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== Introduction == | |||
A super model and world champion judoka, Manon is an idealist, forever seeking self-improvement in the pursuit of beauty. She struts the catwalk of street fighting to become the world's strongest model. | A super model and world champion judoka, Manon is an idealist, forever seeking self-improvement in the pursuit of beauty. She struts the catwalk of street fighting to become the world's strongest model. | ||
Manon's distinct playstyle features center around '''long, far reaching normals that control the opponent's position and enhance her strike/throw game,''' mixed with '''command throws that scale up in damage every time she manages to hit with them''', which gives her a lot of power once she has the momentum. | |||
''' | |||
{{ | The centerpoint of Manon's gameplan is based on '''medals'''. Landing her '''Manège Doré''' command throw or her '''Renversé''' hitgrab will grant her an additional medal, up to a maximum of 5. Each medal gained increases the damage of both these moves by a notable amount, and also increases the damage of her Level 3 Super Art, Pas de Deux; Manège Doré itself becomes one of the strongest command grabs in the game if Manon manages to hit 5 medals. Additionally, these medals are carried over between rounds, giving Manon incredible potential to mount powerful comebacks and dominate a match-point game with a well-placed Manège Doré or Pas de Deux; this is especially dangerous when Manon has enough Drive Meter to go for a Drive Rush Manège Doré, as its effective range increases drastically when used this way. | ||
| | |||
* | To complement these two moves and her medal system, Manon's long limbs let her play a strong mid-range game to poke and prod the opponent, with quite a few of her grounded and jumping normals having long reach, and several moves having target combo follow-ups that pull the opponent in or otherwise reposition them for Manon to throw them. Many of her special moves and even a few of her Super Arts are also built for callouts or helping Manon to maneuver past tricky situations; Renversé can be feinted for projectile invulnerability, or canceled into a fairly far reaching kick that retains a little of that invulnerability too. She can also use '''Dégagé''' to either duck under attacks with the light version, use the medium version punish opponents at long range or end combos, or go for an advancing overhead with the heavy and Overdrive versions. Her 2HP is one of her moves with a target combo follow-up, allowing her to turn anti-air situations to her advantage by dropping the opponent right in front of her, and both her Level 1 and Level 2 Super Arts ('''Arabesque''' and '''Étoile''') function as powerful reversals for the ground and against air attacks respectively. | ||
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* | Manon mainly struggles if she lacks Drive Meter, as many of her strongest conversions and pokes or oki setups may require her to Drive Rush Cancel her normals in order to be a threat. Some of her neutral tools also have noticeable recovery windows in exchange for their speed and reach, meaning that a wary opponent can punish her for them if they make the right call on what she's going to do; this is especially true when trying to land Manège Doré, as it has a notable recovery time on whiff. If you like to dance around opponents and see them fly through the sky, then pirouette into place with Manon. | ||
{{ ReasonsToPick | |||
| pick= | |||
* Large moves with above average reach | |||
* High reward on anti-airs and perfect parries | |||
* Converting hits into strike/throw mix using your many knockdowns and vacuuming target combos | |||
* Snowballing your correct guesses into permanent damage buffs that can easily turn a good round into a won match | |||
| avoid= | |||
* A distinct lack of plus frames on block, needing to spend resources or land a hit to force strike/throw mix | |||
