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Marisa

Street Fighter 6 Marisa guide - frame data, combos, matchup tips and more.

Table of Contents

1 - [SF6] Marisa Frame Data with Video

Marisa

2 - [SF6] Marisa Countermeasures Guide [Win Just by Reading]

Comprehensive Marisa countermeasures for SF6 (Street Fighter 6), taught by MR1800+ players. Fuzzy timing breakdown included.

236P

Strength and range change based on strength. Also absorbs one hit with armor.

  • 236LP
    • Marisa is -5F on Block
  • 236MP
    • Marisa is -5F on Block
  • 236HP
    • Marisa is -5F on Block
  • 236PP
    • Marisa is -2F on Block
    • Can absorb two hits with armor

214P

Marisa’s combo ender special move.

  • 214LP
    • Marisa is -16F on Block
  • 214MP
    • Marisa is -16F on Block
  • 214HP
    • Marisa is -16F on Block
  • 214PP
    • Marisa is -12F on Block

623P

Strength and range change based on strength.

  • 623LP
    • Marisa is +2F on Block
  • 623MP
    • Marisa is +2F on Block
  • 623HP
    • Marisa is +2F on Block
  • 623PP
    • Marisa is +4F on Block

214K

Marisa’s parry/counter move. On successful counter: point-blank +3F.

  • 214K
    • Can’t counter throw and Low
  • 214KK
    • Can’t counter throw

Follow-ups:

  • 214K > P
    • Overhead
    • 214K > P > P
      • Confirm follow-up for knockdown
  • 214K > LPLK
    • Command Grab
    • Throw option on successful counter
  • 214K > K
    • Long-range rushdown
    • 24F Punish on Block

MP > MP > 236P

Marisa’s staple string.

Impact against charged Gladius leads to huge damage. But not using Impact means Drive Gauge gets chipped. Playing safe with Parry gets hit by Cancel Rush into Scutum for big damage — you lose return without understanding why.

2HK

Marisa’s sweep. -11F on Block, but Hold version removes Punish.

  • 2HK (Hold)

After Forward Throw

Marisa has +23F Advantage. Quick Rise: throw is meatied, so Back Rise is standard.

Marisa’s common options after throw:

  • Rush > HP
    • Strike is meatied
  • Rush > 6HK
    • Strike is not meatied

After Back Throw

Marisa has +33F Advantage. Situation is almost the same as forward throw — Back Rise prevents throw meaty.

Marisa’s common options after throw:

  • Rush > HP
    • Strike is meatied
  • Rush > 6HK
    • Strike is not meatied

When Applying Oki

Marisa’s defensively important LP is 6F. Fuzzy from stand Block is difficult.

  • Kimberly can use forward HK
  • Dhalsim can use Float > Yoga Teleport

Use moves that require standing 4F to counter as your offense starters.

Among moves that require standing 4F to counter, the universal option available to all characters is safe jumps, so actively use them in your Oki.

Also, she’s very weak to caveman anti-air. She can technically anti-air with 236P or 2HP, but both lose to empty throw and early button press, so show this option if you haven’t already.