 8[4]
  • 2MP: 10[6]
  • 5MP~MP: 12[8]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 6HK > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~2MP > DI: 2f blockstring gap prevents opponent from absorbing the hit

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Marisa 6hphk.png
SF6 Marisa 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Love Tap
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit
  • 4f less hitstop (16f) on block than most characters; affects opponent's punish timing

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Marisa mpmk.png
SF6 Marisa mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Marisa 66.png
SF6 Marisa 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.544 (min, cancel into immediate Throw)
    • 1.903 (min, earliest blocking/movement frame)
    • 3.081 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

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

SF6 Marisa 236pp.png
SF6 Marisa 236p hitbox.png
Armored Startup
SF6 Marisa 236p hitbox2.png
Unheld

SF6 Marisa 236pp hitbox.png
OD Unheld
Hitboxes Off
Hitboxes On

236LP
Gladius
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 4 21 SA3 1200 LH KD +36 -5
  • Upper Body Armor (1-hit): 5-10f
  • Cancel Hitconfirm Window: 21f (Super)
  • Can hold button to charge; armor time is extended, but ends upon early button release
  • Holding button 11-12f can extend armor time by 1-2f without increasing startup
  • Startup after partial charge release: 5f (frames 12-19); 4f (frames 20-25)
236MP
Gladius
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 4 21 SA3 1400 LH KD +36 -5
  • Upper Body Armor (1-hit): 5-12f
  • Cancel Hitconfirm Window: 21f (Super)
  • Can hold button to charge; armor time is extended, but ends upon early button release
  • Startup after partial charge release: 7f (frames 12-19); 6f (frames 20-28)
236HP
Gladius
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 4 21 SA3 1600 LH KD +36 -5
  • Upper Body Armor (1-hit): 5-15f
  • Cancel Hitconfirm Window: 21f (Super)
  • Can hold button to charge; armor time is extended, but ends upon early button release
  • Holding button 33-34f results in uncharged 236HP with slower startup than full-charge version
  • Startup after partial charge release: 10f (frames 12-19); 9f (frames 20-27), 8f (frames 28-34)
236PP
Gladius
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 4 21 SA2 SA3 1700 LH KD +36 -2
  • Upper Body Armor (1-hit): 1-22f; Armor Break
  • Cancel Hitconfirm Window: 21f (Super)
  • Can hold button to charge; armor time is extended, but ends upon early button release
  • Startup after partial charge release: 8f (frames 11-12); 7f (frames 13-19), 6f (frames 20-28)


An armored straight punch that "stabs" the opponent, Gladius has multiple applications for offense, defense, and neutral.

Marisa can harass opponents in the mid-range and chip away at their Drive gauge while taking advantage of the high pushback to keep herself safe. This is fairly easy to do, as even a ranged 5MP~MP canceled into Gladius is usually safe on block. Higher strength versions have more range in exchange for slower startup; it's important not to whiff in neutral, as Gladius is easily whiff punished. If the opponent has a strong cancelable low poke, the lack of lower-body armor makes this move much risker to use in neutral; it still remains effective in combos and blockstrings, however.

The most important attribute of Gladius is its ability to charge into a more powerful version by holding the button. A fully charged Gladius breaks armor, rendering Drive Impact useless unless they predict an early release. The OD version even breaks armor without charge, making it the best version to use if you want to guarantee safety. Partially charging the attack also makes it harder for the opponent to Perfect Parry on reaction, somewhat mitigating one of Marisa's biggest weaknesses. Be aware that charging gives the opponent more time to react with something like an invincible Super, which will break Marisa's armor and interrupt any gap in the blockstring.

Gladius's armor only covers the upper half of her hurtbox; any attack with a low enough hitbox will hit Marisa out of startup. She also loses any remaining armor the moment the button is released. The punch release starts up surprisingly fast after a partial charge, allowing Marisa to punish absorbed jump-ins or projectiles fairly consistently on reaction to the armor activation. This makes it a semi-consistent anti-air, though it's more easily baited by an empty jump than her other options like 214LP.

As a combo ender, Gladius is highly damaging, but pushes the opponent far away. Marisa thrives off momentum, so it's important to pick combo routes that will take you to the corner, or use an alternative ender midscreen. It is cancelable into SA3 (and SA2 for the OD version), and can potentially even be single-hit-confirmed on reaction. Be aware that these Super cancels can whiff midscreen from farther ranges, so they should only be done in guaranteed combo situations or in the corner.