* Risky neutral options that may urge you to gamble or play reactively | |||
* Having to build up medals to really threaten with your command grab | |||
}} | }} | ||
<br> | |||
===Classic & Modern Versions Comparison=== | |||
{| class="wikitable" style="margin-left: auto; margin-right: auto;" | |||
|+ style="text-align:center;" | List of differences with Modern Manon | |||
|- | |||
! style="text-align:left;" | Missing Normals | |||
| | |||
* Crouching Medium Punch {{clr|M|(2MP)}} | |||
* Standing Heavy Kick {{clr|H|(5HK)}} | |||
* Jumping Light Punch {{clr|L|(j.LP)}} | |||
* Jumping Medium Punch {{clr|M|(j.MP)}} | |||
* Jumping Heavy Punch {{clr|H|(j.HP)}} | |||
|- | |||
! style="text-align:left;" | Missing Command Normals | |||
| | |||
* Tomoe Derrière {{clr|H|(3HK)}} | |||
|- | |||
! style="text-align:left;" | Shortcut-Only Specials | |||
| | |||
* Renversé {{clr|DR|(2S)}} | |||
** {{clr|L|Light}}/{{clr|OD|OD}} Only | |||
|- | |||
! style="text-align:left;" | Assist Combos | |||
| | |||
* A[{{clr|L|L}}~{{clr|L|L}}]: {{clr|L|5LK}} ~ {{clr|H|H Rond-point}} | |||
* A[{{clr|M|M}}~{{clr|M|M}}~{{clr|M|M}}]: {{clr|M|5MK}} ~ {{clr|OD|OD Rond-point}} ~ {{clr|SA|SA1}} | |||
** No {{clr|SA|SA1}}: {{clr|M|5MK}} ~ {{clr|OD|OD Rond-point}} ~ {{clr|M|M Dégagé}} | |||
** On Block: stops at {{clr|OD|OD Rond-point}} | |||
** Burnout: {{clr|M|5MK}} ~ {{clr|H|H Rond-point}} | |||
* A[{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}]: {{clr|H|4HP}} ~ {{clr|OD|OD Renversé}} ~ {{clr|OD|Grand Fouetté}} ~ {{clr|H|4HP}} ~ {{clr|H|H Renversé}} ~ {{clr|SA|SA3}} | |||
** If you stop at A[{{clr|H|H}}~{{clr|H|H}}], Manon performs the full {{clr|OD|OD Renversé}} hitgrab | |||
** On Block: stops at {{clr|OD|Grand Fouetté}} | |||
** Burnout: {{clr|H|4HP}} ~ {{clr|H|H Rond-Point}} | |||
|- | |||
! style="text-align:left;" | Miscellaneous Changes | |||
| | |||
* Révérence {{clr|H|(4HP)}} is both {{clr|H|4H}} and the {{clr|H|H Auto Combo}} starter | |||
* {{clr|L|2L}} is {{clr|L|2LK}} but switches to {{clr|L|2LP}} if chained into | |||
** {{clr|L|2LP}} is unavailable outside of chains | |||
* Manège Doré (63214X) and Dégagé (214X) have input overlap; don't attempt a 214X after walking forward | |||
|} | |||
===Patch History=== | |||
{| class="mw-collapsible mw-collapsed wikitable" | |||
! colspan="1" | | |||
|- | |||
|'''1.05''' | |||
* {{clr|M|5MK}} less pushback on hit | |||
* {{clr|L|2LP}} Hit Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}} (allows much stronger conversions on Punish Counter or after {{clr|4|DR}}) | |||
* {{clr|M|2MP}} extends a hurtbox on whiff until end of recovery | |||
* {{clr|L|2LK}} less pushback on hit/block | |||
* {{clr|M|2MK}} Hit Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}} and reduced pushback (allows much stronger conversions after {{clr|4|DR}})<br><br> | |||
* {{clr|H|3HK}} increased juggle limit | |||
* {{clr|M|4MK}}~{{clr|M|MK}} less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents | |||
* {{clr|H|4HP}} Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}, reduced pushback on hit (much stronger meaty tool)<br><br> | |||
* {{clr|OD|OD Grand Fouetté 236PP~K}} startup 11 -> 10 (now combos from {{clr|H|4HP}} for much stronger juggle routes) | |||
* {{clr|OD|OD Rond-point 236KK}} 1st hit now cancels to {{clr|SA|SA2}}/{{clr|SA|SA3}}; 1st hit has more range vs. grounded opponents | |||
** Damage distribution: 400,400 -> 500,300 (improves damage if 1st hit is canceled; still does 400 damage if only 2nd hit connects)<br><br> | |||
* {{clr|SA|SA1}} improved hitbox against opponents juggled above Manon | |||
* {{clr|SA|SA2}} final hit damage 850 -> 950; new hitbox to make 3rd hit juggle more consistently | |||
* {{clr|SA|SA3}}/{{clr|SA|CA}} now does more damage at higher Medal levels | |||
** Lv.2 +100, Lv.3 +200, Lv.4 +400, Lv.5 +600 | |||
|- | |||
| '''1.04''' | |||
* {{clr|M|4MK}} retains greater momentum out of Drive Rush | |||
