COMBO ROUTESMARISA Combos & Okizeme
Practical routes organized by starter, resources, corner position, and knockdown.
YEAR 4 COMBO & OKIZEME GUIDEClassic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.
2026-08-31 updatedYear 4 / 2026-08-03 battle balance update
Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.
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CONTENTSESSENTIAL ROUTES01Notation
5 = standing
2 = crouching
4 = back
6 = forward
3 = down-forward
DR = Parry Drive Rush
CDR = Cancel Drive Rush
PC = Punish Counter
CH = Counter Hit
Gladius = 236P
Dimachaerus = 214P > 6P follow-up
Phalanx = 623P
Quadriga = 236K
Scutum = 214K
Enfold = LP+LK during Scutum
Back to top ↑COMBO ROUTES0210 essential starter combos
1 Light starter
cr.LK or cr.LP > cr.LP > L Dimachaerus > 6P variation
• Approximate damage: 1430
• After the L Dimachaerus follow-up: +31F
• Basic route from a defensive button press, low starter, or close-range punish
2 Basic st.MP route: prioritize damage
st.MP > MP > M Gladius
• Approximate damage: 2420
• A simple, high-damage basic combo
3 Basic st.MP route: prioritize okizeme
st.MP > MP > M Dimachaerus > 6P variation
• Approximate damage: 2280
• After the M Dimachaerus follow-up: +36F
• Use when okizeme matters more than damage.
4 Basic cr.MP route
cr.MP > M Gladius
• Approximate damage: 2100
• A simple route for grounded play
5 cr.MP damage
cr.MP > CDR > st.MK > 4HP > H Dimachaerus > 6P variation > H Gladius
• Approximate damage: 3314
• High damage for 3 Drive bars
6 cr.MP corner carry + safe jump
cr.MP > CDR > st.MK > 4HP > H Dimachaerus > 6P variation > DR > cr.HP > H Phalanx
• Approximate damage: 3501
• H Phalanx ender: +42F
• Go straight into a safe jump.
7 st.MP safe jump
st.MP > MP > OD Dimachaerus > 6P variation > DR > 4HP > H Phalanx
• Approximate damage: 3156
• H Phalanx ender: +42F
• Prioritizes okizeme
8 Heavy-attack starter
6HK or 4HP > H Dimachaerus > 6P variation > H Gladius
• Damage Approx.: 3140
When also spending SA3: 6HK or 4HP > H Dimachaerus > 6P follow-up > H Gladius > SA3
• Damage Approx.: 5140
9 st.HK Punish Counter
st.HK PC > DR > 6HK > 6HK variation > M Dimachaerus > 6P variation > cr.HK
• Approximate damage: 3623
• For whiff punishes
10 Large punish after blocking an invincible reversal
fully charged st.HP PC > 6HK > CDR > st.MK > 4HP > CDR > st.HP > st.MP > MP > M Gladius > SA3
• Approximate damage: 6683
• A high-end punish option after blocking an invincible reversal
Back to top ↑ESSENTIAL ROUTES03Drive Rush overhead
DR > 3HP > cr.LP > cr.LP > L Dimachaerus > 6P variation
• Approximate damage: 2220
• At point-blank range, an additional cr.LP may connect.
To finish the round: DR > 3HP > cr.LP > SA3
• Damage Approx.: 4400
Back to top ↑COMBO ROUTES046MP starter
Counter Hit
6MP CH > cr.LP > L Dimachaerus > 6P variation
• Damage Approx.: 2160
Punish Counter
6MP PC > HK variation > SA3
• The Year4 update increased the reward on PC.
• A punish option for moves such as sweeps
Back to top ↑ESSENTIAL ROUTES05Key points about 6HK
After the Year4 update
• Normal hit: +4F
• On block: -2F
• On PC or after Drive Rush: +8F
This enables routes such as:
DR > 6HK > 4HP > H Dimachaerus…
Aim for high-damage routes like this one.
Back to top ↑COMBO ROUTES06Corner combos
stable route+safe jump
st.MP > MP > OD Dimachaerus > 6P variation > fully charged 4HP > L Phalanx
• After L Phalanx: +42F
• Go straight into a safe jump.
Punish a large opening
fully charged st.HP PC > 6HK > OD Quadriga > 4HP > H Gladius
• SA3 can be added.
• OD Quadriga gives strong corner extensions.
Back to top ↑SETPLAY07Key frame advantage by combo ender
L Dimachaerus > 6P variation > +31F
M Dimachaerus > 6P variation > +36F
Phalanx ender > +42F
forward throw > +23F
Enfold > +18F
Back to top ↑1 L Dimachaerus variation ender: +31F
L Dimachaerus > 6P variation > +31F
basic Option
whiff st.LP > 6HK
Alternatively:
whiff st.LP > immediate Enfold
Important setplay after the Year4 update
L Dimachaerus follow-up > whiff cr.LP > 6HK
Time 6HK to connect on a later active frame.
