One of the greatest joys in a fighting game is landing a long, glitzy, convoluted combo. And 168澳洲幸运5开奖网:Street Fighter 6 has 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: 168澳洲幸运5开奖网: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.

Move List

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

Special Moves

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

Move Name

Classic Input

Modern Input

Gauge Cost [OD moves only]

Gladius [OD]


Hold to charge

⬇️↘️➡️ + P

N + S

2 Drive Gauge Bars

Dimachaerus [OD]

⬇️↙️⬅️ + P

⬅️ + S > ➡️ + At

2 Drive Gauge Bars

Phalanx [OD]

➡️⬇️↘️ + P

⬇️ + S

2 Drive Gauge Bars

Quadriga [OD]

⬇️↘️➡️ + K

N/A

2 Drive Gauge Bars

Scutum [OD]

⬇️↙️⬅️ + K

➡️ + S

2 Drive Gauge Bars

Tonitrus (During Scutum)

Do Nothing

➡️ + At > ➡️ + At

↳ Procella (During Scutum)

K

⬅️ + At

↳ Enfold (During Scutum)

LP+LK

⬇️ + At

Unique Attacks

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

Attack Name

Classic Input

Modern Input

Magna Bunker [c]

⬅️ + HP

⬅️ + H

Caelum Arc


(performed mid-air)

⬇️ + HP

⬇️ + H

Chain Combos

Street Fighter 6, Marisa Guide, Landing the heavy punch

Combo Name

Classic Input

Modern Input

Light Two Hitter

LP > LP

L > L

Medium Two Hitter [c]

MP > MP

N/A

Heavy Two Hitter

HP > HP

H > H

Volare Combo


(performed mid-air)

MP > MP

M > M

Novacula Swipe

➡️ + MP > HP

➡️ + M > H

Malleus Breaker

↘️ + HP > ↘️ + HP

N/A

Falx Crusher

➡️ + HK > ➡️ + HK

➡️ + H > ➡️ + H

Super Arts

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

Move Name

Classic Input

Modern Input

Gauge Cost

Javaline Of Marisa

⬇️↘️➡️⬇️↘️➡️ + P

N or ➡️ + S + H

1 Super Art Gauge

Meteorite

⬇️↙️⬅️⬇️↙️⬅️ + P

⬅️ + S + H

2 Super Art Gauges

Goddess Of The Hunt


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

⬇️↘️➡️⬇️↘️➡️ + K

⬇️ + S + H

3 Super Art Gauges

Marisa Move Breakdown

Street Fighter 6, Marisa Guide, Marisa wrapping her knuckles

Gladius

Street Fighter 6, Marisa Guide, Landing the 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 is that powerful. However, even her uncharged version does a considerable amount of damage. Of course, the best feature of this attack is that it is armored, 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 is safe. The Gladius itself is also pretty 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 an anti-air as well. Just make sure you let it rip the instant after your armor absorbs your opponent's aerial attack.🐻 Finally, the Gladius will beat Drive Impact attacks. It really is an incredibly versatile tool.

Dimachaerus

Street Fighter 6, Marisa Guide, Landing the Dimachaerus uppercut

⬇️↙️⬅️ + P > ➡️ + P)

Marisa's Dimachaerus attack has two components to it, the first part is an anti-air uppercut, and the second part is an overhead swing. The uppercut is safe, 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. Ho༒wever, at the end of the day, we think her crouching heavy punch is simply a bett♋er attack for knocking your enemies out of the air.

You can 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 the Dimachaerus.

Phalanx

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

➡️⬇️↘️ + P

While many of Marisa's specials are relatively safe, 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 crouching normals. So, if you are constantly being hassled by low pokes, use this to blow them up.

Quadriga

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

⬇️↘️➡️ + K

The Quadriga is a giant step-kick. Like her Gladius, the Quadriga isn't plus on block, but it isn't hard to space it well enough to make it safe. 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 can cancel Marisa's crouching medium punch into the light version of this attack the 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

Street Fighter 6, Marisa Guide, Marisa turtling in her Scutum stance

⬇️↙️⬅️ + K

The Scutum sees Marisa taking an armored defensive 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 the Enfold (LP + LK) command grab followup, but you will need to be pretty clo🎶se to do so.