* {{clr|SA|SA2}} juggles more consistently; if opponent drops out, their knockdown period is extended (less likely for Manon to be punished) | |||
|- | |||
|'''1.02''' | |||
* Various bug fixes such as removing a super cancel window from {{clr|H|Rond-point 236HK}}, inconsistent recoveries on moves, and {{clr|SA|SA1}} being able to side-swap under certain scenarios | |||
* Shared adjustments to Drive Gauge gain when blocking supers, attacks hitting behind when they weren't supposed to, and an increase on Drive Gauge gain when perfect parrying specials and supers | |||
|} | |||
<noinclude> | <noinclude> |
Latest revision as of 14:31, 20 March 2025
Introduction
A super model and world champion judoka, Manon is an idealist, forever seeking self-improvement in the pursuit of beauty. She struts the catwalk of street fighting to become the world's strongest model.
Manon's distinct playstyle features center around long, far reaching normals that control the opponent's position and enhance her strike/throw game, mixed with command throws that scale up in damage every time she manages to hit with them, which gives her a lot of power once she has the momentum.
The centerpoint of Manon's gameplan is based on medals. Landing her Manège Doré command throw or her Renversé hitgrab will grant her an additional medal, up to a maximum of 5. Each medal gained increases the damage of both these moves by a notable amount, and also increases the damage of her Level 3 Super Art, Pas de Deux; Manège Doré itself becomes one of the strongest command grabs in the game if Manon manages to hit 5 medals. Additionally, these medals are carried over between rounds, giving Manon incredible potential to mount powerful comebacks and dominate a match-point game with a well-placed Manège Doré or Pas de Deux; this is especially dangerous when Manon has enough Drive Meter to go for a Drive Rush Manège Doré, as its effective range increases drastically when used this way.
To complement these two moves and her medal system, Manon's long limbs let her play a strong mid-range game to poke and prod the opponent, with quite a few of her grounded and jumping normals having long reach, and several moves having target combo follow-ups that pull the opponent in or otherwise reposition them for Manon to throw them. Many of her special moves and even a few of her Super Arts are also built for callouts or helping Manon to maneuver past tricky situations; Renversé can be feinted for projectile invulnerability, or canceled into a fairly far reaching kick that retains a little of that invulnerability too. She can also use Dégagé to either duck under attacks with the light version, use the medium version punish opponents at long range or end combos, or go for an advancing overhead with the heavy and Overdrive versions. Her 2HP is one of her moves with a target combo follow-up, allowing her to turn anti-air situations to her advantage by dropping the opponent right in front of her, and both her Level 1 and Level 2 Super Arts (Arabesque and Étoile) function as powerful reversals for the ground and against air attacks respectively.
Manon mainly struggles if she lacks Drive Meter, as many of her strongest conversions and pokes or oki setups may require her to Drive Rush Cancel her normals in order to be a threat. Some of her neutral tools also have noticeable recovery windows in exchange for their speed and reach, meaning that a wary opponent can punish her for them if they make the right call on what she's going to do; this is especially true when trying to land Manège Doré, as it has a notable recovery time on whiff. If you like to dance around opponents and see them fly through the sky, then pirouette into place with Manon.
Pick if you like: | Avoid if you dislike: |
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|
|
Classic & Modern Versions Comparison
Missing Normals |
|
---|---|
Missing Command Normals |
|
Shortcut-Only Specials |
|
Assist Combos |
|
Miscellaneous Changes |
|
Patch History
1.05
|
1.04
|
1.02
|