Approximate values
• On hit: +7F
• On block: +1F
Strong okizeme without spending Drive Gauge.
2 M Dimachaerus variation ender: +36F
M Dimachaerus > 6P variation > +36F
DR > charged 6HK
When it connects on a later active frame:
• On hit: the 6HK follow-up combos.
• On block: large advantage within throw range.
This makes a strike / throw mix-up easy to establish.
3 Phalanx ender: +42F
Phalanx on hit > +42F
forward jump HP / HK > safe jump
basic
Combo > H Dimachaerus follow-up > DR > 4HP > H Phalanx > forward-jump HK
Making the opponent block a jumping attack low to the ground gives substantial advantage.
Options
4HP > strike meaty
Immediate Enfold > command-throw option
6HK > strike
4 corner / L Dimachaerus +31F
L Dimachaerus follow-up > whiff cr.MP
From there:
• cr.LK
• throw
Choose between these options.
5 corner / +36F
M Dimachaerus variation
Alternatively:
L Gladius
> +36F
whiff st.LP > fully charged 4HP
Alternatively:
whiff cr.MP > immediate Enfold
In the corner:
fully charged 4HP
vs
Enfold
This is a strong mix-up.
6 After a normal throw
forward throw > +23F
forward dash > +1F
From there:
• cr.LP
• throw
These are your basic options.
Alternative option
DR > st.MK active-frame meaty
Approximate values
• On hit: +10F
• On block: +4F
7 After Enfold
Enfold > +18F
Options
DR > Scutum > watch for an invincible reversal
From there, use an option such as delayed Enfold.
8 fully charged jumpattack
From the safe-jump setup:
fully charged j.HP / j.HK
If the opponent blocks, you gain substantial advantage.
From there:
fully charged 4HP
Look for follow-up pressure such as this.
9 H Quadriga late-active-frame meaty
After the Year4 update
H Quadriga
• Normally +1F on block
Connecting on a later active frame can give additional advantage.
Example
L Dimachaerus ender > H Quadriga on a later active frame > strike / Enfold
Continue pressure without spending Drive Gauge.
10 Quadriga pressure against Burnout
Under normal conditions
M Quadriga > -3F
H Quadriga > +1F
Approximate values against an opponent in Burnout
M Quadriga > +1F
H Quadriga > +5F
Example pressure sequence
6HK > H Quadriga > st.LP target combo > M Quadriga > cr.LP > st.LK
After the opponent blocks H Quadriga at point-blank range:
• strike
• Enfold
This is a strong mix-up.
Back to top ↑COMBO ROUTES09When expecting an invincible reversal
A reliable option is:
Phalanx ender > +42F > forward jumpattack
Use this safe-jump sequence.
Against a typical strike-invincible reversal, this can let you attack and still land in time to block.
Example of a grounded bait
L Dimachaerus variation +31F > DR > cr.LP > walk back / block
etc.
Armor, counters, and unusual invincible moves behave differently by character. Check those interactions individually.
Back to top ↑ESSENTIAL ROUTES10Key Year4 changes
• 6HK improved
> Stronger combos and okizeme
• Phalanx knockback changed
> Easier to create a +42F safe jump at midscreen
• H Quadriga
> +1F on block
• M Quadriga
> -3F on block
• Stronger Quadriga pressure against Burnout
• st.MP target combo
> More reliable against jumps
• 6MP PC
> Increased reward
Back to top ↑ESSENTIAL ROUTES11Training Priorities
1.
st.MP > MP > M Gladius
2.
st.MP > MP > M Dimachaerus > +36F Okizeme
3.
cr.MP > CDR > st.MK > 4HP > H Dimachaerus
4.
H Dimachaerus variation > DR > 4HP > H Phalanx > +42F safe jump
5.
L Dimachaerus +31F > 6HK active-frame meaty
6.
corner > fully charged 4HP vs Enfold
7.
st.HK PC combo
8.
Maximum punish after blocking an invincible reversal
9.
OD Quadriga corner combos
10.
Quadriga pressure against Burnout
Back to top ↑ESSENTIAL ROUTES12References
• Official Street Fighter 6 balance update information
• Ultimate Frame Data
• Marisa strategy and combo-testing articles
• Player testing after the Year4 update
Frame values and combo results may vary with character position, spacing, active-frame timing, and distance from the corner. Recheck important routes in Training Mode before using them in matches.
Back to top ↑ Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.