Street Fighter 6/Manon/Combos: Difference between revisions

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TODO
TODO


=== Punish Counter ===
=== Punish Counter/Drive Rush ===
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{{TheoryBox
| Title      = Drive Rush
| Oneliner  =
| Difficulty = {{clr|2|Easy}}/{{clr|3|Medium}} (from 2LP specifically)
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ... > DRC 5LP, 4HP > ... (from lights) <br> ... > DRC 2MP, 4HP > ... (ideal) <br> ... > DRC 4HP, 5MP > ... (alternate)
| content    = Like most characters, Manon can use Drive Rush from any of her cancelable attacks to convert a stray hit into more damage. Routing into 4HP is always preferable when possible.
}}


== Picking an Ender ==
== Picking an Ender ==

Revision as of 14:17, 29 June 2023


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

Day 1 BnBs

All-Purpose Combo
Very Easy


j.HK/PC Drive Impact, 4HP > 236MP

Deals good damage and gains Manon a level. Works anywhere too, particularly useful at the wall where DI can be combo'd after on block.

Light Confirm
Very Easy


2LP 2LP 236LK

Easy combo for getting used to Manon's cancel options. She has other things she can do from 2LP, but this is the most common.

Whiff Punishes
Very Easy


5MP~MK
5HP~HP
5MP > 214MK

Introductory whiff punishes. 5MP~MK is a difficult confirm but is much safer on block than going straight to 214MK. 5HP's target combo is easily confirmable. If you're having trouble with it, set the dummy to Random Block and try to confirm it.

Links and Starters

Normal Hit

Light Confirms
Very Easy


any two lights > 236LK/236MK
any light > 5LP > 214LK
Links
Easy


2MP, 5LK

Manon's only normal-hit linking option. She mostly relies on her TC options or cancelling a normal directly into a special move when she can't use the extra hitstun of a Punish Counter.

Counterhit

Counterhit Links
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video

TODO

Punish Counter/Drive Rush

5LP
Easy


PC 5LP, 4HP > ... (close)
PC 5LP, 5MP > ... (far)

When up close, 5LP combos into 4HP with Punish Counter. 4HP is Manon's ideal combo filler normal as she has the most routing options from it. From farther away, Manon has less rewarding options but can always at least get a knockdown without spending any resources.

5LK
Very Easy


PC 5LK > 214MK

5LK can be extended with Drive relatively easily, but this becomes available on Punish Counter for more corner carry and damage.

Manon doesn't have any 6-frame normals. Refer to the 5f normals table or check with a different button if the opponent is too far.

5MP
Easy


PC 5MP, 5LK > ...
PC 5MP > 236LP
PC 5MP > 214KK, ...

Aside from normal cancel options, 5MP allows for a consistent link into 5LK on Punish Counter. She also gets access to a Medal, or an opportunity to extend with 214KK (which is stronger on crouching opponents).

2MP
Easy


PC 2MP, 4HP > ... (close)
PC 2MP, 5MP/2MP/5HP (far)

4HP
Very Easy/Medium


PC 4HP > 236HP
PC 4HP > 236P~K/236P~KK > ...

4HP is an excellent close-range starter as it combos directly into 236HP on Punish Counter, or can extend into Grand Fouette for a launch. Manon has a bunch of juggle options out of Grand Fouette which will be detailed later.

Punish Counter 214HK
Medium


PC 214HK, 5MP > ...

The timing is weird for this link. It's most useful as a DP punish, as 214HK is quite slow.

Punish Counter 5HK
Easy


5HK, 214MK

Takes advantage of 5HK's unique punish counter state. Manon can combo into a variety of things here too, such as 214LK or 236236K. If she's in the corner, she can even try to microwalk 236KK for a launch.

Drive Rush
Easy/Medium (from 2LP specifically)


... > DRC 5LP, 4HP > ... (from lights)
... > DRC 2MP, 4HP > ... (ideal)
... > DRC 4HP, 5MP > ... (alternate)

Like most characters, Manon can use Drive Rush from any of her cancelable attacks to convert a stray hit into more damage. Routing into 4HP is always preferable when possible.

Picking an Ender

Juggles and Extenders

Breaking It Down

Low Launchers
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
236KK (ground) Anywhere 0 0
236P~K Anywhere 0 0
236HK (air) Anywhere 0 0

High Launchers
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
236KK (air) Anywhere 0 0
PC 236P~K Anywhere 0 0
236PP~K Anywhere 0 0

Double 236KK
Medium


... > 236KK, 236KK > ...

Enders
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
... > 214LK Anywhere 0 0
... > 214MK Anywhere 0 0
... > 236P Anywhere 0 0
... > 236236K Anywhere 0 0
... > 214214K Anywhere 0 0

Putting It All Together


SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry