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Marisa

From The Codex
Street Fighter/Marisa
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Marisa is a character from the Street Fighter series who made her debut as a playable fighter in Street Fighter 6. She is an Italian combatant who practices pankration and is tied to a lineage associated with ancient Greek warriors.

Marisa
Bisexual
Take one step, and then another... If you seek the answer, there's no way but forward!
~ Marisa
Origin
Origin Street Fighter 6
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter 6
Voiced by Japanese: Mitsuki Saiga
English: Allegra Clark
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Bisexual
Age Unknown
Birthday September 26
Height 6'8" (203 cm)
Weight 269 lbs (122 kg)
Ethnicity Italian/Greek
Status Alive
Alignment Neutral Good
Archetype Battle Junkie
Occupation Gladiator, Artisan, Jewelry Designer
Time Period Modern
Language English, Italian
Combat Style Pankration
Homeworld Earth
Relationships
Affiliations Manon, Zangief
Enemies None

Background

This dropdown contains the synopsis of 's story. Read at your own risk as you may be spoiled otherwise!

Pre-Street Fighter
Marisa was born into a family of Italian artisans with roots tracing back to Greece. From an early age, she developed a strong interest in Greek culture, with a particular focus on pankration, which she trained in extensively and incorporated into her fighting style. Alongside her combat training, Marisa also learned traditional craftsmanship in order to carry on her family’s trade, eventually specializing in jewelry making as her primary profession.


Street Fighter 6
An aspiring jewelry designer from Italy, Marisa claims descent from ancient Greek warriors. As a child, she was deeply affected by an image of the Colosseum as it once stood, which shaped her admiration for strength and history. In the present day, she pursues combat with confidence and optimism, guided by her personal sense of beauty and pride.

In her Arcade Mode story, Marisa emphasizes her devotion to history and pankration, vowing to always fight at full strength. While visiting the Colosseum, she notices Manon among a crowd and is immediately drawn to her presence. Marisa challenges her without hesitation, which Manon finds amusing. Depending on the outcome, either Marisa loses and requests a rematch, or she wins the second encounter herself. Regardless of the result, the two share a quiet moment afterward, seated together as Marisa explains her views on victory, defeat, and facing strong opponents. Manon acknowledges Marisa’s straightforward outlook and expresses no issue with it, leading to a mutual bond formed through combat.

From Manon’s perspective, she instead wins the fight as Marisa asks for a rematch. Being labeled “strong” had long been something Manon disliked hearing, but Marisa’s genuine enthusiasm for strength and improvement reframes the word for her. Marisa’s enjoyment of the fight and her respect for Manon’s ability affect her deeply, ultimately leading Manon to accept her own strength on her own terms.

Marisa also appears in Zangief’s story, responding to what he believes is an advertisement for a tag-team partnership. She clarifies that the notice was actually intended as an invitation for a potential marriage partner rather than a wrestling alliance. Zangief declines and leaves for another competition, while Marisa admits the flyers were partly meant to draw in strong fighters. Despite the misunderstanding, she regards Zangief favorably and hopes to encounter him again.

In World Tour mode, Marisa is introduced at the Colosseum alongside her lion, Lucius. As her bond with the Avatar grows, she discusses her background in engraving and how it expanded into jewelry craftsmanship. She openly speaks about her admiration for ancient warriors and comments that she would prefer to fight as they once did, though she acknowledges this is no longer practical. She later opens up about her family, particularly her grandmother, who once crafted an elaborate dress intended to be Marisa’s wedding gown. Although marriage had not been a priority for her, her grandmother’s wish prompted her to seriously consider it.

Eventually, Marisa asks the player to evaluate two potential partners through combat. After hearing their opinion, she decides to pursue a relationship with both individuals, even extending the offer to include the player if they choose.

Appearance

General Description: Marisa is a tall, statuesque woman with a broad, stocky build and a powerful frame. Her overall appearance emphasizes a solid physique, with defined proportions and a commanding presence. She has fair skin, red lipstick, matching red nail polish, and a distinct beauty mark located beneath her left eye.

Facial Features and Hair: Marisa has bob-length red hair styled into a sharp, structured shape that resembles the silhouette of a Corinthian helmet. The cut frames her face closely, with clean edges and a uniform length. She carries an actual Corinthian-style helmet with her during her introduction, visually matching her hairstyle. Her makeup is minimal aside from her lipstick, and her facial features remain consistent across appearances.