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

SF6 Marisa 236pp.png
SF6 Marisa 236p hitbox.png
Armored Startup

SF6 Marisa 236p hold hitbox.png
Held

SF6 Marisa 236pp hold hitbox.png
OD Held
Hitboxes Off
Hitboxes On

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
  • Upper Body Armor (1-hit): 5-26f; Armor Break
  • Cancel Hitconfirm Window: 17f (Super, 1st hit)
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
  • Upper Body Armor (1-hit): 5-29f; Armor Break
  • Cancel Hitconfirm Window: 17f (Super, 1st hit)
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
  • Upper Body Armor (1-hit): 5-35f; Armor Break
  • Cancel Hitconfirm Window: 17f (Super, 1st hit)
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
  • Upper Body Armor (2-hit): 1-38f; Armor Break
  • Cancel Hitconfirm Window: 17f (Super, 1st hit)


The fully charged version of Gladius shuts down Drive Impact, which would otherwise be a potent counter to Marisa's moveset. The slow startup makes it easy to interrupt with a jump or a Super on reaction, so it's important to mix up the timing so that the opponent can't overly rely on any one defensive option. Many opponents will instead attempt to Perfect Parry in response to the slow startup. Mixing between slower and faster versions makes this hard to do on reaction, as it's not immediately obvious which strength Marisa is using (except for the OD version, of course). By making the opponent block or parry, you put yourself at excellent frame advantage and can continue enforcing your pressure at will.

The armor still loses to low-angled hitboxes just like the uncharged versions. The reel back animation and variable charge timing makes it hard for the opponent to throw out a low poke to intercept at mid-range, however.

The first hit of charged Gladius crumples the opponent before transitioning to a cinematic. If Marisa trades with the opponent as her armor runs out, the crumple still happens, allowing for a combo conversion. If the charged hit connects on an airborne opponent, the 2nd hit of the follow-up will drop, dealing 200 less damage and losing the Hard Knockdown status.

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

SF6 Marisa 214pp.png
SF6 Marisa 214lp hitbox.png
Hitboxes Off
Hitboxes On

214LP
Dimachaerus
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 30 SA3 600 LH -3 -16
  • Anti-Air Invuln: 5-15f
  • Cancel Hitconfirm Window: 24f (Super) / 34f (follow-up, only combos up to 32f)
214MP
Dimachaerus
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 30 SA3 700 LH 0 -16
  • Anti-Air Invuln: 6-19f (Head only)
  • Cancel Hitconfirm Window: 24f (Super) / 34f (follow-up)
214HP
Dimachaerus
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 4 30 SA3 800 LH KD +38 -16
  • Anti-Air Invuln: 10-25f (Head only)
  • Cancel Hitconfirm Window: 25f (Super) / 34f (follow-up)
214PP
Dimachaerus
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 26 SA2 SA3 600 LH KD +42 -12
  • Anti-Air Invuln: 5-19f; Armor Break
  • Cancel Hitconfirm Window: 25f (Super) / 37f (follow-up)


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 (e.g. 2LP > 214LP, 5MP~MP > 214MP, 4HP > 214HP). OD version connects from any Medium cancelable normals.

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.

Light version is, in theory, your best anti-air with air invuln, good damage, and the follow-up leaving the opponent close where Marisa wants them. In practice, Dimachaerus is somewhat slow, and an opponent jumping in close will cross Marisa up due to Dimachaerus's forward movement making this a less consistent anti-air as you'd like. Still an important Anti-Air tool to keep in the pocket, especially against moves that rely on air invulnerability (Such as Honda's Sumo Slam).

Dimachaerus Follow-up (214P~6P)
Dimachaerus Follow-up
214P~6P
SF6 Marisa 214p 6p.png

SF6 Marisa 214pp 6p.png
SF6 Marisa 214p 6p hitbox.png
Hitboxes Off
Hitboxes On

214LP~6P
LP Dimachaerus Follow-up
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 5 23 - 600 LH KD +31 -
  • Immediate knockdown with no possible follow-up
214MP~6P
MP Dimachaerus Follow-up
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 5 24 - 600 LH KD +36 -
  • Causes limited juggle OTG Bounce vs. airborne opponents
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)
214HP~6P
HP Dimachaerus Follow-up
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 5 23 - 600 LH KD +56 Bounce -
  • Puts opponent into limited juggle state
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)
214PP~6P
OD Dimachaerus Follow-up
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 5 23 - 600 LH KD +58 Bounce -
  • Puts opponent into limited juggle state
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)


A follow-up to Dimachaerus that can only come out on hit or when absorbed by armor. Unless canceling into a Super, there is no reason not to input this move every time; 214PP can technically lead to a safe jump j.LK, but this would never be worth the huge damage sacrifice.

