Street Fighter 6/Marisa/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Marisa HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Marisa Portrait.png 10500 0.9 0.039 0.027 22 25 1.40 0.90 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 400 6 3 11 19 0 -2 LH TC 13
5MP 700 7 4 15(17) 25(27) +2 -1 LH TC 16
5HP 1000 12 2 23 36 +3 -3 LH TC 18
5[HP] 1200 26(5) 2 22 49 +6 +3 LH TC 20
5LK 400 6 2 14 21 0 -2 LH Sp SA 15
5MK 800 11 4 16 30 +4 -2 LH -
5HK 1000 15 2 25 41 +1 -3 LH -
5[HK] 1200 27(10) 2 25 53 KD +36 +1 LH -
2LP 300 4 2 10 15 +3 -3 LH Chn Sp SA 15
2MP 700 8 3 16 26 +3 -2 LH Sp SA 15
2HP 900 9 5 23 36 KD +35 -6 LH -
2[HP] 1000 21(4) 6 21 47 KD +52 -5 LH -
2LK 300 5 3 12 19 0 -3 L Chn
2MK 600 9 3 18 29 +2 -2 L -
2HK 1000 11 3 26 39 HKD +29 -11 L -
2[HK] 1200 23(4) 3 23 48 HKD +32 -6 L -
j.LP 300 4 7 3 land - - - H -
j.MP 700 7 4 3 land - - - H TC
j.HP 800 10 5 3 land - - - H -
j.[HP] 1500 28(5) 6 6 land - HKD +66(+72) +9(+15) H -
j.LK 300 5 10 3 land - - - H -
j.MK 500 8 8 3 land - - - H -
j.HK 800 10 7 3 land - - - H -
j.[HK] 1500 29(3) 6 6 land - HKD +67(+72) +10(+15) H -
6MP 800 10 2 20 31 +2 -3 LH TC 20
4HP 900 8 2 21(24) 30(33) +3 -1 LH Sp SA 20
4[HP] 1000 20(3) 2 19(24) 39(45) +13 +4 LH Sp SA 20
3HP 900 21 2 21 43 0 -3 H TC 16
3[HP] 1000 31(14) 2 19 51 +5 +2 H TC 16
6HK 900 14 4 21 38 0 -3 LH Sp SA TC 18 Sp / 23 TC
6[HK] 1000 27(4~7) 4 19 49 +10 +3 LH Sp SA TC 20 Sp / 25 TC
nj.2HP 800 9 9 3 land - - - H -
nj.2[HP] 1500 28(4) 9 6 land - HKD +68(+72) +11(+15) H -
5LP~LP 600 14 3 22 38 -3 -6 LH Sp SA 40-42 (17)
5MP~MP 600 14 2 23 38 -3 -8 LH Sp SA 44-46
5HP~HP 1000 (900) 24 3 19 45 KD +35 +2 LH -
6MP~HP 800 11 2 26 38 KD +31 -12 L -
6MP~HK 800 11 4 23 37 KD +39 / (-21) -10(-26) LH SA 49
3HP~3HP 900 18 2 24 43 -3 -12 H -
6HK~6HK 1000 16 5 25 45 KD +40 -12 LH -
j.MP~MP 800 10 3 3 land - - - H -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +4 -12 14 12 9
5MP +6 -17 21 18 11
5HP 10% Starter +7 -23 28 22 13
5[HP] 10% Starter +14 -22 30 27 15
5LK 10% Starter +4 -14 +2 0 16 14 9
5MK +8 -18 24 18 11
5HK 10% Starter KD +58 Launch -25 28 24 13
5[HK] 10% Starter KD +65 Launch -25 28 15
2LP 10% Starter +7 -10 +3 -3 15 9 9
2MP +7 -17 +12 +7 22 17 11
2HP KD +48 -26 22 13
2[HP] KD +55 -25 22 15
2LK 10% Starter +4 -13 15 12 9
2MK +6 -19 23 19 11
2HK HKD +44 -27 18 13
2[HK] HKD +47 -24 20 15
j.LP -2 15 12 9
j.MP -2 15 11 11
j.HP -2 19 15 13
j.[HP] -11(-5) 22 15
j.LK -2 15 12 9
j.MK -2 18 15 11
j.HK -2 19 15 13
j.[HK] -10(-5) 22 15
6MP +6 -20 24 19 11
4HP +7 -21 +13 +9 26 22 13
4[HP] +17 -18 +23 +14 33 24 15
3HP +4 -21 23 20 13
3[HP] +9 -19 26 23 13
6HK +4 -23 +15 +12 25 22 13
6[HK] +14 -21 +21 +14 33 26 15
nj.2HP -2 19 15 13
nj.2[HP] HKD +68(72) -9(-5) 22 15
5LP~LP 10% Starter; Combo (extra 15%) +1 -23 +12 +9 22 19 13
5MP~MP +1 +10 +5 22 17 13
5HP~HP KD +35 -20 24 13
6MP~HP KD +31 16 13
6MP~HK KD +49 17 13
3HP~3HP +1 23 14 13
6HK~6HK KD +40 -28 18 13
j.MP~MP 11

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5[HP] 8000 [12000] 3000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 4000 [6000] 2000 700 (490) 350 (175)
5HK 5000 [8000] 3000 1000 (700) 500 (250)
5[HK] 8000 [12000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 5000 [8000] 2500 1000 (700) 500 (250)
2[HP] 8000 [12000] 3000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 4000 [6000] 2000 600 (420) 300 (150)
2HK 3000 [10000] 2500 1000 (700) 500 (250)
2[HK] 8000 [12000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 3000 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.[HP] 6000 [15000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
j.[HK] 6000 [15000] 2000 1000 (700) 500 (250)
6MP 2500 [4000] 1000 500 (350) 250 (125)
4HP 5000 [8000] 2000 500 (350) 250 (125)
4[HP] 6000 [10000] 2500 500 (350) 250 (125)
