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{{MoveDataCargoImage|imageHeight=115px|manon_214lk|caption=}} | {{MoveDataCargoImage|imageHeight=115px|manon_214lk|caption=LK version (low)}} | ||
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{{MoveDataCargoImage|imageHeight=115px|manon_214mk|caption=}} | {{MoveDataCargoImage|imageHeight=115px|manon_214mk|caption=MK version (mid)}} | ||
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{{MoveDataCargoImage|imageHeight=115px|manon_214hk|caption=}} | {{MoveDataCargoImage|imageHeight=115px|manon_214hk|caption=HK version (overhead)}} | ||
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{{MoveDataCargoImage|imageHeight=115px|manon_214kk|caption=}} | {{MoveDataCargoImage|imageHeight=115px|manon_214kk|caption=OD version (also an overhead)}} | ||
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{{AttackDataCargo-SF6/Query|manon_214lk}} | {{AttackDataCargo-SF6/Query|manon_214lk}} |
Revision as of 15:00, 30 June 2023
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Early game information
This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
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 |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Patch History
1.05
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1.04
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1.02
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Manon | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.0452 |
Backward Walk Speed | 0.031 |
Forward Dash Speed | 21 |
Backward Dash Speed | 25 |
Forward Dash Distance | 1.499 |
Backward Dash Distance | 1.254 |
Drive Rush Min. Distance (Throw) | 0.506 |
Drive Rush Min. Distance (Block) | 1.417 |
Drive Rush Max Distance | 2.347 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 10 | Chn Sp SA | 300 | LH | +4 | -1 |
Higher-hitting cousin to 2LP. Highly plus on hit, usually seen as combo filler from a Drive Rush as it can combo into 4HP for a Medal with the 4 additional frames of hitstun. This is also means it is the only light normal that can combo naturally into either 214LK or 214MK.
While it can be canceled immediately into specials and supers, 5LP can only be canceled into Drive Rush during its recovery.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 14 | Sp SA TC | 600 | LH | +2 | -1 |
A strong poking normal that advances slightly forwards. Very effective as a reactive check after pushing the opponent out with jabs. Combos into 236LP if it hits as a Punish Counter but only if cancelled immediately. Comes with a target combo (5MP~MK) that works very reliably as a whiff punish to pull opponents back into command grab range.
This normal deserves special mention in Burnout as it becomes particularly brutal. The bonus frame advantage makes it +3 on block, and when combined with its forwards momentum and 7f startup, it will trade with 4f buttons and frame trap everything else. Combined with Manon's excellent throw game, it's vaguely reminiscent of a recently redesigned Arc System Works slugger. Repeated 5MPs can scare the opponent into sitting still, which Manon can greatly take advantage of as +3 is enough frame advantage for an un-mashable normal throw or 63214HP.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 20 | SA TC | 800 | LH | 0 | -3 |
Manon's go-to neutral tool and a strong meaty option after a Drive Rush. Being only -3 on block, this normal is quite safe to throw out. It also comes with a confirmable Target Combo follow-up that pulls opponents back to Manon for a mixup. Additionally, it makes for a strong ranged punish as it is super cancelable and will almost always connect into her level 1 super, Arabesque.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | +2 | -2 |
Manon's farthest reaching special cancelable light normal, which allows her to link out of moves like 2MP and 214KK when her other cancelable light normals would whiff completely.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 18 | Sp SA | 600 | LH | -2 | -5 |
Excellent low counterpoke with slightly more reach than 5MP. A little on the slower side, but hits at the right height to whiff punish things like shoto 2MKs which would normally be a little more difficult for Manon due to her tall frame.
While it can be canceled immediately into specials and supers, 5MK can only be canceled into Drive Rush during its recovery.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 23(26) | - | 900 | LH | +1 | -6 |
- Punish Counter: crumple.
Manon's farthest reaching poke. Her safest ranged harassment tool and very difficult to punish when spaced well. Converts into a knockdown if it hits as a Punish Counter with 214LK or 214MK. It can also barely link into moves like 4MK or 4HP after a micro-walk for more damaging extensions if it hits as a Punish Counter point-blank.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 11 | Chn Sp SA | 300 | LH | +3 | -2 |
Manon's main pressure tool. Has great reach and frame traps into itself if delayed which is useful when conditioning the opponent to sit still.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 11(13) | Sp SA | 600 | LH | +6 | -1 |
Manon's best linking tool. Same startup as 5MP but being far more plus on hit, it's much more commonly used in Drive Rush combos as a way to link into 4HP.