The LP version is a simple knockdown ender, as is the MP version on grounded opponents. Using MP Dimachaerus as an anti-air allows the follow-up to ground bounce high enough for a follow-up juggle; depending on the timing, you may need to delay the 6P to connect properly. The HP and OD versions ground bounce even on grounded opponents, leading to extremely damaging combos despite the extra damage scaling applied to the juggle follow-ups.

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

SF6 Marisa 623pp.png
SF6 Marisa 623lp hitbox.png
SF6 Marisa 623lp hitbox2.png
Hitboxes Off
Hitboxes On

623LP
Phalanx
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 3 2+16 land - 1500 LH KD +42(43) +2(3)
  • High/Mid Armor (1-hit): 7-11f; Lower Body Projectile Invuln: 12-27f
  • Airborne 11-29f (Forced Knockdown state)
  • Punish Counter: KD +58(59) Slide; hits 1f later vs. crouching opponents
623MP
Phalanx
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 3 2+16 land - 1600 LH KD +42(43) +2(3)
  • High/Mid Armor (1-hit): 7-13f; Lower Body Projectile Invuln: 12-30f
  • Airborne 14-32f (Forced Knockdown state)
  • Punish Counter: KD +58(59) Slide; hits 1f later vs. crouching opponents
623HP
Phalanx
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 3 2+16 land - 1700 LH KD +42(43) +2(3)
  • High/Mid Armor (1-hit): 10-15f; Lower Body Projectile Invuln: 12-34f
  • Airborne 17-36f (Forced Knockdown state)
  • Punish Counter: KD +58(59) Slide; hits 1f later vs. crouching opponents
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) +2(3)
  • High/Mid Armor (1-hit): 6-12f; Lower Body Projectile Invuln: 12-30f; Armor Break
  • Airborne 14-32f (Forced Knockdown state)
  • Puts opponent into limited juggle OTG state
    • Wall Splat (HKD) if opponent reaches the corner (grounded and throwable, but strikes cause juggle state)
  • Punish Counter: KD +76 Tumble; hits 1f later vs. crouching opponents
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)


Marisa jumps into the air and swings downward with a Superman punch; heavier button strengths are slower but travel much farther. Phalanx is a great approach tool in neutral, hopping over low pokes and most projectiles (including tall ones like Guile Sonic Cross or JP's Torbalan/Embrace). All versions are plus on block, but heavier versions leave Marisa closer to the opponent for improved mixups and pressure; it also gains an extra frame of advantage if the opponent is crouching.

Phalanx is a bit too slow to use on reaction against fireballs, so it's generally used predictively. Opponents expecting this move can counter it with an anti-air DP or a Perfect Parry, or simply swat Marisa out of the air with a higher-hitting button. Drive Impact is also a threat, but the OD version breaks armor and the meterless versions recover fast enough to counter-DI if the opponent times it too late.

Meterless versions allow for safe jump setups with its +42 knockdown advantage, but the required button strength depends on the specific combo route used. OD Phalanx is one of Marisa's most important combo extenders; any juggle into 4HP > 623PP near the corner gives Marisa a huge damage follow-up.

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

SF6 Marisa 236kk.png
SF6 Marisa 236lk hitbox.png
Hitboxes Off
Hitboxes On

236LK
Quadriga
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 4 24 SA3 1400 LH KD +35 -6
  • ~50% screen length
  • Cancel Hitconfirm Window: 20f (Super)
236MK
Quadriga
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 22 SA3 1500 LH KD +37 -4
  • ~60% screen length
  • Cancel Hitconfirm Window: 20f (Super)
236HK
Quadriga
Startup Active Recovery Cancel Damage Guard On Hit On Block
29 4 21 SA3 1600 LH KD +37 -3
  • ~70% screen length
  • Cancel Hitconfirm Window: 20f (Super)
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
  • Armor Break; ~65% screen length
  • Wall Splat on hit (KD Adv. increases when farther from wall)
  • Cancel Hitconfirm Window: 20f (Super)


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 wall splats. This wallsplat can be used for some optimal corner combos provided you can route into 6HK early in a combo, as it is her only launcher that counts as only one hit for combo scaling.

