One of the greatest joys in a fighting game is landing a long, glitzy, convoluted combo. AndStreet Fighter 6has an abundance of those characters! But while these ornate dances are deeply satisfying, there is one thing you will never be: they will never be the same as landing big, beefy hits that absolutely devastate your opponents. You probably see where we are going with this right? Marisa is all about those gigantic, jaw-shattering blows. Combos aren’t really her thing. Instead, she absorbs her opponent’s shots and delivers horrific damage in exchange.

Related:Street Fighter 6: Beginner Tips

This guide will help you grapple with this slightly unconventional bruiser. We will help you understand which tools will get you around which attacks, and also give you helpful advice on how to deal with her trickiest matchups. Read this guide, and we will provide you with all your need to be an absolute terror on the streets.

This attack is not available in the Modern Control scheme

Street Fighter 6, Marisa Guide, Marisa’s muscular back

Punch x2 (simultaneously)

Kick x2 (simultaneously)

Street Fighter 6, Marisa Guide, Landing the OD Enfoild command grab

Used between buttons to denote a target combo

Street Fighter 6, Marisa Guide, Marisa’s Magna Bunker command normal

This is short for “jumping”

This is short for “crouching”

Street Fighter 6, Marisa Guide, Landing the heavy punch

Neutral movement (not pressing any directional buttons)

This move has an Overdrive version

Street Fighter 6, Marisa Guide, Marisa about to land her level 3 super

[c]

This attack can cancel into special moves

Street Fighter 6, Marisa Guide, Marisa wrapping her knuckles

Gauge Cost [OD moves only]

Street Fighter 6, Marisa Guide, Landing the Gladius

Hold to charge

↳Tonitrus(DuringScutum)

Street Fighter 6, Marisa Guide, Landing the Dimachaerus uppercut

↳ Procella(DuringScutum)

↳ Enfold(DuringScutum)

Street Fighter 6, Marisa Guide, Landing her Phalanx Superman Punch

⬅️ + HP

(performed mid-air)

Street Fighter 6, Marisa Guide, Marisa landing with the tip of her Quadriga attack

⬇️ + HP

➡️ + MP > HP

↘️ + HP > ↘️ + HP

➡️ + HK > ➡️ + HK

N or ➡️ + S + H

(more powerful when vitality is at 25% or below)

Gladius

⬇️↘️➡️ + P

This is the move Marisa will live and die by. It is far-reaching and can be charged. If you fully charge it, then the move will play a short animation upon landing.Marisa’s fully-charged heavy Gladius will do as much damage as some super attacks.It isthatpowerful. However, even her uncharged version does a considerable amount of damage.Of course, the best feature of this attack is that it isarmored, which means you can absorb a hit from your opponent.

You can combo this special off of Marisa’s crouching medium punch.This is a fantastic way to land her Gladius, as her crouching medium punch issafe. The Gladius itself isalsopretty safe. It is negative on block, but if you space it out then you will be fine the mass majority of the time.It is completely safe on block if you fully charge it.

You can use the Gladius as ananti-airas well. Just make sure you let it rip the instant after yourarmorabsorbs your opponent’s aerial attack.Finally, the Gladius will beat Drive Impact attacks. It really is an incredibly versatile tool.

Dimachaerus

⬇️↙️⬅️ + P > ➡️ + P)

Marisa’s Dimachaerus attack has two components to it, the first part is ananti-airuppercut, and the second part is an overhead swing.The uppercut issafe, while the overhead swing is absolutely not. If you use the OD version, you will bounce the opponent off of the ground, and you can tack on another special (or a super).

The LP version of this attack can be used as an anti-air, as can the OD version.However, at the end of the day, we think her crouching heavy punch is simply a better attack for knocking your enemies out of the air.

you’re able to combo into Dimachaerus using your crouching medium punch, but it will miss at certain ranges.Your better bet is to try to enter into it from her Medium Two Hitter (MP > MP) chain combo.While it does considerably less damage than the Gladius, it leaves you considerably closer, and gives you the opportunity to dictate the next exchange (i.e. it gives you great oki). You can also land all your supers off of the OD version of theDimachaerus.