3HP 5000 [5000] 1000 500 (350) 250 (125)
3[HP] 5000 [12000] 1500 500 (350) 250 (125)
6HK 5000 [8000] 2000 1000 (700) 500 (250)
6[HK] 8000 [12000] 3000 1000 (700) 500 (250)
nj.2HP 4000 [5000] 2000 1000 (700) 500 (250)
nj.2[HP] 6000 [15000] 2000 1000 (700) 500 (250)
5LP~LP 1000 [5000] 1000 1000 (700) 500 (250)
5MP~MP 3000 [5000] 1500 1000 (700) 500 (250)
5HP~HP 5000 [5000] 2000 1000 (700) 500 (250)
6MP~HP 5000 [10000] 2000 1000 (700) 287 (143)
6MP~HK 5000 [10000] 2500 1000 (700) 500 (250)
3HP~3HP 5000 [5000] 1000 500 (350) 250 (125)
6HK~6HK 3000 [5000] 2500 1000 (700) 500 (250)
j.MP~MP 1000 500 (350)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5[HP]
5LK
5MK
5HK
5[HK]
2LP
2MP
2HP 10-13 Air (Head)
2[HP] 20-31 Air (Head)
2LK
2MK
2HK
2[HK]
j.LP
j.MP
j.HP
j.[HP]
j.LK
j.MK
j.HK
j.[HK]
6MP
4HP
4[HP]
3HP
3[HP]
6HK
6[HK]
nj.2HP
nj.2[HP]
5LP~LP
5MP~MP
5HP~HP
6MP~HP
6MP~HK
3HP~3HP
6HK~6HK
j.MP~MP

input Notes
input Notes
5LP Good neutral buffer into 5LP~LP Target Combo (requires at least a Counter-hit to combo); causes air reset if juggled into
5MP 2f extra recovery on whiff; great hitbox and a strong buffer into 5MP~MP Target Combo
5HP Can hold button 21f for improved properties; strong whiff punish tool
5[HP] Releasing the button on frames 7-20 results in uncharged version with 5f startup; great range and frame advantage for follow-up combos and pressure; puts airborne opponents into limited juggle state
5LK At farther ranges, can only combo into SA2; special cancel is delayed until after 2nd recovery frame; DR cancel is delayed until after 3rd recovery frame
5MK Good poke and Drive Rush starter
5HK Can hold button 17f for improved properties; solid poke with good hitbox priority; Punish Counter puts opponent into free juggle state; puts airborne opponents into limited juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles
5[HK] Releasing the button on frames 5-16 results in uncharged version with 10f startup; puts airborne opponents into limited juggle state; Punish Counter causes free juggle state
2LP Chains into 2LP/2LK (4f gap on block when chained into itself); Marisa's only 4f normal; special cancel is delayed until after active frames; DR cancel is delayed until after 1st recovery frame
2MP Long range for a cancelable 2MP (but slower than average startup)
2HP Can hold button 17f for improved properties; slow but solid anti-air; cannot hit cross-up; only first 2 active frames hit grounded opponents; active frames 3-5 only hit airborne opponents; puts opponent into limited juggle state on hit
2[HP] Launches opponent into limited juggle state on hit; useful for continuing juggles; cannot hit cross-up and too slow to realistically anti-air; only first 2 active frames hit grounded opponents; active frames 3-6 only hit airborne opponents; releasing the button on frames 5-16 results in uncharged version with 4f startup
2LK Chains into 2LP/2LK
2MK Solid low poke with good range and hitbox priority; can lead to combos out of Drive Rush
2HK Can hold button 20f for improved properties; has juggle potential (no Hard Knockdown if juggled into)
2[HK] Has juggle potential (no Hard Knockdown if juggled into); releasing the button on frames 7-18 results in uncharged version with 4f startup
j.LP
j.MP Puts airborne opponents into limited juggle state
j.HP Can hold button 20f for improved properties; causes spike knockdown vs. airborne opponents
j.[HP] Releasing the button on frames 5-22 results in uncharged version with 5f startup; causes spike knockdown; extra landing recovery means it can always be punished on Perfect Parry
j.LK Cross-up; useful for safe jumps; can be used as a fuzzy instant overhead
j.MK Farthest reaching horizontal jump-in with good hitbox priority
j.HK Can hold button 20f for improved properties