Clothing/Outfit:

  • Default Outfit: Marisa wears a gold-trimmed black combat-inspired ensemble. Her attire consists of a fitted black sports top and black shorts styled after a cingulum militare, complete with structured panels and gold detailing. She wears black foot guards and wraps her wrists and calves with red cloth bindings. A gold necklace with a spearhead-shaped pendant rests at her collarbone, serving as a consistent accessory in her default appearance.
  • World Tour Outfit (Third Outfit): In World Tour, Marisa is shown wearing a sleeveless white wedding-style gown that exposes her cleavage. The outfit is secured with a white belt featuring a gold buckle, and the skirt incorporates a kilt-like panel at the center. Beneath the dress, she wears loose silver slacks with white embroidered designs along each pant leg. She completes the look with white sandals and matching white arm guards shaped similarly to gauntlets. Her hair is tied into a short high bun, decorated with a white-silver chain and metallic forehead accessories. White ribbons are tied at each side of her head.
  • Casual Outfit: Outside of combat, Marisa is depicted wearing a practical casual outfit reflecting her work as a jewelry maker. She wears a black long-sleeve shirt beneath a long green apron, paired with jeans and standard footwear. In this appearance, her hair is revealed to be shoulder-length and is tied into a low ponytail, allowing two long fringes to hang freely on either side of her face. She also wears red-framed eyeglasses.

Accessories and Details: Marisa consistently wears red wraps on her wrists and calves in her default appearance. Her gold spearhead necklace is a defining accessory, and her helmet is frequently associated with her presentation, particularly during introductions. Her appearance varies primarily through outfit changes rather than alterations to her physical features.

Outfit Variations: Marisa has multiple outfit variations, including her standard combat attire, a formal outfit seen during World Tour, and a casual work outfit associated with her profession as a jewelry maker. These variations primarily change her clothing, hairstyle arrangement, and accessories while maintaining her core physical appearance.

Personality

  • Passionate and Battle-Oriented: Marisa approaches combat with enthusiasm and energy, viewing battle as both a personal pursuit and a meaningful test of skill. Despite her imposing presence and forceful fighting style, she consistently upholds a sense of sportsmanship, acknowledging her opponents’ efforts and offering praise after matches.
  • Cultured and Aesthetically Minded: Beyond combat, she demonstrates a refined appreciation for art and craftsmanship, particularly metalwork and jewelry. This interest extends into her personal presentation, such as carefully painting her nails before matches and visiting museums to study historical works.
  • Proud of Heritage and History: Marisa places great importance on her Greek ancestry and shows considerable knowledge of ancient combat traditions, including pankration and gladiatorial combat. Her reverence for history is reflected in the naming of her techniques after classical weapons and military formations.
  • Deeply Affectionate and Expressive: She is openly affectionate and direct about her emotions, seeking connection through shared strength and mutual respect. Marisa views combat as a meaningful way to understand others, using it as a basis for forming close personal bonds.
  • Selective in Companionship: When it comes to romantic interests, Marisa values strength, resolve, and presence above all else. She actively seeks worthy partners through combat trials, expressing interest only in individuals she considers capable of matching her physically and emotionally.
  • Open and Inclusive in Relationships: Marisa approaches love without rigid boundaries, expressing attraction based on personal connection rather than gender. She openly acknowledges her capacity to care deeply for multiple people, emphasizing shared appreciation for life and mutual fulfillment as the foundation of her relationships.
  • Loyal and Steadfast: This depth of attachment extends beyond people, as seen in her long-standing bond with her lion companion, Lucius. Her loyalty and consistency are defining aspects of her character, reinforcing the sincerity with which she approaches both combat and personal connections.

Goals

  • Fight strong opponents (Ongoing).

Relationships

Manon

Manon is Marisa’s rival. Despite their contrasting personalities and backgrounds, the two share a mutual respect for one another. Manon acknowledges Marisa’s determination, particularly her resolve to push herself harder after experiencing defeat, and views her as a worthy and motivating opponent.

