Street Fighter 6/Marisa/Combos

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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

Light Starters

Light Confirm
Very Easy


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

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

Medium Starters

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 safe jump.
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.

Heavy Starters

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 Drive Rush > 4HP > 623HP Anywhere 3353 1 0 [3] Medium Sets up a safe jump near corner.
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 safe jump.
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
6HK > 236KK, 4HP > 623MP Corner 4240 2 0 [2] Easy High damage safe jump setup
6HK > 236KK, 4HP > DRC 4[HP] > DRC 4HP > 236HK > 236236K Corner 6841 (7091 CA) 5 3 [3] Medium Max damage, full meter dump combo. Can be routed into after punish counter 5[HP]. If there's not enough drive gauge for the last drive rush cancel end with DRC 4[HP] > 236HP > 236236K.
6HK > 236KK, DR 6HK/4HP > 214HP~6P, Etc. Near Corner ~4505 3 0 [4] Hard Works at a bit past midscreen. Use DR 6HK when further and DR 4HP when closer to the corner (about 70-60 training stage tick marks from corner for 6HK, 60-50 for 4HP)

Drive Impact

Drive Impact Punish Counter
Easy


Punish Counter DI, 4[HP], 4HP > 214HP~6P Etc.
Punish Counter DI, 4[HP] > 236KK Etc. (Refer to routes above)

Begin charging 4[HP] 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.

Corner Guard Crush
Easy


DI, 214HP~6P, 4[HP] > 623LP
DI, DR 4HP > 236KK, 4HP > 623MP
DI, DR 4HP > 236KK, 4HP > DR 4[HP] > 236HP > 236236K

First route is a low cost safe jump setup, second is a metered safe jump setup, and third is a meter dump kill combo. The second route only does an additional 468 extra damage for an additional 3 bars of drive gauge. It's generally not worth the drive gauge investment unless getting or setting up a KO.

Near Corner Guard Crush
Easy


DI, DR 6HK/4HP > 214HP~6P Etc.
DI, 236KK, 4HP Etc.

When the opponent is not directly in the corner, DI will wall splat the opponent higher up on the wall allowing for slightly different combo routes. For the 214HP route, you can either do a Drive Rush normal into it or forward dash directly into 214HP to convert into the route. For the 236KK route, you can go into it directly without using a Drive Rush normal. The 214HP route deals less damage at the spacing while the 236KK route deals more, now offering an additional 685 damage for only 2 additional bars of drive gauge making it a much more worthwhile option for tacking on some extra damage.

Punish Counter Side Switch
Easy


Punish Counter DI, forward jump j.LK, 236MP

Relatively low damage, but gives good corner oki when you are initially cornered yourself. Alternatively, 236MP can be replaced with 5LP for an air reset mixup. Command grab, 2LK, 3HP, j.LK instant overhead are all valid options after the reset.

Counter Hit Combos

5LP~LP
Easy


CH 5LP~LP > 236LK/214MP~P

-6 Punish or for catching a mash. 236LK is notably better damage but 214MP~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.

5LP~LP (Metered)
Easy


CH 5LP~LP > Drive Rush Cancel > (5MK,) 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

5LK Punish Counter
Medium


PC 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


PC 6MP, 2LP > 214LP~6P

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

5HP Whiff Punish Combo
Easy


PC 5HP, 5MP~MP> 214MP~P

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

(Anti-Air) 2HP Punish Counter
Easy


PC 2HP, 236LP/236LK

How close the opponent is to the ground once 2HP lands might mess with the timing, but 236LP being the faster move is generally your safest bet. The same applies to Super Art follow-ups, with SA2 being your most consistent choice.

(Anti-Air) 2HP Punish Counter (Drive Rush Options)
Medium


PC 2HP, Parry Drive Rush > 4HP > 623HP (1 Drive)
(Near Corner) PC 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.

5[HP] Punish Counter
Easy


PC 5[HP], 4HP > 214HP~6P, etc.

Your standard reversal punish. All 4HP routes apply after 5[HP], so adjust route as needed for your Drive/proximity to corner.

5[HP] Corner Punish
Medium


PC 5[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.

5HK Punish Counter
Easy


PC 5HK > 236MK/236236P

A quick and easy combo for when you want to conserve resources

5HK Punish Counter (Metered)
Hard


PC 5HK, Parry Drive Rush > 6HK > 236MK (1 Drive)
PC 5HK, 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.

5HK Punish Counter (Corner)
Medium


PC 5HK, 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 5HK punish routes, guaranteed to leave you close to the opponent.

Drive Rush Starters (Counter-hits Included)

2LP DR Starter
Easy


DR 2LP, 5MP~MP > 214MP~6P
2MP DR Starter
Easy


DR 2MP, 5MP~MP > 214MP~6P
5MK DR Starter
Easy


DR 5MK, 4HP > 214HP~6P, etc.
6MP DR Punish
Medium


PC DR 6MP, 4HP > 214HP~6P, Etc.
5HP DR Starter
Easy


DR 5HP, 5MP~MP > 214MP~6P

Combo Theory

Marisa's primary combo starters are 5MP~MP > 214PP or 4HP/6HK > 214HP. Charging 4HP/6HK allows you to link an extra 4HP 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 safe jump. 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
    • 236P may leave opponent too far away on hit for Level 3 to connect; 236K is more reliable.


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