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

However, if your opponent isn't close enough, you can 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 pretty safe, but the second is deeply unsafe,ಞ so, if the first is blocked, make s🍒ure 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, as this attack is extremely unsafe.

You can use the Scutum as an anti-air, but the automa♚tic followup hit will leave the opponent in an awkward airborne state that is impossiඣble to capitalize off of in a meaningful way.

Marisa Bread And Butter Combos

Street Fighter 6, Marisa Guide, Marisa looking intimidatingCr. MP, Medium Gladius (⬇️↘️➡️ + MP)

This is so, so simple, yet it can be an incredibly powerful combo. Not only is it safe, 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 can use on minute 1 and keep using long into your t🍃ime mastering Marisa.

Volare Combo MP > MP, OD Dimachaerus (⬇️↙️⬅️ + PP > ➡️ + PP), Javaline Of Marisa (⬇️↘️➡️⬇️↘️➡️ + P)

Once you have meter, you can start looking for this combo so that you can hit with the Javaline 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 can go into the Goddess Of The Hunt super.

Marisa Game Plan

Street Fighter 6, Marisa Guide, Marisa landing her incredibly powerful crouching medium punch

With Marisa, you are going to focus very heavily on controlling the space in front of her. Her best footsies tool is her crouching medium punch. It isn't super long-ranged, but it is safe, and it leads into her special. It also seems to have a nice hitb๊ox, 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 footsi⛄es tool, so attack the space in front of you, where you suspect your opponent will want to be.

Street Fighter 6, Marisa Guide, Marisa's crossup attack

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

Street Fighter 6, Marisa Guide, Marisa using her Enfold command grab

When you connect with the MP, follow up with the medium Gladius (⬇️↘️➡️ + MP). Unless, that is, you have three bars of meter. If you do, then combo into her medium Quadriga (⬇️↘️➡️ + MK) instead, as it will lead into her Goddess of the Hunt (⬇️↘️➡️⬇️↘️➡️ + K) super. If you are close to your opponent when it connects, you can also go into your Dimachaerus (⬇️↙️⬅️ + P > ➡️ + P). This won't do as much damage, but it will leave your super close, which means you can pressure them with meaties, 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 lan🥃d a super as well.

Street Fighter 6, Marisa Guide, Landing the heavy punch

Another excellent normal you 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 is completely safe. If you land it, you can combo into her standing light kick and finish with a special. Her Magna 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's Heavy Two Hitter (HP > HP) chain combo is completely safe on block, there is a very small w🐲indow 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 can see that Marisa has a ton of excellent attacks, she does have one problem, her lights are VERY slow. Her jab can't even combo into itself without a 168澳洲幸运5开奖网:counter 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 s🦹pending some Drive Bar to shake them off).

Street Fighter 6, Marisa Guide, Marisa controlling the space in front of her with the Gladius

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 a Phalanx (➡️⬇️↘️ + P) or two. Remember, the Phalanx is safe, so yo🅷u can pressure with it and place y🍨ourself up close.

If your opponent has a projectile attack, the Phalanx (➡️⬇️↘️ + 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 to slowly 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 ti𒈔ming 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 this normal, and if you land it fully charged you will get a combo opportunity (you can combo into either the Gladius or the Quadriga), but this is a very, very risky thing to do. One thing you can do, though, is jump toward the opponent immediately after hitting the uncharged anti-air normal: 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 their reversal, you will be able to block it and punish.

Street Fighter 6, Marisa Guide, Marisa wallsplatting with her OD Quadriga

On the other hand, if you get an aggressive opponent, like a Cammy or a Kimblery, the Quadriga (⬇️↘️➡️ + 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 can either blow it🍬 up with your Gladius or your Scutum

(⬇️↙️⬅️ + K).

Street Fighter 6, Marisa Guide, Landing her Scutum trip followup

While the Scutum (⬇️↙️⬅️ + 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 forth footsies. Catch a normal with this, and you will be able to land your command grab, but even if you call it wrong, you can 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 the armor it provides, close the distance with the Quadriga and the Phalanx, and use your crouching medium punch and charged standing heavy pu💜nch, in neutral play. If they jump at you, hit them with your crouching heavy punch.

Next: Street F♛ighter 6: Comp🌊lete Guide To The Training Mode