Zangief

Marisa develops a personal interest in Zangief after he unknowingly meets her criteria for a long-term partner. She approaches him in a forward and playful manner, which contrasts with Zangief’s more straightforward and reserved outlook. Zangief is surprised by her directness and politely declines her proposal, as he has never seriously considered romance. Despite this awkward encounter, their interactions remain respectful. Outside of personal matters, both hold each other’s strength and combat ability in high regard, and their mutual respect as fighters remains unchanged.

General Information

Name: Marisa

Origin: Street Fighter 6

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter 6

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

Gender: Female

Sexuality: Bisexual (When discussing marriage, Marisa noted that she doesn't care if she marries a man or woman so long as she can savor life's sweet beauty with her partner[1])

Pronouns: She/Her

Handedness: Right-Handed

Age: Unknown

Birthday: September 26[2]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Colosseo, Italy

Story Role: Supporting Protagonist, Wandering Fighter

Legacy: Global Legacy (Marisa is one of the several legendary fighters that are known across the world that the player becomes a disciple of in Street Fighter VI[6])

Influence: Event Influence

Language: English / Italian / Greek

Ethnicity: Italian[7]/Greek[8]

Religion: N/A

Classification: Descendant of Pankratiasts[9], Street Fighter, Legendary Fighter[10]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Gladiator, Artisian[11], Jewelry Designer[12]

Combat Style: Pankration[13]

Affiliations: Manon, Zangief

Enemies: N/A

Height: 6'8"[14]

Weight: 269 lbs[15]

Status: Alive

Alignment: Neutral Good (Marisa merely wishes to go around fighting strong opponents. After defeating her opponent, she always makes sure to pick them up, likely to place them somewhere to rest[16])

Potential

Archetypal Tiering: Battle Junkie

Codex Statistics

Grade: A

Tier: 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[21]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[22])

Attack Potency: Room level (Potency) (Fought against[23] Manon where they're both considered equals[24], Manon fought against E. Honda[25], who has fought against Street Fighter V Era Ryu, who is comparable to Chun-Li, who can[26] fight against[27], Juri Han, who can blow up the inside of a building[28] and cause a jet plane to explode[29]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[30], and broke three cinderblocks with one attack[31]. The Street Fighter cast can break[32] apart cars overtime with various hits[33]. They can also destroy metal barrels[34]. Along with destroy stone walls overtime[35]. Can destroy barrels in a single hit[36]. The Street Fighter cast can break[37] apart cars overtime with various hits[38]. They can also destroy metal barrels[39]. Along with destroy stone walls overtime[40]. Can fight and harm Sagat[41], who broke a large rock in half[42]. Can destroy barrels in a single hit[43], Can fight and harm Zangief[44], who overpowered a large bear[45]. Should be comparable to Adon[46], who broke a chunk off a statue's head[47]. Should be comparable to characters like Birdie, who bent a large piece of metal[48]. Can destroy barrels in a single hit[49]. The cast is able to destroy barrels with a single hit[50]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[51]. Easily defeated a lion in combat[52])

Durability: Room level

Striking Strength: Room Class (Potency)

Lifting Strength: Class 50 (Marisa should be comparable to Hugo, who can lift a semi-truck[53])

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[54]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[55]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[56])

Attack Speed: Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[57], even during the Alpha series[58])

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[59]. Can go through intense battles and long periods of training)

Range: Standard Melee

Intelligence: Average Intelligence

Knowledge:


At least Master level (Marisa is a practitioner of Pankration, the world's oldest martial art[66], this style had no form of attack as taboo, being able to gouge each other's eyes out if that's what it took[67]. Has taken multiple trainees under her wing for combat, including animals like lions[68]. Marisa prides a battle in where she looks, listens, smells, focusing on her senses[69], considering it a waste to not use the senses to their fullest[70]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[71]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[72]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[73]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[74]. Fighters get stronger as they learn various and more powerful techniques[75]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[76])


Powers and Techniques






Equipment

Spear

  • Description: A spear used in traditional gladiatorial combat, trained and wielded by Marisa as part of her background.
  • Appearance: A long pole weapon with a pointed metal head designed for thrusting and sweeping strikes.
  • Usage: The spear is employed to control distance, deliver powerful thrusts, and pressure opponents from mid-range.
  • Function: Serves as a primary offensive weapon, allowing its user to engage enemies while maintaining reach and spacing.
  • Notable Traits: None.