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 with Armor Break, though it shares the LK 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
SF6 Marisa 214k hitbox.png
SF6 Marisa 214k counter hitbox.png

SF6 Marisa 214kk hitbox.png
SF6 Marisa 214kk counter hitbox.png
Hitboxes Off
Hitboxes On

214K
Scutum
Startup Active Recovery Cancel Damage Guard On Hit On Block
3(8) 26(116) 26 - - - - -
  • Upper Body Armor (1-hit): 3-28(118)f; triggers Counter-attack
  • Can hold the button to extend the stance an extra 90f
    • The final 26 recovery frames do not have armor
  • Cancelable into follow-ups after 8f
  • Stance cannot be canceled into from other attacks
214K
Scutum (Counter)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 20 - 700 LH -1 -5
  • Triggers automatically after absorbing attack; can hold button to remain in stance after attack
  • Marisa incurs only 6f armor hitstop (usually results in +1 Counter-hit rather than +3 Punish Counter vs. medium/heavy attacks)
  • Punish Counter state for entire duration

Scutum grants Marisa upper body armor, making it useful as an anti-air or against certain predictable high/mid attacks. Not suitable as a wakeup reversal since the armor doesn't activate until frame 3. The armor activation is determined by hitbox position; some lows hit high enough to be absorbed, while some high/mid attacks hit below the armor box.

214KK
Scutum
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 28(58) 29 - - - - -
  • Full Body Armor (2-hit): 1-28(58)f; triggers Counter-attack
  • Can hold the button to extend the stance an extra 30f
    • The final 29 recovery frames do not have armor
  • Cancelable into follow-ups after 8f (OD follow-ups are identical to meterless version)
  • Stance cannot be canceled into from other attacks
214KK
Scutum (Counter)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 20 - 700 LH -1 -5
  • Armor: 1-10f
  • Triggers automatically after absorbing attack; can hold button to remain in stance after attack
  • Marisa incurs only 6f armor hitstop (usually results in +1 Counter-hit rather than +3 Punish Counter vs. medium/heavy attacks)
  • Punish Counter state for entire duration

With 2 hits of armors starting on frame 1, this is a much better defensive option than meterless Scutum. It can even absorb lows, but is still vulnerable to throws and armor breaking attacks. The early armor makes it useful vs. safe jumps involving medium/heavy normals; a perfectly timed light air normal will be able to land and block.

Like all armored moves, Marisa still takes 50% recoverable damage when absorbing attacks; this means she can be KO'd when this move is used at low health.

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

SF6 Marisa 214k p p.png
SF6 Marisa 214k p hitbox.png

SF6 Marisa 214k p p hitbox.png
Hitboxes Off
Hitboxes On

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
  • 1st active frame only hits airborne opponents (causes spike knockdown)
  • Cancel Hitconfirm Window: 16f (Follow-up; 17f if 1st active frame hits airborne)
  • Punish Counter state for entire duration
214K~P~P
Tonitrus 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 36 - 1000 LH KD +31 -21
  • True blockstring from 214K~P overhead starter
  • Punish Counter state for entire duration


Marisa makes a heart shaped double handed punch. This overhead follow-up is the safest ender out of Scutum, though the slow animation makes it vulnerable to armored attacks like Drive Impact. The 2nd hit is unsafe and fairly hard to hitconfirm, so should be used sparingly unless you can react.

These follow-ups are identical between the meterless and OD Scutum starters.

Procella (214K~K)
Procella
214K~K
SF6 Marisa 214k k.png
SF6 Marisa 214k k hitbox.png
Hitboxes Off
Hitboxes On

214K~K
Procella
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+16 3 37 - 1200 L HKD +22 -24
  • Punish Counter state for entire duration


A low-hitting sweep from Scutum that steps forward during startup. While the similar startup time makes it difficult to react between the overhead and low enders, this attack is 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 conditioned the opponent to expect an overhead.

This follow-up is identical between the meterless and OD Scutum starters.

Enfold (214K~LPLK)
Enfold
214K~LPLK
SF6 Marisa 214k lplk.png
Pankration itself.
SF6 Marisa 214k lplk hitbox.png
Pankration itself.
Hitboxes Off
Hitboxes On

214K~LPLK
Enfold
Startup Active Recovery Cancel Damage Guard On Hit On Block
8+5 3 54 - 2500 (2875) T HKD +20 -
  • Punish Counter state for entire duration
  • Range: 1.11 (final active frame: 1.17)
    • Includes the 0.22 forward movement from 214K startup


Command Grab follow-up from Scutum. While it's still mostly unreactable, the total required startup (8f from Scutum + 5f throw) makes it harder to use than a traditional command grab. It works best as a mixup on the opponent's wakeup, or out of a Drive Rush canceled attack that prevents the opponent from interrupting with defensive light normals.

This follow-up is identical between the meterless and OD Scutum starters.


