STREET FIGHTER 6
MAX DATABASE
マリーザ
68 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel TC
Notes Good neutral buffer into 5LP~LP Target Combo (requires at least a Counter-hit to combo); causes air reset if juggled into
Standing Medium Punch
5MP5M
Notes 2f extra recovery on whiff; great hitbox and a strong buffer into 5MP~MP Target Combo
Standing Heavy Punch
5HP5H
Notes Can hold button 21f for improved properties; strong whiff punish tool
Standing Light Kick
5LK5L
Cancel Sp SA
Notes 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
Standing Medium Kick
5MK5M
Cancel -
Notes Good poke and Drive Rush starter
Standing Heavy Kick
5HK5H
Notes 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
Crouching Light Punch
2LP2L
Cancel Chn Sp SA
Notes Chains into 2LP/2LK; Marisa's only 4f normal; special cancel is delayed until after active frames; DR cancel is delayed until after 2nd recovery frame
Crouching Medium Punch
2MP2M
Notes Long range for a cancelable 2MP (but slower than average startup); topmost hurtboxes on frames 8-15 are projectile invincible (avoids Sagat's MP/HP Tiger Shot)
Crouching Heavy Punch
2HP2H
Notes 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 (higher launch vs. airborne, and much higher on Punish Counter)
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 2LP/2LK
Gaia Bash
2HK2H
Notes Can hold button 20f for improved properties; has juggle potential; topmost hurtboxes on frames 1-7 are projectile invincible (avoids Sagat's MP/HP Tiger Shot)
Crouching Medium Kick
2MK2M
Notes 1f extra recovery on whiff/block; solid low poke with good range and hitbox priority; strong Drive Rush starter that links into 4HP or 5MP~MP at close range, 2MP at mid range, or 6MP from farther out; topmost hurtboxes on frames 9-16 are projectile invincible (avoids Sagat's MP/HP Tiger Shot but becomes vulnerable on frame 17~)
Malleus Breaker 2
3HP~3HP3HP~3H
Notes Gives a risky 2nd overhead after 3HP; true blockstring, so opponent can safely mash a standing normal after blocking 3HP without being frame trapped or hit by the overhead; can be juggled into (KD +31); can whiff at longer ranges of 3HP (much more unsafe)
Magna Bunker
4HP4H
Notes 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
Novacula 1
6MP6M
Notes Strong forward movement and can link into light normals after Counter-hit, Punish Counter, or Drive Rush; has 2 hitconfirmable Target Combo follow-ups; useful link option out of DR~2MK due to its range
Novacula Swipe
6MP~HP6MP~H
Notes 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
Falx Crusher 2
6HK~6HK6HK~6H
Notes Hitconfirmable ender after 6HK; delaying the input can create a frame trap up to 3f on block (no gap if starting from 6[HK]); puts opponent into limited juggle state; extremely powerful when juggled into (does not increase juggle count at all from DR~6HK)
Jumping Light Punch
j.LPj.L
Notes Quick air-to-air
Jumping Medium Punch
j.MPj.M
Notes Puts airborne opponents into limited juggle state; lower body projectile invuln 7-21f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Can hold button 20f for improved properties; causes spike knockdown vs. airborne opponents; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up; useful for safe jumps; can be used as a fuzzy instant overhead
Jumping Medium Kick
j.MKj.M
Notes Farthest reaching horizontal jump-in with good hitbox priority; lower body projectile invuln 8-25f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Can hold button 20f for improved properties; lower body projectile invuln 10-21f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Caelum Arc
nj.2HPnj.2H
Notes Can hit Cross-up; can hold button 20f for improved properties; causes spike knockdown vs. airborne opponents; lower body projectile invuln 9f until land except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Quadriga
236HK236H
Cancel SA3
Notes Cannot hit cross-up; ~70% screen length
Gladius
236HP236H
Notes 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
Gladius (Hold)
236[HP]
Cancel SA3 (1st)
Notes 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
236KK
Cancel SA2 SA3
Notes Cannot hit cross-up; ~65% screen length; Wall Splat on hit; KD Advantage increases when farther from the wall; significant pushback on block makes it hard to punish when spaced out
236LK236L
Notes Cannot hit cross-up; ~50% screen length
236LP236L
Notes 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]
236MK236M
Notes Cannot hit cross-up; ~60% screen length
236MP236M
Notes 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]
236PP
Notes Armor loses to low attacks; cannot hit cross-up; can hold the button 29f to charge a more powerful version; after releasing partial charge, startup is 8f (frames 11-12), 7f (frames 13-19), or 6f (frames 20-28)
Phalanx
623HP623H
Notes Cannot hit cross-up; hits 1f later vs. crouching opponents; leaves Marisa close enough to frame trap with 5LP~LP on block or use 5MP~MP without causing an air reset; can set up trade combos with 4f reversals using 5MP vs. stand block or 4HP vs. crouch block
623LP623L
Notes Cannot hit cross-up; hits 1f later vs. crouching opponents
623MP623M
623PP
Notes 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; can set up trade combos with 4f reversals using 4HP vs. stand block or 6MP vs. crouch block
Ponte Milvio
4LPLK4LPL
Notes Side switch; after throwing opponent into corner, can Drive Rush for strong strike/throw mixup; DR~5[HP] trades with reversal 4f normals for a high-damage trade combo; meaty options are much weaker after normal dash (no throw, limited conversions on hit); a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
Dimachaerus
214HP214H
Notes Cannot hit cross-up; cancelable into 6P follow-up on hit or armor absorb; puts airborne opponents into free juggle state
Scutum
214K
Notes 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)
Procella
214K~K
Notes 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; range includes 0.218 forward movement from 214K startup
Enfold
214K~LPLK214K~LPL
Notes Marisa is in a Punish Counter state for entire duration; Range: 1.109 (final active frame: 1.164); range includes 0.218 forward movement from 214K startup
Tonitrus 1
214K~P
Notes 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; cannot be canceled into Tonitrus 2 on whiff; range includes 0.218 forward movement from 214K startup
214KK
Notes 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)
214LP214L
214MP214M
LP Dimachaerus Follow-up
214LP~6P
Notes Only comes out after 214LP hits or is armor absorbed
214PP
Marisa Style (HK)
5[HK]
Notes Releasing the button on frames 5-13 results in uncharged version with 10f startup; puts airborne opponents into limited juggle state; Punish Counter causes free juggle state
Heavy Two Hitter
5HP~HP5HP~H
Notes () refers to scaled damage after 5HP combo starter; 6f gap between hits on block (1f gap if starting from 5[HP]); grants a safe jump near the corner on a grounded hit or low-height juggle
Light Two Hitter
5LP~LP5LP~L
Notes Requires Counter-hit, Punish Counter, or Drive Rush 5LP to combo; 3f gap on block between hits that allows for a frame trap
Medium Two Hitter
5MP~MP5MP~M
Notes Great pressure and bully tool from 5MP; true blockstring between hits; special/DR cancel is delayed until after 1st recovery frame
Javelin of Marisa
236236P
Notes Can hold button 27f for more damage and a cinematic counter that activates against strikes and throws
Meteorite
214214P
Notes Useful anti-air, reversal, and juggle ender; can be steered by holding forward/back; this affects the range, allowing you to hold back for close anti-airs or hold forward in ranged juggles or fireball punishes; 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)
Goddess of the Hunt
236236K
Notes Takes opponent to corner; cinematic time regenerates ~2.1 Drive bars for Marisa; excellent whiff punish and projectile counter tool (especially with Modern controls)