Shield

  • Description: A shield utilized in gladiatorial combat for protection and defense.
  • Appearance: A solid defensive armament designed to be held on the forearm, capable of withstanding heavy impacts.
  • Usage: Used to block incoming attacks, deflect strikes, and guard the wielder during close-quarters engagements.
  • Function: Provides defensive coverage, allowing the user to absorb damage and maintain combat stability.
  • Notable Traits: None.

Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[194]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[195]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[196]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[197]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[198]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[199]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[200]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Fighting Style: Marisa uses Pankration, an ancient Greek combat discipline combining elements of boxing and wrestling. Her approach emphasizes versatility, endurance, and fluid transitions between strikes and grapples. By charging her strikes with focus, she can increase their power while maintaining precise control, blending raw strength with strategic technique.

Light Two Hitter

A quick double jab aimed at the opponent’s face.

Medium Two Hitter

Two mid-level hooks delivered in succession to the lower body.

Heavy Two Hitter

A pair of powerful, high hooks.

Volare Combo

A mid-air combination consisting of a jab followed by a downward chop.

Caelum Arc

A mid-air downward punch with both fists together.

Magna Bunker

A forward lunging strike to the gut that staggers the opponent, allowing follow-up attacks.

Novacula Swipe

A mid-level hook followed by a sweeping punch to the opponent’s legs, knocking them down.

Novacula Thrust

A hook followed by a strong push kick.

Malleus Breaker

Two overhead punches aimed at the head.

Falx Crusher

A pair of advancing knee strikes.

Secutor

A forward lunging mid-level punch with significant force.

Love Tap

A counterattack in which Marisa blocks and responds with a heavy slap to the face.

Mounted Grace

Marisa grabs the opponent’s wrist, pulls them in, and drives them to the ground while striking their head.

Ponte Milvio

Marisa lifts the opponent over her shoulder and tosses them behind her.

Gladius

A straight punch powered by her inner energy. Charging increases its force and can lead into a follow-up punch.

Dimachaerus

A chained uppercut and hammer punch empowered by energy, with the enhanced version launching the opponent off the ground for follow-up.

Phalanx

Marisa envelops herself in protective energy and delivers a downward punch. The enhanced version aims to slam the opponent against a wall.

Quadriga

A lunging front kick. The enhanced version launches the opponent further away.

Scutum

Marisa raises her forearms with protective energy. Upon blocking, she thrusts into the opponent. Additional energy can make the barrier stronger.

Tonitrus

A follow-up to Scutum consisting of a hammer then uppercut with both arms.

Procella

A Scutum feint that transitions into a low roundhouse kick.

Enfold

A Scutum feint into a grappling move where Marisa locks the opponent, mounts them, and delivers a powerful head strike.

Javelin of Marisa

A full-power punch with energy charging, increasing damage and granting temporary protection.

Meteorite

A leaping tackle followed by a crushing hammer punch.

Goddess of the Hunt

Marisa envelops herself in full-body energy, tackles the opponent, then follows with a powerful uppercut. If low on health, she adds an extra punch for more impact.


Common Moves

Drive Impact: Secutor

Lunge forward with a powerful attack. Can be used to absorb an opponent's attack while launching your own offensive.
~ Street Fighter 6 Marisa Command List Drive Impact: Secutor

P (High) K (High)

Drive Reversal: Love Tap

Can be used after blocking an attack to quickly turn a defensive position into an offensive one. Can also be used when recovering from a knockdown. The input can be held while downed to perform this when rising.
~ Street Fighter 6 Marisa Command List Drive Reversal: Love Tap

→ + P (High) K (High) (When blocking, recovering from a knockdown, or during a successful Drive Parry)

Drive Parry

Adopt a stance that allows you to deflect all opponent strikes. This stance can be sustained by holding down the command used to activate it.
~ Street Fighter 6 Marisa Command List Drive Parry

P (Medium) K (Medium)

Parry Drive Rush
Immediately move forward from a Drive Parry stance. Normal or unique attacks performed while moving will have their properties changed.
~ Street Fighter 6 Marisa Command List Parry Drive Rush

→ → (During a Drive Parry)