Phalanx

➡️⬇️↘️ + P

While many of Marisa’s specials are relativelysafe, they require spacing, and even if you space them perfectly, you may be safe, but you don’t have advantage.The Phalanx is the exception to that rule. It is plus on block!It also has pretty impressive range. On top of all of that,the Phalanx is projectile invincible (though not on the first frame).

The OD version is quick, rangy and has that projectile invincibility.This is easily your best tool for dealing with projectiles. However, be wary, if a fireball hits you before your feet are off the ground, you will be stopped in your tracks!Also, since the Phalanx doesn’t travel the entire length of the screen, you need to be careful about where you perform it from.

The Phalanx isn’t just for fireballs, though. It is a nice, general, pressure tool. Use it to keep your opponent pinned down.The light punch version is also pretty great a beating out crouchingnormals. So, if you are constantly being hassled by lowpokes, use this to blow them up.

Quadriga

⬇️↘️➡️ + K

The Quadriga is a giant step-kick. Like her Gladius, the Quadrigaisn’t plus on block, but it isn’t hard to space it well enough to make itsafe.The OD version, like most good OD attacks, is blindingly fast and as far-reaching as the heavy.It will also wall-splat an opponent if it makes contact.The OD version of this move can whiff punish some moves that would otherwise be relatively safe (like Jamie taking a cheeky swig).The Quadriga is excellent for covering space quickly and punishing opponents who are rushing in recklessly.

you’re able to cancel Marisa’s crouching medium punch into the light version of this attackthe same way you can cancel into her Gladius.If you are looking to combo her level 3 super, you will always want to do it from the Quadriga, as at certain ranges the super will whiff off of the Gladius.

Scutum

⬇️↙️⬅️ + K

The Scutum sees Marisa taking anarmoreddefensive posture, and absorbing all upper-body attacks. This is particularly excellent for calling out Drive Impacts. There are three follow-ups. Ideally, you want to land theEnfold(LP + LK) command grab followup, but you will need to be pretty close to do so.

Drive rushing into her Scutum and then immediately following up with the Enfold followup can be utterly devastating.

However, if your opponent isn’t close enough, you may follow up with the Tonitrus (P > P)which is a two-hit combo, the first of which hits overhead. The first hit of Tonitrus is prettysafe, but the second is deeply unsafe, so, if the first is blocked, make sure you stop there.

Marisa also has the Procella follow-up (K), which is a sweep attack. The Procella is fantastic for catching opponents who have gotten a little too comfortable not having to block low due to Marias' mediocre sweeps.However, if you are blocked while using this, you are in for a world of hurt, asthis attack is extremely unsafe.

You can use theScutumas ananti-air, but the automatic followup hit will leave the opponent in an awkward airborne state that is impossible to capitalize off of in a meaningful way.

Cr. MP,Medium Gladius(⬇️↘️➡️ + MP)

This is so, so simple, yet it can be an incredibly powerful combo. Not only is itsafe, but it serves multiple purposes.If your opponent tries to Drive Impact you while you do this, simply hold Gladius charge, and you will blow through it. It even beats jump ins!This is a combo you may use on minute 1 and keep using long into your time mastering Marisa.

Volare ComboMP > MP, ODDimachaerus(⬇️↙️⬅️ + PP > ➡️ + PP),Javaline Of Marisa (⬇️↘️➡️⬇️↘️➡️ + P)

Once you have meter, you can start looking for this combo so that you can hit with theJavaline Of Marisa.

Cr. MP,Light Quadriga(⬇️↘️➡️ + LK),Goddess Of The Hunt(⬇️↘️➡️⬇️↘️➡️ + K)

If you have three bars of meter, start looking to land the Quadriga instead of the Gladius, that was you may go into theGoddess Of The Huntsuper.

Marisa Game Plan

With Marisa, you are going to focus very heavily on controlling the space in front of her.Her bestfootsiestool is her crouching medium punch. It isn’t super long-ranged, but it issafe, and it leads into her special. It also seems to have a nice hitbox, as it often seems to win when it collides with other normals. You can throw this normal out pretty freely. You want to use it as a footsies tool, so attack the space in front of you, where you suspect your opponent will want to be.

Marisa’s LK is an excellent cross-up. If you land it deep enough, it will combo into her Cr.MP.

