Street Fighter 6/Manon/Introduction: Difference between revisions

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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.
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; 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; 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.
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 followups 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, while she can use '''Dégagé''' to either duck under attacks with the light version, punish opponents just out of range of her longer normals or end combos with the medium version, or go for an advancing overhead with the heavy and Overdive versions. Her 2HP is one of her moves with a target combo followup, 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.
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. If you like to dance around opponents and see them fly through the sky, then pirouette into place with Manon.
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.


{{ ProConTable
 
| pros=
{{ ReasonsToPick
* '''Strike/Throw:''' Manon plays a consistent strike/throw game with good inevitability. Her '''Manège Doré''' command grab is rewarding to perform, while her strike option (2LK) links easily into a combo with good okizeme. Manon also has great range on the LP version of Manège, and can combine it with Drive Rush to swiftly grab you from a huge distance away.
| pick=
* '''Strong Normals:''' Manon's long limbs give her solid range in the neutral. 5HP is a solid normal with a target combo follow up that instantly pulls opponents into a strike/throw situation on hit. 5MP has a similar target combo on a 7f normal, while 2HP has an anti-air target combo that pulls the opponent out of the sky and places them right at the perfect range for a command grab.
* Large moves with above average reach
* '''High Reward:''' Manon has a number of rewarding callout options for situations that may normally cause her trouble. '''Renversé''' can be feinted to give Manon 13f of projectile invulnerability, while the light variant of '''Dégagé''' is an unreactable half-screen low.
* High reward on anti-airs and perfect parries
* '''Medal Snowballing:''' While Manège Doré starts off as the lowest damaging command grab, landing it or Renversé earns Manon a '''medal'''. Each medal levels up the damage of both of those moves by a considerable amount and are notably retained between rounds. This makes Manon into a serious threat over the course of a match -- even if she loses the first round, every medal she gains allows her to close out the following rounds faster.
* Converting hits into strike/throw mix using your many knockdowns and vacuuming target combos
| cons=
* Snowballing your correct guesses into permanent damage buffs that can easily turn a good round into a won match
* '''Lacking Pressure:''' Manon does not have any frame advantage without hitting the opponent or using Drive. This heavily limits her pressure and forces her to spend Drive somewhat liberally to threaten with her throws, while also making it difficult to pressure the opponent's Drive meter.
| 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:
  • 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
  • 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


Classic & Modern Versions Comparison

List of differences with Modern Manon
Missing Normals
  • Crouching Medium Punch (2MP)
  • Standing Heavy Kick (5HK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Tomoe Derrière (3HK)
Shortcut-Only Specials
  • Renversé (2S)
    • Light/OD Only
Assist Combos
  • A[L~L]: 5LK ~ H Rond-point
  • A[M~M~M]: 5MK ~ OD Rond-point ~ SA1
    • No SA1: 5MK ~ OD Rond-point ~ M Dégagé
    • On Block: stops at OD Rond-point
    • Burnout: 5MK ~ H Rond-point
  • A[H~H~H~H~H~H]: 4HP ~ OD Renversé ~ Grand Fouetté ~ 4HP ~ H Renversé ~ SA3
    • If you stop at A[H~H], Manon performs the full OD Renversé hitgrab
    • On Block: stops at Grand Fouetté
    • Burnout: 4HP ~ H Rond-Point
Miscellaneous Changes
  • Révérence (4HP) is both 4H and the H Auto Combo starter
  • 2L is 2LK but switches to 2LP if chained into
    • 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

1.05
  • 5MK less pushback on hit
  • 2LP Hit Advantage +2 -> +3 (allows much stronger conversions on Punish Counter or after DR)
  • 2MP extends a hurtbox on whiff until end of recovery
  • 2LK less pushback on hit/block
  • 2MK Hit Advantage +2 -> +3 and reduced pushback (allows much stronger conversions after DR)

  • 3HK increased juggle limit
  • 4MK~MK less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents
  • 4HP Block Advantage -3 -> +1, reduced pushback on hit (much stronger meaty tool)

  • OD Grand Fouetté 236PP~K startup 11 -> 10 (now combos from 4HP for much stronger juggle routes)
  • OD Rond-point 236KK 1st hit now cancels to SA2/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)

  • SA1 improved hitbox against opponents juggled above Manon
  • SA2 final hit damage 850 -> 950; new hitbox to make 3rd hit juggle more consistently
  • SA3/CA now does more damage at higher Medal levels
    • Lv.2 +100, Lv.3 +200, Lv.4 +400, Lv.5 +600
1.04
  • 4MK retains greater momentum out of Drive Rush
  • 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 Rond-point 236HK, inconsistent recoveries on moves, and 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

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