The value for the recovery in [] is on hit or block.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 5 | 21 | TC | 600 | LH | -2 | -8 |
- Puts airborne opponents into limited juggle state
Incredibly potent anti-air. Hits high above and in front of Manon and comes with a Target Combo follow-up which pulls them down right in front of her. Being a button instead of a special move means it's much easier to get out in a pinch compared to 236K, but it's generally less rewarding in terms of damage and Medals. Its incredibly high juggle start and increase values also mean that it is usually impossible to combo out of without the target combo.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 13 | Chn | 200 | L | -1 | -5 |
Manon's fastest low, easily chains into 2LP for converting into a knockdown. Do keep in mind that this normal is a 5-framer and will trade with 4f buttons when Manon is +1.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 16 | - | 600 | L | +3 | -2 |
Uncancelable but comes with good reward when used out of a Drive Rush. A respectable normal overall but somewhat outshined by her other pressure and neutral options.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2 | 27 | - | 900 | L | HKD +29 | -12 |
- Punish Counter: hard knockdown.
A very strange-looking, advancing sweep.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 3 land | - | 300 | H | +5(+9) | +1(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 3 land | - | 700 | H | +9(+11) | +5(+7) |
- Puts airborne opponents into limited juggle state
Causes a juggle when used to start an air combo. When used in the middle of a juggle combo, prevents any additional follow-ups due to its high juggle increase value.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
Spikes the opponent back down towards the ground on air hit.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 9 | 3 land | - | 300 | H | +3(+10) | -1(+6) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
Very far horizontal range.
j.HK
Command Normals
4MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 19 | TC | 600 | LH | -1 | -3 |
- Puts airborne opponents into limited juggle state
A relatively unassuming normal at first, 4MK is a surprisingly strong mixup tool. Manon can use the attached target combo (4MK~MK) as a frame trap to force respect or use Drive Rush to make 4MK plus enough on block or hit for a mixup.
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 17 | Sp SA | 800 | LH | +3 | +1 |
Combo filler, converts Drive Rush into a hitgrab (236MP, or 236LP for more lenient timing) for Medal Levels. Also makes for a strong meaty as its high active frames let it be up to +2 on block and +8 on hit, more than enough to link after. Will not reset the opponent when used as a juggle, which allows easy conversions into any version of 236P, depending on the height.
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 9 | 32 | - | 1000 | LH | KD +26 | -23 |
A very strange command normal. Knocks down opponents towards Manon if used as a Punish Counter, but doing this does not allow for additional juggles. Can lead to a sideswap on juggled opponents, as Manon crosses underneath them when they flip out.
Target Combos
5MP~MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2 | 17 | - | 500 | LH | +2 | -5 |
First of two vacuuming TCs. Very difficult to hitconfirm and unsafe on block, but surprisingly reliable when used as a whiff punish.
4MK~MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 5 | 21 | Sp SA | 500 | H | -3 | -11 |
Overhead follow-up to 4MK. Incredibly fast and also special cancelable. Makes Drive Rush 4MK an incredibly scary meaty as Manon can threaten low/throw with the frame advantage of 4MK, as well as a lightning-fast overhead with 4MK~MK. Also forces crouch, which allows for more damaging combo routes using 214KK. The only downside of this target combo is how unsafe it is, forcing Manon to spend another 3 Drive should the opponent block it in order to stay safe. Any cancels, Drive or otherwise, will also only occur after the 5th active frame.
5HP~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 20(22) | - | 600 | LH | +3 | -8 |
Easily hitconfirmable, as the second hit can be delayed surprisingly long. Vacuums opponents in on hit for a mixup. Can fall out if 5HP hits an extended hurtbox but is otherwise highly reliable. When used during a juggle, it causes an air reset, but still places the opponent directly in front of Manon.
2HP~HP
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +16 | - |
Manon's forward throw leaves opponents very close to her with a lot of frame advantage, perfect for continuing pressure. While it may be tempting to exclusively use Manège Doré, her normal throw is a lot safer should the opponent attempt to jump out of the mixup in exchange for being techable.
Back Throw (4LPLK)
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- -
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.
- Notable Drive Rush cancel combo routes:
- Notable Drive Rush cancel blockstring gaps:
Special Moves
Manège Doré (63214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2 | 49 | - | 2000~3700 | T | HKD +19 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2 | 51 | - | 2000~3700 | T | HKD +19 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 54 | - | 2000~3700 | T | HKD +19 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2 | 51 | - | 2000~3700 | T | HKD +19 | - |
Manon's command grab. LP has the most range and the most startup, HP has the least range and the least startup. Landing Manège Doré increases Manon's Medal Level, which in turn increases the damage of her next Manège Doré or Renversé. Manège Doré starts as one of the weakest command grabs in terms of raw damage, but surpasses even the mighty SPD in terms of damage output by level 4 and becomes the highest damaging non-super command grab at level 5. With Punish Counter, this damage skyrockets even higher.
The OD version has startup similar to the MP version, but grab range that exceeds even the LP version.
The damage of the command grab is not affected by which version is used, instead it depends on Manon's Medal level:
- Level 1: 2000
- Level 2: 2300
- Level 3: 2700
- Level 4: 3000
- Level 5: 3700
Renversé (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 2 | 37 | SA3 (1st) | 50,(1300~1900) | LH | HKD +15 | -23 |
- Projectile Invuln: 3-21f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 2 | 34 | SA3 (1st) | 100,(1300~1900) | LH | HKD +15 | -20 |
- Projectile Invuln: 3-24f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
29 | 2 | 30 | SA3 (1st) | 200,(1300~1900) | LH | HKD +15 | -16 |
- Projectile Invuln: 3-28f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 2 | 34 | - | 200,(1300~1900) | LH | HKD +15 | -20 |
- Projectile/Upper Body Invuln: 3-24f
The strike complement to Manège Doré. Like Manège Doré, landing Renversé increases Manon's Medal Level (but not if the first hit is cancelled), which increases the damage of her next Manège Doré or Renversé. Renversé is, in turn, better suited for ending combos or juggles due to being a strike. However, it is quite slow, limiting Manon's combo opportunities into it.
Alongside projectile invulnerability, OD Renversé has upper-body invulnerability from frame 3 onwards making it a valuable counter to high-hitting attacks like Honda's Sumo Headbutt.
Since airborne opponents become grounded again after the initial hit, the non-OD versions of this move can be used to confirm into Manon's level 3 super, even after a juggle. However, this will only do the base damage for the version (50/100/200 damage respectively) and forgoes all the additional damage that the actual throw does, as well as not increasing her medal level. Interestingly, an additional 100 damage is added after the superflash that does not increase the combo counter and uses the current scaling value, but has a minimum scaling of 50% just like the super.
Renversé Feint (236[P])
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | 31/32/33 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | 32 | - | - | - | - | - |
Holding the Punch button turns Renversé into a graceful twirl. This twirl actually has a decent amount of projectile invulnerability and can be used to bypass projectile zoning if used carefully.
Grand Fouetté (236P~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
(16/17/18)+11 | 6 | 22 | SA3 | 800 | LH | KD +51(+56) | -5(0) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15+10 | 6 | 22 | SA2 SA3 | 800 | LH | KD +58(+63) | -12(-7) |
Pressing any Kick button during Renversé will transition into Grand Fouetté. Grand Fouetté has a lot more reach than the hitgrab itself while also retaining some of the projectile invulnerability of the twirl. Hitting an opponent with the kick has a very high amount of knockdown advantage, enough time to raw Drive Rush and extend a combo. It is, however, quite slow, limiting it to being used after a Punish Counter 4HP.
When used as a combo starter, the Punish Counter version of 236P~K has better launch properties and puts the opponent in a free juggle state. Additionally, when used mid-combo, it does not increase the juggle count, which allows certain follow-ups that are not possible with the OD version. In comparison, the OD version will always cause a free juggle when used as the first juggle in a combo, but increases the juggle count when used after that.
Both versions of this move also have unique scaling rules that can heavily penalize their usage in combos. Starting a combo with either move causes the next move of the combo to count towards scaling twice, dropping the scaling on the third move to 70%. Using either during a combo will instead cause the move itself to count twice, in addition to losing a flat 10% from its current scaling value (e.g. starter [100%] -> 236P~K [90%] -> follow-up [70%]).