Cancel Drive Rush

Immediately move forward out of an attack. Can be performed during any special-cancelable move.
~ Street Fighter 6 Marisa Command List Cancel Drive Rush

→ → OR (N or →) + P (Medium) K (Medium) (While connecting with a special-cancelable move)

Throws

Mounted Grace

Grab an opponent by the leg to send them tumbling to the ground, and punch them from above. Throws your opponent without switching places with them.
~ Street Fighter 6 Marisa Command List Mounted Grace

(N) or → + P (Low) K (Low)

Ponte Milivio

Lift an opponent up on your shoulders and then toss them behind you.. Throws your opponent while switching places with them.
~ Street Fighter 6 Marisa Command List Ponte Milivio

← + P (Low) K (Low)

Unique Attacks

Marisa Style

Hold the button at the start of a heavy attack to increase its power.
~ Street Fighter 6 Marisa Command List Marisa Style

P (High) (Hold) or K (High) (Hold) (First heavy attack can be held)

Light Two Hitter

A rapid series of attacks.
~ Street Fighter 6 Marisa Command List Light Two Hitter

P (Low) K (Low)

Medium Two Hitter

A two-hit combination attack that can be canceled into special moves.
~ Street Fighter 6 Marisa Command List Medium Two Hitter

P (Medium) P (Medium)

Heavy Two Hitter

A two-hit combination attack that allows you to move first even if blocked.
~ Street Fighter 6 Marisa Command List Heavy Two Hitter

P (High) K (High)

Volare Combo

A series of attcaks performed while jumping.
~ Street Fighter 6 Marisa Command List Volare Combo

P (Medium) P (Medium) (During a jump)

Caelum Arc

A move with an area of attack so wide that it can even hit opponents who are behind you.
~ Street Fighter 6 Marisa Command List Caelum Arc

↓ + P (High) (During a neutral jump)

Magna Bunker

A forward-moving attack that can be canceled into special moves.
~ Street Fighter 6 Marisa Command List Magna Bunker

← + P (High)

Novacula Swipe

A two-hit combination attack that can knock an opponent down.
~ Street Fighter 6 Marisa Command List Novacula Swipe

→ + P (Medium) P (High)

Novacula Thrust

A combination attack that hits twice against standing opponents.
~ Street Fighter 6 Marisa Command List Novacula Thrust

→ + P (Medium) K (High)

Malleus Breaker

A two-hit combination attack that cannot be blocked crouching.
~ Street Fighter 6 Marisa Command List Novacula Swipe

↘ + P (High) ↘ P (High)

Falx Crusher

A two-hit combination attack with long reach.
~ Street Fighter 6 Marisa Command List Falx Crusher

→ + K (High) → K (High)

Special Moves

Gladius

A devastating straight punch. Can be powered up by holding the attack button.
~ Street Fighter 6 Marisa Command List Gladius

↓↘→ + P

(Hold the button to change effect)

→↘↓↙← + P (When near opponent) (Effect depends on medal level)

Dimachaerus

An uppercut with a wide swing followed by a second punch that slams an opponent to the ground. Useful when used out of normal or unique attacks to create combos.
~ Street Fighter 6 Marisa Command List Dimachaerus

↓↙← + P → + P

Phalanx

Leap into the air and come down with a powerful downward punch. Allows you to move firest even if it is blocked, making it effective for continuing offensive pressure.
~ Street Fighter 6 Marisa Command List Phalanx

→↓↘ + P

Quadriga

Hop forward with a powerful front kick. Useful as a surprise attack that allows you to close the distance with your opponent, and can also be used to tack on additional hits in combos.
~ Street Fighter 6 Marisa Command List Quadriga

↓↘→ + K

Scutum
A defensive manuver in which you cover your head with both arms, giving armor to your upper body and automatically countering your opponent's attacks if hit. If you continue holding the buttonf ollowing a counter, you will return to Scutum stance.
~ Street Fighter 6 Marisa Command List Scutum

↓↙← + K (Hold button to maintain stance)

Tonitrus
A two-hit attack that can be performed from Scutum. The first hit is an overhead attack that cannot be blocked crouching, maknig it useful for penetrating defenses.
~ Street Fighter 6 Marisa Command List Tonitrus

P P (During Scutum)