j.[HK] Releasing the button on frames 7-25 results in uncharged version with 3f startup; causes spike knockdown; extra landing recovery means it can always be punished on Perfect Parry
6MP Strong forward movement with useful links out after Counter-hit, Punish Counter, or Drive Rush; has 2 hitconfirmable Target Combo follow-ups
4HP 3f extra recovery on whiff; can hold button 17f for improved properties; causes air reset when juggled into without Drive Rush; short range but important in combos and pressure; special/DR cancel is delayed until after 2nd recovery frame
4[HP] 5f extra recovery on whiff; releasing the button on frames 5-16 results in uncharged version with 3f startup; short range but excellent combo and pressure tool; meaty connect does not give extra frame advantage; puts airborne opponents into limited juggle state
3HP Can hold button 17f for improved propertied; has a Target Combo follow-up; causes a short OTG bounce vs. airborne opponents
3[HP] Slow overhead that can combo on hit or give pressure on block; releasing the button on frames 7-16 results in uncharged version with 14f startup; causes a short OTG bounce vs. airborne opponents
6HK Can hold button 21f for improved properties; has a hitconfirmable Target Combo follow-up; forces stand on hit
6[HK] Releasing the button on frames 7-14 results in uncharged version with 7f startup (frames 15-20: 4f startup); has a hitconfirmable Target Combo follow-up; forces stand on hit; puts airborne opponents into limited juggle state; more range than uncharged version with excellent follow-up combos or block pressure; special/DR cancel is delayed until after 3rd active frame
nj.2HP Can hit Cross-up; can hold button 20f for improved properties; causes spike knockdown vs. airborne opponents
nj.2[HP] Can hit Cross-up; releasing the button on frames 5-24 results in uncharged version with 4f startup; causes spike knockdown; extra landing recovery means it can always be punished on Perfect Parry
5LP~LP Requires Counter-hit, Punish Counter, or Drive Rush 5LP to combo; 3f gap on block between hits that allows for a frame trap
5MP~MP Great pressure and bully tool from 5MP; true blockstring between hits; special/DR cancel is delayed until after 1st recovery frame
5HP~HP () refers to scaled damage after 5HP combo starter; 6f gap between hits on block (1f gap if starting from 5[HP])
6MP~HP Low follow-up; true blockstring from 6MP, so an opponent mashing a crouching button after blocked 6MP will not be frame trapped; useful confirm if 6MP hits crouching opponent
6MP~HK Whiffs on crouching opponents; if the opponent is standing, this ender is preferable for its corner carry and Super cancelability; Super cancel is delayed until after 3rd active frame
3HP~3HP Gives a risky 2nd overhead after 3MP; true blockstring, so opponent can safely mash a standing normal after blocking 3MP without being frame trapped or hit by the overhead; can be juggled into
6HK~6HK Hitconfirmable ender after 6HK; delaying the input can create a frame trap up to 3f on block (no gap if starting from 6[HK])
j.MP~MP Spike KD vs. airborne opponents

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +23 - T
4LPLK 1200 (2040) 5 3 23 30 KD +33 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +23
4LPLK 20% Immediate HKD +33
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20(16 block)
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Can use Drive Rush for a corner throw loop
4LPLK Side switch; can walk or dash for oki after throwing opponent into corner; walk into 6[HK] is a strong meaty option
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; 4f less hitstop on block compared to most Drive Reversals (changes the punish timing); see Drive Reversal.
