Street Fighter 6/Manon/Strategy: Difference between revisions

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=== Okizeme and Mixups ===
=== Okizeme and Mixups ===
Manon is primarily a strike/throw character, but she does have an overhead option with the '''4MK~MK''' Target Combo.
Manon is primarily a strike/throw character, but she does have an overhead option with the '''4MK~MK''' Target Combo along with her '''214HK/214KK''' special moves. None of her high options benefit from Drive Rush, but '''4MK~MK''' is unique in that it is ''special cancelable''. Manon can use the threat of the overhead/frame trap after '''4MK''' to go low or throw the opponent, as well as going for a second (albeit incredibly risky) mixup after '''4MK~MK''' with '''214LK''' or the aforementioned '''214HK/214KK'''. The safest option after the TC is to simply Drive Rush cancel. Doing so is expensive but opens up strike/throw mixups and potent combo conversions.


'''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
'''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
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| '''2HK''' || HKD +?<br>HKD +? (Punish) || ?
| '''2HK''' || HKD +?<br>HKD +? (Punish) || ?
|}
|}


=== vs. Burnout ===
=== vs. Burnout ===

Revision as of 14:24, 27 June 2023


Neutral

Special-Cancelable Pokes

5MP is a great advancing poke that's commonly used after jab pressure as a spacing trap. It comes with a vacuuming Target Combo into medium kick. While the TC isn't hitconfirmable, it's easy to do on a whiff punish and brings the opponent in with Manon at enough advantage to push a strike/throw mixup.

5MK comes with slightly more reach than 5MP, but lacks the target combo follow-up. It's best used as a counterpoke as it's excellent for catching extended low hurtboxes.

2MP is her best normal to use out of a Drive Rush, as it gains good frame advantage on block with excellent linking options on hit.

5LK is her farthest-reaching light normal.

Non-Cancelable Pokes

5HP is both long-reaching and decently rewarding on hit. Its Target Combo follow-up (5HP~HP) is easily hit-confirmable. While it does vacuum and leave Manon plus on hit, it can drop at long ranges or when 5HP is used as a whiff punish. In those situations it's better to super cancel it.

5HK is Manon's farthest reaching normal. Capcom didn't give it an extended hurbox during its recovery so it's surprisingly safe to use, even though it is a bit slow and is technically unsafe on block. On Punish Counter, Manon can convert into 214LK or 214MK for a knockdown and corner carry on reaction.

2MK is her go-to low poke. It only gives any semblance of reward when used out of a Drive Rush, but having a low check is important to stop opponents from walking backwards.

Special Moves

214LK is a threatening, long-reaching low special move. The opponent must be mindful whenever Manon is in range for it, but it is not without downsides. The risk/reward is typically not in her favor as 214LK is incredibly negative on block and leaves her in her opponent's face. It's far better to use as a threat to scare opponents into blocking low in the midrange, letting Manon approach more easily.

214HK/214KK is the overhead counterpart to 214LK. The OD version is generally more rewarding on hit and less punishing on block than the HK version at the cost of 2 Drive and some startup frames. However, they are both quite quick and effective checks in neutral and in pressure.

Renversé is a multi-use special move. Its main use in neutral is as an anti-projectile tool (which will be described later), but it can also be used as a long-reaching poke with 236P~K. The kick is highly rewarding on Punish Counter, letting Manon Drive Rush and pick up a juggle.

Offense

Frame Traps

Manon doesn't have any plus on block normals. The only way she maintains advantage on block without resources is threatening a light chain or threatening with the TC follow-up from 4MK. That being said, her 2LP is an excellent pressure tool due to its reach.

Drive Rush

Using Drive Rush, whether it be from neutral, after a knockdown, or as a cancel, is a huge part of how Manon pressures her opponents. She gets two mixup opportunities from this: the initial option from the dash, and the option after the Drive Rush enhanced strike (should she not Drive Rush into throw). Manon has to give up her turn unless she spends resources after making the opponent block two strikes. 2MP is the preferred option from Drive Rush as it has the best advantage on block and on hit without sacrificing much in terms of speed.

Okizeme and Mixups

Manon is primarily a strike/throw character, but she does have an overhead option with the 4MK~MK Target Combo along with her 214HK/214KK special moves. None of her high options benefit from Drive Rush, but 4MK~MK is unique in that it is special cancelable. Manon can use the threat of the overhead/frame trap after 4MK to go low or throw the opponent, as well as going for a second (albeit incredibly risky) mixup after 4MK~MK with 214LK or the aforementioned 214HK/214KK. The safest option after the TC is to simply Drive Rush cancel. Doing so is expensive but opens up strike/throw mixups and potent combo conversions.

Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +? ?
Back Throw +? ?
2HK HKD +?
HKD +? (Punish)
?

vs. Burnout

Drive Rush

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK
5LP~DR ? ? ? ? ? ? ? ? ? ? ? ?


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP +? ?


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. Manon


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