Procella
A sweeping kick that can be performed from Scutum. It is a low attack with long reach that cannot be blocked standing, making it useful for surprise attacks.
~ Street Fighter 6 Marisa Command List Procella

K (During Scutum)

Enfold
A throw that can be performed from Scutum. Pin your opponent to the ground and pound them with a single powerful punch. Useful as a way to break through the guard of an opponent who is expecting Scutum to be followed by a punch or kick.
~ Street Fighter 6 Marisa Command List Enfold

P (Low) K (Low) (During Scutum) (When near opponent)

Super Art

Javelin of Marisa

Bring a full-power punch down on your opponent with a wide swing. Hold the button to increase its damage.
~ Street Fighter 6 Marisa Command List Javelin of Marisa

↓↘→ ↓↘→ + P (Hold the button down to change effect)

Metorite

Leap into the air with a tackle and descend with a single devastating punch. Useful as an anti-air attack or as a way to tack on big damage at the end of a combo.
~ Street Fighter 6 Marisa Command List Metorite

↓↙←↓↙← + P

Goddess of the Hunt

After sending your opponent to their knees with a vicious tackle, hit them with a devastating punch that sends them flying against the wall. A versatile move that can counte projectiles, be used in combos, and can turn the tables when under pressure.
~ Street Fighter 6 Marisa Command List Goddess of the Hunt

↓↘→ ↓↘→ + K (More powerful when vitality is at 25% or below)


Other

Standard Tactics: Marisa utilizes the art of Pankration, where she goes for any blows regardless of fairness with strong strikes.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[206]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[207] and here[208]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles


Profiles
Marisa

An up-and-coming jewelry designer from Italy who claims ancestry to ancient Greek warriors. As a child, she was inspired by a vision of the Colosseum in its prime. Today, she seeks glory with a smile—and an eye for beauty.

  • Height: 6'8
  • Weight: 269 lbs
  • Likes: Worthy opponents, ossobuco, fine arts
  • Hates: Heights
Original on the left. Street Fighter 6

Trivia

  • Marisa likes worthy opponents, ossobuco, and fine arts[209].
  • Marisa hates heights[210].
  • To date, Marisa is the tallest playable female character in the series at 6'8" (203cm), surpassing Elena's 6'0" (183cm).
    • She is also by far the heaviest playable female character in the series at 269 lbs (122 Kg), surpassing Laura Matsuda's 159 lbs (72 Kg), a 110 lb (50 Kg) difference.
  • Marisa is the series' second playable female fighter from Italy, following Rose.
  • She was revealed earlier during the State of Play June 2022 trailer for Street Fighter 6 prior to being properly announced as a playable character within the initial roster.
  • She, Rolento, Q, Oni, Urien, Juri Han (SF6), JP, and Akuma (SF6), and A.K.I. all have the distinction of always interacting with defeated opponents in the series. In Marisa's case, she dons her helmet before "bridal carrying" the opponent off the ground in respectful manner.
    • So far, Marisa is the only fighter who interacts with defeated opponents without harming them. Marisa’s act of carrying her defeated opponents symbolize not just her physical strength but also her role as a protector, someone who ensures the safety and well-being of others, even after a fierce match. This act aligns with her code of sportsmanship, emphasizing that even in the heat of competition, she acknowledges the shared experience and effort both fighters put into the match.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[211]?

A: Akuma's punch causes the island to start collapsing[212], and specifically causes an explosion of this size in comparisson to the island[213], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[214]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[215], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[216]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[217] and cause a jet plane to explode[218], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[219]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[220]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[221], his ending in Alpha 3 has him easily kill M. Bison[222]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[223], and ends up winning[224], and him calling the Raging Demon a pitifully weak move[225]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[226], while Groan only plays when he's fighting Gen or Evil Ryu[227], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[228]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[229] suggest it to be equal[230] in power to[231] Akuma, several[232] characters[233] note[234] that[235] it isn't[236], as strong[237] as the[238] real Akuma[239]. The real Akuma even considers SiRN Akuma a mockery[240]. C. Viper notes the simulation is only passable as a simulation[241].