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.544 (min/throw), 1.903 (min/block), 3.081 (max/final DR frame)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
236LP 1200 17 4 21 41 KD +36 -5 LH SA3 21
236[LP] 1200,1000,200 (2400) 30 4 20 53 HKD +40 +4 LH SA3 (1st) 17
236MP 1400 19 4 21 43 KD +36 -5 LH SA3 21
236[MP] 1400,1000,200 (2600) 35 4 20 58 HKD +40 +4 LH SA3 (1st) 17
236HP 1600 22 4 21 46 KD +36 -5 LH SA3 21
236[HP] 1600,1000,200 (2800) 41 4 20 64 HKD +40 +4 LH SA3 (1st) 17
236PP 1700 19 4 21 43 KD +36 -2 LH SA2 SA3 21
236[PP] 1700,1000,200 (2900) 35 4 20 58 HKD +40 +4 LH SA2 SA3 (1st) 17
214LP 600 12 4 30 45 -3 -16 LH SA3 24 SA / 34(32) follow-up
214MP 700 16 4 30 49 0 -16 LH SA3 24 SA / 34 follow-up
214HP 800 22 4 30 55 KD +38 -16 LH SA3 25 SA / 34 follow-up
214PP 600 16 4 26 45 KD +42 -12 LH SA2 SA3 25 SA / 37 follow-up
214LP~6P 600 13 5 23 40 KD +31 - LH -
214MP~6P 600 13 5 24 41 KD +36 - LH -
214HP~6P 600 18 5 23 45 KD +56 Bounce - LH -
214PP~6P 600 13 5 23 40 KD +58 Bounce - LH -
623LP 1500 25 3 2+16 land 45 KD +42(43) +2(3) LH -
623MP 1600 28 3 2+16 land 48 KD +42(43) +2(3) LH -
623HP 1700 32 3 2+16 land 52 KD +42(43) +2(3) LH -
623PP 1400 28 3 2+16 land 48 KD +70 Tumble (HKD +138 Wall Splat) +2(3) LH -
236LK 1400 20 4 24 47 KD +35 -6 LH SA3 20
236MK 1500 24 4 22 49 KD +37 -4 LH SA3 20
236HK 1600 29 4 21 53 KD +37 -3 LH SA3 20
236KK 1500 24 4 24 51 KD +50(68) Wall Splat -6 LH SA2 SA3 20
214K - 3(8) 26(116) 26 54(144) - - - -
214KK - 1 28(58) 29 57(87) - - - -
214K 700 7 4 20 30 -1 -5 LH -
214KK 700 7 4 20 30 -1 -5 LH -
214K~P 900 8+15(16) 3 23(25) 40(42) +1 -3 H TC 17(16)
214K~P~P 1000 20 3 36 58 KD +31 -21 LH -
214K~K 1200 8+16 3 37 55 HKD +22 -24 L -
214K~LPLK 2500 (2875) 8+5 3 54 61 HKD +20 - T -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236LP 300 KD +36 -23 20 16(14 block)
236[LP] 300 HKD +40 -22 28 15
236MP 350 KD +36 -23 20 16(14 block)
236[MP] 350 HKD +40 -22 28 15
236HP 400 KD +36 -23 20 16(14 block)
236[HP] 400 HKD +40 -22 28 15
236PP 425 KD +36 -23 23 16(14 block)
236[PP] 425 HKD +40 -22 28 15
214LP 150 +1 -32 18 13
214MP 175 +4 -32 18 13
214HP 200 KD +38 -32 18 13
214PP 150 KD +42 -28 18 13
214LP~6P KD +31 10
214MP~6P Combo (2 hits) KD +36 13
214HP~6P Combo (2 hits) KD +50 Bounce 13
214PP~6P Combo (2 hits) 13
623LP 375 KD +58(59) -19 23 15
623MP 400 KD +58(59) -19 23 15
623HP 425 KD +58(59) -19 23 15
623PP 350 20% Starter; Combo (2 hits) KD +76 Tumble (HKD +144 Wall Splat) -19 23 15
236LK 350 KD +35 -26 22 15
236MK 375 KD +37 -24 22 15
236HK 400 KD +37 -23 22 15
236KK 375 KD +50(68) Wall Splat -26 22 15
214K
214KK
214K 175 +3 -22 19 11(13)
214KK 175 +3 -22 19 11(13)
214K~P 225 +5 -23 22 13
214K~P~P 250 KD +31 18 13
214K~K 300 HKD +22 -38 16 13
214K~LPLK HKD +20

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
236LP 5000 [12000] 2000 1150 (805) 575 (287)
236[LP] 8000 [12000] 2000x2 (2000) 1150,1500[1150] (805,1050[805]) 575 (287)
236MP 5000 [12000] 2000 1150 (805) 575 (287)
236[MP] 8000 [12000] 2000x2 (2000) 1150,1500[1150] (805,1050[805]) 575 (287)
236HP 5000 [12000] 2000 1150 (805) 575 (287)
236[HP] 8000 [12000] 2000x2 (2000) 1150,1500[1150] (805,1050[805]) 575 (287)
236PP 5000 [12000] -20000 1150 (805) 575 (287)
236[PP] 8000 [12000] -20000 1150,1500[1150] (805,1050[805]) 575 (287)
214LP 5000 [5000] 1250 575 (402) 288 (144)
214MP 5000 [5000] 1250 575 (402) 288 (144)