When you connect with the MP, follow up with the mediumGladius(⬇️↘️➡️ + MP). Unless, that is, you have three bars of meter. If you do, then combo into her mediumQuadriga(⬇️↘️➡️ + MK) instead, as it will lead into herGoddess of the Hunt(⬇️↘️➡️⬇️↘️➡️ + K) super. If you are close to your opponent when it connects, you’re able to also go into yourDimachaerus(⬇️↙️⬅️ + P > ➡️ + P). This won’t do as much damage, but it will leave your super close,which means you can pressure them withmeaties, or even dash up and land your Enfold command grab from your Scutum (⬇️↙️⬅️ + K > LP+LK).If you have a bar of meter, you can use your OD Dimachaerus to land a super as well.

Another excellentnormalyou will want to use is Marisa’s standing heavy punch. This move has excellent range, and if it is blocked you can throw another one to activate her Heavy Two Hitter chain combo, which iscompletelysafe.If you land it, you can combo into her standing light kick and finish with a special. HerMagna Bunker(⬅️ + HP) is another great tool, as it is extremely safe, and leads into her best combos, but it is pretty stubby, so you need to use it at fairly close range, which isn’t where Marisa thrives (making it a bit of a risky normal to just throw out).

While Marisa’sHeavy Two Hitter(HP > HP)chain comboiscompletely safe on block, there is a very small window in between the two punches where a jab will be able to slip through. So, some level of caution is required, as if you become predictable this will be easy enough to react to.

On that note, while you may see that Marisa has a ton of excellent attacks, she does have one problem, her lights areVERYslow. Her jab can’t even combo into itself without acounter hit.So, if you try to mash it out, you will lose to your opponents mashing. The answer to an opponent trying to overwhelm you with lights is the OD Scutum (⬇️↙️⬅️ + K), which will blow them up. Though, of course, that is easier said than done. Your other option is, of course, just blocking (or spending some Drive Bar to shake them off).

However,don’t be shy about using your Gladius at a distance. One of the best things you can do is to pressure your opponents with charged Gladiuses just slightly out of range.A number of characters quite simply do not have a great answer to this (though be more careful if they have three bars of super). You can also start to pepper in aPhalanx(➡️⬇️↘️ + P) or two. Remember, the Phalanx issafe, so you can pressure with it and place yourself up close.

If your opponent has a projectile attack, thePhalanx(➡️⬇️↘️ + P) is something you are going to use heavily.The OD version will cover about eighty-percent of the length of the screen.You need to time this right, as the Phalanx isn’t invincible on the first frame. Often your best game plan is toslowly approach by blocking and jumping vertically (not toward your opponent, just straight up) over the projectile as it approaches you.Once you feel like you have the timing down, whip out your OD Phalanx and blow them up.

If an opponent is jumping at you a lot, you are going to want to defend yourself with a crouching heavy punch. You can charge thisnormal, and if you land it fully charged you will get a combo opportunity (you can combo into either theGladiusor theQuadriga), but this is a very, very risky thing to do. One thing you can do, though, isjump toward the opponent immediately after hitting the unchargedanti-airnormal: this will be a safe jump. Meaning that you will get a favorable position and you will be completely safe.So, if your foe tries to catch you with theirreversal, you will be able to block it and punish.

On the other hand, if you get an aggressive opponent, like a Cammy or a Kimblery, theQuadriga(⬇️↘️➡️ + K) can help keep the honest. As if they try to rush in, they will end up smelling your toes. As for heavy Drive Impact usage, you may either blow it up with your Gladius or your Scutum

(⬇️↙️⬅️ + K).

While theScutum(⬇️↙️⬅️ + K) isn’t as central to her game plan as some of her other moves, it is an extremely useful tool to go during back and forthfootsies. Catch anormalwith this, and you will be able to land your command grab, but even if you call it wrong, you’re able to instead transition into your sweep, or into your overhead.However, since it loses to the sweep, you need to ensure that you never become predictable with this attack.

And that is your game plan. Use your Gladius liberally to pressure, take advantage of thearmorit provides, close the distance with the Quadriga and the Phalanx, and use your crouching medium punch and charged standing heavy punch, in neutral play. If they jump at you, hit them with your crouching heavy punch.