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Marisa
1 - [SF6] Marisa Frame Data with Video
2 - [SF6] Marisa Countermeasures Guide [Win Just by Reading]
Basic Info
- Overhead leads to knockdown
- 214K > P > P
- Defensive Options
- 1F Startup strike invincible: 214KK
- 12F Startup anti-air invincible: 214LP available
- 236236P has 19F Startup, not Projectile invincible
- 214214P has 9F Startup, Projectile invincible
- 236236K has 13F Startup
- Moves that are plus on Block
- HP (Hold)
- HK (Hold)
- 6HK (Hold)
- HP > HP
- 623P
Neutral (Awareness Priority)
- Place neutral jumps
- Marisa’s main moves 623P and 236P are very weak to neutral jump
- Use cross-up jumps
- All of Marisa’s anti-air moves are very weak to cross-up jumps
- This alone can win against Marisas who don’t have an answer to cross-ups
- Choose safe jump routes more often
- Marisa’s LP has 7F Startup, so she can’t Fuzzy punish safe jump empty jumps
- Fuzzy standing LK is possible but not very useful with poor follow-ups
- Using more empty throw and empty Low from safe jumps makes her very easy to open up
- Marisa’s LP has 7F Startup, so she can’t Fuzzy punish safe jump empty jumps
- 214K > LPLK is acceptable
- Marisa’s Command Grab Hit situation is not great
- Characters with strong SAs can just accept it
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
Recommended Counter
- In Neutral
- Place neutral jumps
- This is the answer to all of Marisa’s specials
- Punish
- 5F Punish on Block
- Characters with long 5F moves should take the Punish
- Pay special attention to 236P from MP > MP
- Anti-air usage
- When used as anti-air, mix in empty jump throw
- Characters with multi-hit jump attacks can break armor for a return
- Ryu, Rashid, Elena
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
Recommended Counter
On Block
- All versions are 12F+ Punish — start with heavy attack
After 214LP > P Hit
- Quick Rise makes Shimmy impossible when Rush is used — play the mixup
- After 214MP > P Hit
- Quick Rise makes Shimmy impossible when Rush is used — play the mixup
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
Recommended Counter
Reacting with anti-air is ideal, but if it’s too difficult, place neutral jumps in Neutral. When it lands, you get huge damage. On Block, Marisa is plus — play the mixup with that in mind.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
Recommended Counter
- During Oki
- 236236P buff made it less effective than before, but using more throws applies risk to 214K
- In Neutral
- When 214K is used in Neutral, empty jump throw handles it
- If Marisa continues Scutum on your forward jump: empty throw
- If follow-up is used: can still Block
- Cross-up jump when possible
- Landing 214K > LPLK during landing will get thrown
- When 214K is used in Neutral, empty jump throw handles it
- After 214K > LPLK Hit
- Marisa has +18F Advantage
- If you have a long-range OD invincible
- Rush offense continuation can be countered — watch carefully
- After 214K > LPLK Hit
- If you have an 8F or faster long-range SA
- Blanka’s SA1, Luke’s SA1, etc. — even Marisa’s fastest 2LP emergency stop can’t avoid it
- If you have an 8F or faster long-range SA
Caution
- After 214K > LPLK Hit
- Some characters can whiff it with Rush > Throw
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.
Recommended Counter
- Punish
- Marisa is -5F after 236P, so characters like Ken and Manon with long standing LK can Punish
- Fuzzy jump
- Input neutral jump at the timing you’d Block MP > MP > 236P
- Fastest jump
- Fuzzy jump has some unreliable aspects
- Startup differences based on 236P strength
- Micro-charge 236P exists
- In best-of-3 ranked, fastest jump is also fine
- Gladius Hit situation isn’t great anyway
- Fuzzy jump has some unreliable aspects
Caution
- Fuzzy 2MK also easily beats this string, but gets countered at Phalanx rank so it’s safer not to
2HK
Marisa’s sweep. -11F on Block, but Hold version removes Punish.
- 2HK (Hold)
Caution
During Hold, shadow binding activates — if you see it, don’t walk back.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
Recommended Counter
Rush > HP: Impact is guaranteed, so take Back Rise to create distance, bait HP, and use Impact.
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
Recommended Counter
HP: Impact is guaranteed, so Back Rise Impact is also a viable option.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.
Recommended Counter
- Actively go for safe jumps when you have the opportunity during Oki
- 214KK can Block safe jumps, but light jump attacks are not Punishable, so use light attacks