Rond-point (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(2)2 | 29 | SA3* (1st) | 400,500 | LH | KD +31 | -15 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3(3)3 | 27 | SA3* (1st) | 400,600 | LH | KD +34 | -14 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3(3)3 | 22(24) | SA3 (1st) | 400x2 | LH | KD +37 | -11 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4(2)3 | 25(30) | SA2 SA3 | 500,300 | LH | KD +45 | -19 |
A kick that hits above and in front of Manon. Excellent for ending grounded combos that Renversé would be too slow for. Note that the HK version actually does less damage, making it worse as a combo ender than the LK or MK version. And being the slowest, the HK version is risky as an anti-air but grants the greatest reward because it allows a follow-up into juggled 214MK or even 236P. Lastly, because each version moves forward slightly on startup, they're weaker to closer jump-ins where they may whiff entirely.
The OD version launches opponents for a juggle, while the other versions are too slow to combo out of on grounded hit. Even though all four versions are cancelable into Manon's level 3 super, only the HK version is able to combo into it. Both the LK and the MK versions launch on the first hit, while the OD version is only cancelable on the second.
Both the HK and OD versions of this move can have their recoveries canceled early into any additional special move or super on hit - the exact value for each is indicated in []. This allows for more optimal combo routes in the corner, or additional follow-ups midscreen (such as 214MK).
Dégagé (214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 2(10)4 | 36 | - | 300,700 | L | KD +21 | -24 |
The LK version is two low-hitting kicks. Has huge reach and must be blocked low (and a 15-frame startup makes it EXTREMELY difficult to block on reaction), but is a staggering -24 on block to compensate. It's an incredibly high risk move to throw out, but it can catch opponents who aren't expecting to block low in the midrange.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 4(14)6 | 22 land | - | 400,800 | LH | KD +33 | -13 |
The MK version is a double-hitting hopkick. Combos from Manon's cancelable medium normals and has good corner carry, making it an excellent combo ender.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20(21) | 3 | 24 | - | 1000 | H | +3 | -9 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22(23) | 3 | 22 | - | 800 | H | +6(+7) | -3 |
Both the HK and OD versions are a leaping, overhead kick. The HK version is technically unsafe but comes with high pushback, making it generally difficult to punish. Its start up is also technically 1 frame slower, since the first active frame only hits airborne opponents. However, it forces crouch on hit, which can be useful when it hits as a counter. The OD version can be linked out of naturally and gains more advantage and a frame of startup if it hits a crouching opponent, but does not force crouch itself. When used as a starter, the OD version also counts as two moves for the purposes of scaling. Both versions also spike the opponent towards the ground when used in a juggle.
Super Arts
Level 1 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 65 | - | 2000 | L | KD +7(+10) | -49(-46) |
Quick and invincible to strikes and throws, 236236K shoots Manon across the screen and makes for a great reversal option. Unless it hits at its very tip range or in the corner, Manon will slide under the opponent and switch sides with them. Notable as a strong and consistent combo ender for only 1 super meter when canceled or juggled into.
Level 2 Super (214214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3(11)6(45)9 | 38+34 land | - | 2800 | LH | KD +32(+37) | -61(-118) |
Even quicker and more invincible. Manon's level 2 super is an excellent combo ender and panic anti-air. Like her level 1, it works after OD Rond-Point but is a bit more tricky to juggle into. It needs to be high enough to connect, but low enough that the opponent doesn't fall out of the super. So make sure that it hits, as it's highly punishable on both block and whiff.
Level 3 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6+1 | 2 | 72 | - | 4000~4600 | T | HKD +16 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6+1 | 2 | 72 | - | 4500~5100 | T | HKD +16 | - |
Manon's level 3 super and Critical Art are both command grabs. Unfortunately for her, they can both be jumped after the cinematic, somewhat limiting their usage. They make for strong combo enders, and being command grabs they can also be used as a high-reward callout for a bad Parry attempt.
Unlike most other level 3 supers, Manon's have extra scaling rules that can both help or hurt her damage depending on the combo. Namely, there is always a flat 5% subtraction from the base scaling value when either move is used in a combo. However, no additional scaling penalty is applied when they are canceled into from Manon's 236P hitgrab. Comboing into them this way also applies a tiny amount of extra damage, as noted in the entry for 236P. Canceling from 236HK still applies one additional move of scaling.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
252 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
364 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
582 (total) | - | - | - | - | - | - | - |