Battle Records

4 - 1 - 1


  • Random Character - Fight[242]
    • Conditions: None.
    • Location: Randomized
  • Random Character - Fight[243]
    • Conditions: None.
    • Location: Randomized
  • Make a Scrap Heap - Challenge[244]
    • Conditions: None.
    • Location: The Macho Ring, USA
  • Random Character - Fight[245]
    • Conditions: None.
    • Location: Randomized


  • Zangief - Fight[246]
    • Conditions: None
    • Location: Colosseo

References

  1. Street Fighter 6 World Tour Marisa Cutscenes
  2. Web Archive link if twitter link dies
  3. Street Fighter Memorial Archives Beyond the World
  4. Final Fight Arcade Intro
  5. Street Fighter Memorial Archives Beyond the World
  6. Street Fighter VI Online Manual
  7. Street Fighter 6 Website Marisa Profile
  8. Street Fighter 6 Website Marisa Profile
  9. Street Fighter 6 Marisa Story
  10. Street Fighter VI Online Manual
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  12. Street Fighter 6 Website Marisa Profile
  13. Street Fighter 6 Marisa Story
  14. Street Fighter 6 Website Marisa Profile
  15. Street Fighter 6 Website Marisa Profile
  16. Street Fighter 6 Marisa Win Animation
  17. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  18. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  19. Street Fighter Alpha 3 Game Manual Page 8
  20. Street Fighter VI Trainng Tutorial
  21. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  22. Sakura Ganbaru!, Volume 1, Chapter 1
  23. Street Fighter VI Manon Story
  24. Street Fighter VI Marisa Story
  25. Street Fighter VI E. Honda Story
  26. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  27. Super Street Fighter IV - Juri VS Chun Li Cinematic
  28. Super Street Fighter 4 Juri OVA
  29. Super Street Fighter 4 Juri OVA
  30. Street Fighter 1987
  31. Street Fighter 1987
  32. Street Fighter II: The World Warrior Car Minigame
  33. Street Fighter IV: Arcade Edition Car Minigame
  34. Street Fighter II
  35. Street Fighter II Turbo 16-Bit
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  37. Street Fighter II: The World Warrior Car Minigame
  38. Street Fighter IV: Arcade Edition Car Minigame
  39. Street Fighter II
  40. Street Fighter II Turbo 16-Bit
  41. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  42. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  43. Street Fighter II
  44. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  45. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  46. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  47. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  48. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  49. Street Fighter IV: Arcade Edition
  50. Street Fighter V: Arcade Edition
  51. Street Fighter VI Online Manual
  52. Street Fighter 6 World Tour Marisa Cutscenes
  53. Ultra Street Fighter IV Hugo Cutscenes
  54. Street Fighter Alpha Super Combos
  55. Street Fighter IV Dan Ending
  56. Street Fighter Alpha 3 - Sagat Story
  57. Street Fighter 2: Champion Edition
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  59. Street Fighter 2: Turbo Game Manual Page 10
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  102. Street Fighter IV Game Manual Page 12
  103. Street Fighter 6 Perfect Parry
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  106. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
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  108. Street Fighter Alpha Game Manual page 7
  109. Street Fighter Alpha 3 Game Manual Page 12
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  113. Street Fighter V F.A.N.G. Gameplay
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  116. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  117. Street Fighter 6 World Tour Akuma Mastery
  118. Street Fighter IV Game Manual Page 12
  119. Street Fighter Alpha Super Combos
  120. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  121. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  122. Street Fighter IV Game Manual Page 16
  123. Street Fighter 6 World Tour Lily Hawk Cutscenes
  124. Street Fighter 6 World Tour Lily Hawk Cutscenes
  125. Street Fighter VI Training Tutorial
  126. Street Fighter V Movie: A Shadow Falls
  127. Street Fighter Alpha 3 Game Over/Bad Ending
  128. Street Fighter V Karin Story
  129. Street Fighter V Karin Story
  130. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  131. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  132. Super Street Fighter IV - Juri OVA
  133. Super Street Fighter IV - Juri OVA
  134. Super Street Fighter IV - Juri OVA
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  143. Street Fighter IV Game Manual Page 16
  144. Sakura Ganbaru!, Volume 1, Chapter 1
  145. Street Fighter V Official Online Manual