214HP 5000 [5000] 1250 575 (402) 288 (144)
214PP 5000 [5000] -20000 575 (402) 288 (144)
214LP~6P [5000] 1250 575 (402)
214MP~6P [5000] 1250 575 (402)
214HP~6P [5000] 1250 575 (402)
214PP~6P 575 (402)
623LP 5000 [12000] 2000 1150 (805) 575 (287)
623MP 5000 [12000] 2000 1150 (805) 575 (287)
623HP 5000 [12000] 2000 1150 (805) 575 (287)
623PP 5000 [12000] -20000 1150 (805) 575 (287)
236LK 5000 [12000] 2000 1150 (805) 575 (287)
236MK 5000 [12000] 2000 1150 (805) 575 (287)
236HK 5000 [12000] 2000 1150 (805) 575 (287)
236KK 5000 [12000] -20000 1150 (805) 575 (287)
214K
214KK -20000
214K 2500 [4000] 1000 500 (350) 250 (125)
214KK 2500 [4000] 500 (350) 250 (125)
214K~P 5000 [5000] 1000 500 (350) 250 (125)
214K~P~P 5000 [5000] 1500 1150 (805) 575 (287)
214K~K 3000 [10000] 2000 1000 (700) 500 (250)
214K~LPLK [10000] 2000 3000 (2100)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236LP 5-10 (High/Mid) 1 1
236[LP] Break; 5-26 (High/Mid)
236MP 5-12 (High/Mid) 1 1
236[MP] Break; 5-29 (High/Mid)
236HP 5-15 (High/Mid) 1 1
236[HP] Break; 5-35 (High/Mid)
236PP Break; 1-22 (High/Mid) 1 1
236[PP] Break; 1-38 (2-hit, High/Mid)
214LP 5-15 Air
214MP 6-19 Air (Head)
214HP 10-25 Air (Head)
214PP 5-19 Air Break
214LP~6P
214MP~6P
214HP~6P
214PP~6P
623LP 12-27 Lower Body Projectile 7-11 High/Mid 11-29 (FKD)
623MP 12-30 Lower Body Projectile 7-13 High/Mid 14-32 (FKD)
623HP 12-34 Lower Body Projectile 10-15 High/Mid 17-36 (FKD)
623PP 12-30 Lower Body Projectile Break; 6-12 High/Mid 14-32 (FKD)
236LK
236MK
236HK
236KK Break
214K 3-28(118) Upper Body
214KK 1-28(58) 2-hit
214K
214KK 1-10
214K~P
214K~P~P
214K~K
214K~LPLK

input Notes
input Notes
236LP Armor loses to low attacks; cannot hit cross-up; can hold the button 26f to charge a more powerful version (armor is lost immediately upon button release); after releasing partial charge, startup is 5f (frames 12-19) or 4f (frames 20-25); holding the button for 11-12f can extend the armor by 1-2f without increasing startup
236[LP] Armor loses to low attacks; transitions to a cinematic follow-up on hit; vs. airborne opponents, 2nd follow-up hit whiffs (no Hard Knockdown and reduced Super Meter gain); cannot hit cross-up
236MP Armor loses to low attacks; cannot hit cross-up; can hold the button 29f to charge a more powerful version (armor is lost immediately upon button release); after releasing partial charge, startup is 7f (frames 12-19) or 6f (frames 20-28)
236[MP] Armor loses to low attacks; transitions to a cinematic follow-up on hit; vs. airborne opponents, 2nd follow-up hit whiffs (no Hard Knockdown and reduced Super Meter gain); cannot hit cross-up
236HP Armor loses to low attacks; cannot hit cross-up; can hold the button 35f to charge a more powerful version (armor is lost immediately upon button release); after releasing partial charge, startup is 10f (frames 12-19), 9f (frames 20-27), or 8f (frames 28-34); holding the button for 33-34f results in an uncharged 236HP with even slower startup than the fully charged version
236[HP] Armor loses to low attacks; transitions to a cinematic follow-up on hit; vs. airborne opponents, 2nd follow-up hit whiffs (no Hard Knockdown and reduced Super Meter gain); cannot hit cross-up
236PP Armor loses to low attacks; cannot hit cross-up; can hold the button 29f to charge a more powerful version (2nd hit of armor is lost immediately upon releasing both Punch buttons); after releasing partial charge, startup is 8f (frames 11-12), 7f (frames 13-19), or 6f (frames 20-28)
