FIGHTER GUIDE IORI'S STRATEGY

MARISA
マリーザ

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for MARISA.

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Home›Fighter Guides›MARISA›Combos & Okizeme
COMBO ROUTES

MARISA Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-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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ESSENTIAL ROUTES01

Notation

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

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COMBO ROUTES02

10 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

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ESSENTIAL ROUTES03

Drive 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

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COMBO ROUTES04

6MP 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

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ESSENTIAL ROUTES05

Key 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.

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COMBO ROUTES06

Corner 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.

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SETPLAY07

Key frame advantage by combo ender

L Dimachaerus > 6P variation > +31F

M Dimachaerus > 6P variation > +36F

Phalanx ender > +42F

forward throw > +23F

Enfold > +18F

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SETPLAY08

Setplay

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.

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COMBO ROUTES09

When 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.

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ESSENTIAL ROUTES10

Key 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

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ESSENTIAL ROUTES11

Training 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

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ESSENTIAL ROUTES12

References

• 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.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.