  146. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  147. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  148. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  149. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  150. Street Fighter V Menat Story Ending
  151. Winter Street, U.S.A. | Street Fighter III: New Generation
  152. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  153. Frosty Boulevard | Street Fighter V
  154. Holly Jolly Beatdown | Street Fighter V
  155. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  156. Volcanic Rim | Street Fighter IV
  157. Street Fighter III: 2nd Impact Akuma Move List
  158. Street Fighter V Kolin's Crtical Art
  159. Street Fighter Blanka Electricity
  160. Ultra Street Fighter IV C. Viper vs Dan
  161. Street Fighter V: A Shadow Falls
  162. Street Fighter V: A Shadow Falls
  163. Street Fighter V: A Shadow Falls
  164. Street Fighter V Movie: A Shadow Falls
  165. Street Fighter V Movie: A Shadow Falls
  166. Street Fighter V F.A.N.G. Gameplay
  167. Street Fighter V F.A.N.G. Gameplay
  168. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  169. Street Fighter V Necalli Story Mode
  170. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  171. Street Fighter VI Akuma Moveset
  172. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  173. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  174. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  175. Street Fighter V Menat Story Ending
  176. Street Fighter 6 World Tour Marisa Cutscenes
  177. Street Fighter 6 World Tour Marisa Cutscenes
  178. Street Fighter 6 Marisa Story
  179. Street Fighter 6 Marisa Story
  180. Street Fighter 6 World Tour Marisa Cutscenes
  181. Street Fighter 6 World Tour Marisa Cutscenes
  182. Street Fighter 6 World Tour Marisa Cutscenes
  183. Street Fighter 6 World Tour Marisa Cutscenes
  184. Street Fighter 6 World Tour Marisa Cutscenes
  185. Street Fighter 6 Marisa Move List
  186. Street Fighter 6 Marisa Move List
  187. Street Fighter 6 Marisa Move List
  188. Street Fighter 6 Marisa Move List
  189. Street Fighter 6 Marisa Move List
  190. Street Fighter 6 Marisa Move List
  191. Street Fighter 6 Marisa Move List
  192. Street Fighter 6 Marisa Move List
  193. Street Fighter 6 Marisa Move List
  194. Street Fighter VI Training Tutorial
  195. Street Fighter VI Training Tutorial
  196. Street Fighter VI Training Tutorial
  197. Street Fighter VI Training Tutorial
  198. Street Fighter VI Training Tutorial
  199. Street Fighter VI Training Tutorial
  200. Street Fighter VI Training Tutorial
  201. Street Fighter Alpha Game Manual page 4
  202. Street Fighter IV Game Manual Page 15
  203. Street Fighter IV Game Manual Page 16
  204. Street Fighter 6 Online Manual
  205. Street Fighter 6 Marisa Story
  206. Street Fighter III Third Impact Game Manual Page 18
  207. Street Fighter IV Game Manual Page 12
  208. Street Fighter VI Online Manual
  209. Street Fighter 6 Website Marisa Profile
  210. Street Fighter 6 Website Marisa Profile
  211. Street Fighter Alpha 2 Ryu Arcade Ending
  212. Street Fighter Alpha 2 Ryu Arcade Ending
  213. Street Fighter Alpha 2 Ryu Arcade Ending
  214. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  215. Street Fighter IV Aftermath
  216. Street Fighter 4 - Intro: Chun Li
  217. Super Street Fighter 4 Juri OVA
  218. Super Street Fighter 4 Juri OVA
  219. Street Fighter V - E. Honda Arcade Mode Ending
  220. Final Fight Revenge Haggar Super Attack
  221. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  222. Street Fighter Alpha 3 Akuma Ending
  223. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  224. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  225. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  226. Street Fighter Alpha 3 OST Feel the Cool
  227. Street Fighter Alpha 3 OST Groan
  228. Street Fighter Alpha 3 Game Over
  229. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  230. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  231. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  232. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  233. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  234. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  235. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  236. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  237. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  238. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  239. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  240. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  241. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  242. Street Fighter VI Marisa Story
  243. Street Fighter VI Marisa Story
  244. Street Fighter VI Marisa Story
  245. Street Fighter VI Marisa Story
  246. Street Fighter 6 Zangief Story
  247. Street Fighter VI Manon Story
  248. Street Fighter VI Marisa Story
  249. Street Fighter VI Manon Story
  250. Street Fighter VI Marisa Story