236[PP] Armor loses to low attacks; transitions to a cinematic follow-up on hit; vs. airborne opponents, 2nd follow-up hit whiffs (no Hard Knockdown and reduced Super Meter gain); cannot hit cross-up
214LP Cannot hit cross-up; cancelable into 6P follow-up on hit or armor absorb; puts airborne opponents into free juggle state
214MP Cannot hit cross-up; cancelable into 6P follow-up on hit or armor absorb; puts airborne opponents into free juggle state
214HP Cannot hit cross-up; cancelable into 6P follow-up on hit or armor absorb; puts airborne opponents into free juggle state
214PP Cannot hit cross-up; cancelable into 6P follow-up on hit or armor absorb; puts airborne opponents into free juggle state
214LP~6P Only comes out after 214LP hits or is armor absorbed
214MP~6P Only comes out after 214MP hits or is armor absorbed; gives a slight ground bounce on hit (can follow up with juggle vs. airborne opponents)
214HP~6P Only comes out after 214HP hits or is armor absorbed
214PP~6P Only comes out after 214PP hits or is armor absorbed
623LP Cannot hit cross-up; hits 1f later vs. crouching opponents
623MP Cannot hit cross-up; hits 1f later vs. crouching opponents
623HP Cannot hit cross-up; hits 1f later vs. crouching opponents
623PP Sends opponent tumbling backward into OTG state; if opponent hits the corner, a low-height Wall Splat occurs (opponent is grounded and throwable, but strikes put them into juggle state); cannot hit cross-up; hits 1f later vs. crouching opponents
236LK Cannot hit cross-up; ~50% screen length
236MK Cannot hit cross-up; ~60% screen length
236HK Cannot hit cross-up; ~70% screen length
236KK Cannot hit cross-up; ~65% screen length; Wall Splat on hit; KD Advantage increases when farther from the wall
214K Stance with 1-hit armor can be extended an extra 90f by holding the button, followed by 26 unarmored recovery frames; no armor on lower half of body; cancelable into follow-ups after 8f; stance cannot be canceled into from other attacks; absorbing an attack automatically triggers counterattack follow-up; Marisa takes a fixed 6f hitstop when absorbing attacks (causing the counterattack to often land as a Counter-hit rather than a Punish Counter against medium/heavy attacks)
214KK Stance with 2-hit full-body armor can be extended an extra 30f by holding a kick button, followed by 29 unarmored recovery frames; cancelable into follow-ups after 8f; stance cannot be canceled into from other attacks; absorbing an attack automatically triggers counterattack follow-up; Marisa takes a fixed 6f hitstop when absorbing attacks (causing the counterattack to often land as a Counter-hit rather than a Punish Counter against medium/heavy attacks)
214K Automatically triggers counterattack after 214K absorbs attack; Marisa is in a Punish Counter state for entire duration; can hold button to remain in Scutum stance after counterattack; hit advantage depends on attack that is absorbed; Marisa's short 6f hitstop causes attack to land as a +1 Counter-hit against most Medium/Heavy normals, while landing as a +3 Punish Counter against Lights
214KK Automatically triggers counterattack after 214KK absorbs attack; Marisa is in a Punish Counter state for entire duration; can hold button to remain in Scutum stance after counterattack; hit advantage depends on attack that is absorbed; Marisa's short 6f hitstop causes attack to land as a +1 Counter-hit against most Medium/Heavy normals, while landing as a +3 Punish Counter against Lights