Super Arts

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

SF6 Marisa 236236p hold hitbox.png
Hitboxes Off
Hitboxes On

236236P
Javelin of Marisa
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 5 60 - 2200 LH KD +14 -43
  • Full Invuln: 1f (until freeze); Armor (2-hit): 2-23f; Armor Break
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling
236236[P]
Javelin of Marisa
Startup Active Recovery Cancel Damage Guard On Hit On Block
42 6 60 - 2900(2600) LH HKD +35 (KD +17) -42
  • Full Invuln: 1f (until freeze); Armor (2-hit): 2-47f; Armor Break
  • Frames 1-27f trigger a cinematic counter when absorbing a strike
  • After release, active frames 1-3 trigger a cinematic hit (higher damage/KD advantage)
  • Drive Gauge Depletion: 0.75 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling
236236[P] Counter
Javelin of Marisa
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 54 - 2640 LH KD +46 -37
  • Full Invuln: 1-10f (after counter triggers); Armor Break
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)


Armored haymaker Super Art that can be charged to change its properties.

The uncharged version is quite slow as a reversal, and Marisa takes armor damage that can lead to a KO at very low health. All versions lose to throws, and can be too slow to counter some meaty projectiles on wakeup.

The held version is a much better reversal due to the cinematic counter that triggers when absorbing a strike; this counter does not cause Marisa to take any armor damage, but can be baited with safe jump timing. The held counter does not lose to Armor Break attacks; for example, a normal canceled into 236236[P] will beat the opponent's Drive Reversal unless they delay it significantly.

Javelin is fairly easy to route as a combo ender for a relatively cheap 3000-4000 damage from most common routes. If the opponent is midscreen, this causes a reset to neutral that gives up all of Marisa's momentum. The charged version can always land after an OD Phalanx corner wall splat for some extra damage. If the held version connects at max distance (active frames 4-6), it triggers a weaker version that does reduced damage and Drive depletion and is no longer a hard knockdown.

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

SF6 Marisa 214214p whiff.png
SF6 Marisa 214214p hitbox.png

SF6 Marisa 214214p whiff hitbox.png
Hitboxes Off
Hitboxes On

214214P
Meteorite
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 7(33)3 59 - 3000(2500) LH HKD +17 -44(-77)
  • Full Invuln: 1-15f; Armor Break
  • Airborne 16-47f (Forced Knockdown state)
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block); 0.25 bars per blocked hit
    • Non-cinematic downward slam deals full Drive Damage on hit
  • 40% minimum damage scaling; applies 15% immediate scaling when comboed into


Marisa launches herself upward and slams the opponent back to the ground. The full invincibility makes it a more consistent reversal than SA1, as well as a strong anti-air that's easy to input when buffering 214P (her other go-to anti-air). It can also be a useful juggle ender, granting better damage and positioning than SA1 (especially midscreen).

If the first hit connects, it triggers a cinematic hit that does above average damage for a Level 2 Super. On block or whiff, Marisa continues the attack with a downward slam that does 500 less damage than the cinematic version (while still dealing 1 full bar of Drive damage on hit). This second attack can easily be avoided with a jump, but Marisa's collision box stretches downward far enough that the opponent can't walk or dash under her without a low-profile move.

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
SF6 Marisa 236236k hitbox.png
CA version grants 500 extra damage
Hitboxes Off
Hitboxes On

236236K
Goddess of the Hunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 7 60 - 4000 LH HKD +19 -39(-33)
  • Full Invuln: 1-19f; Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~2.1 Drive bars for Marisa
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
236236K
Goddess of the Hunt (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 7 60 - 4500 LH HKD +19 -39(-33)
  • Full Invuln: 1-19f; Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Cinematic time regenerates ~2.1 Drive bars for Marisa
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


Marisa charges forward, shoving and clobbering the opponent into a wall once it connects. The opponent is always carried to a fixed distance from the corner; CA ends up slightly farther from the corner than a regular SA3. In addition to being a great combo/juggle ender, the corner carry makes it a credible defensive option when Marisa's back is to the wall; it's also great at punishing projectiles on reaction, especially with Modern controls. However, the startup is too slow to use against properly timed meaty light normals, so SA2 is still the more reliable (and cheaper) reversal.

Marisa's juggle routes usually ensure at least 5000 damage on any combo ending in SA3, or even 6000+ in the corner with minimal execution requirements. This makes it a great at closing out rounds, but if the opponent survives, they will have much more breathing room to mount a comeback against a meterless Marisa. SA3 can combo from a quick confirm like 2LP, 2LP > 214LP, but this is a fairly inefficient use of meter unless it guarantees the win.


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."
SF6 Marisa 6pppkkk hitbox.png
"Come on, the first hit's free."
Hitboxes Off
Hitboxes On

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
85 [55] 72 - - - - -
  • Armor (1-hit): 85-139f; [] refers to active armored period
  • 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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