214K~P 1st active frame only hits airborne opponents (functionally 8+16f startup vs. grounded); causes spike knockdown vs. airborne opponents; Marisa is in a Punish Counter state for entire duration; hitconfirm window is 1f shorter vs. grounded opponents
214K~P~P True blockstring from overhead starter; Marisa is in a Punish Counter state for entire duration
214K~K Risky low ender; may catch opponent by surprise since the overhead ender is safe on block; Marisa is in a Punish Counter state for entire duration
214K~LPLK Marisa is in a Punish Counter state for entire duration; Range: 1.11 (final active frame: 1.17); range includes 0.22 forward movement from 214K startup

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236P 2200 19 5 60 83 KD +14 -43 LH
236236[P] 2900(2600) 42 6 60 107 HKD +35 (KD +17) -42 LH
236236[P] Counter 2640 7 3 54 63 KD +46 -37 LH
214214P 3000(2500) 9 7(33)3 59 110 HKD +17 -44(-77) LH
236236K 4000 13 7 60 79 HKD +19 -39(-33) LH
236236K 4500 13 7 60 79 HKD +19 -39(-33) LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236P 500 30% Minimum KD +14 -63 22 20
236236[P] 500 30% Minimum HKD +35 (KD +17) -64 24 20
236236[P] Counter 500 30% Minimum KD +46 -55 20 20
214214P 500,250 40% Minimum; 15% Immediate HKD +17 -60(-100) 25,18 10,13
236236K 1000 50% Minimum; 10% Immediate (Sp) HKD +19 -65(-59) 28 4
236236K 1250 50% Minimum; 10% Immediate (Sp) HKD +19 -65(-59) 28 4

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236P 2500 5000 -10000 -10000
236236[P] 2500 5000,2500 -10000 -10000
236236[P] Counter 2500 5000 -10000 -10000
214214P 2500x2 10000 -20000 -20000
236236K 7500 15000 -30000 -30000
236236K 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236P 1 Full Break; 2-23 (2 hits)
236236[P] 1 Full Break; 2-47 (2 hits)
236236[P] Counter 1-10 Full Break
214214P 1-15 Full Break 16-47 (FKD)
236236K 1-19 Full Break
236236K 1-19 Full Break

input Notes
input Notes
236236P Can hold button 27f for more damage and a cinematic counter that activates against strikes
236236[P] Held version; only the first 3 active frames trigger cinematic hit, which deals extra damage and Drive damage; max-range non-cinematic version does not give a Hard Knockdown; if frames 1-27 absorb a strike, results in Counterattack version instead
236236[P] Counter Automatically triggers counterattack after Held SA1 armor absorbs a strike on frames 1-27; can be baited with safe jump timing
214214P Useful anti-air, reversal, and juggle ender; upward hit triggers a cinematic; on block/whiff, ends with a downward slam that does 500 less damage than the cinematic version (still does full Drive Damage on hit); Marisa's collision box extends far downward, preventing opponent from walking or dashing underneath (opponent can still jump to avoid 2nd hit)
236236K Takes opponent to corner; cinematic time regenerates ~2.1 Drive bars for Marisa; excellent whiff punish and projectile counter tool (especially with Modern controls)
236236K Takes opponent to corner; available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Marisa; excellent whiff punish and projectile counter tool (especially with Modern controls)



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu