! Combo !! Position !! Damage !! Difficulty !! Notes
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
|-
| 2LP 2LP 236HK || Anywhere || test || {{clr|1|Very Easy}} || 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.
| 2LP 2LP 236HK || Anywhere || ? || {{clr|1|Very Easy}} || 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.
|-
| 5LP/2LP/2LK > 5LP/2LP > 236LK/236MK || Anywhere || ? || {{clr|1|Very Easy}} || Mix and match these moves for 12 easy Manon combos!
|-
| 5LP/2LP/2LK > 5LP > 214LK || Anywhere || ? || {{clr|1|Very Easy}} || You can get 214LK oki off of these three lights
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)
BnBs
Bread And Butter Combos
Combo
Position
Damage
Difficulty
Notes
2LP 2LP 236HK
Anywhere
test
Very Easy
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.
j.HK, 4HP > 236MP
Anywhere
Medal Dependent
Very Easy
Manon's easiest jump in medal.
Combo Tables
Normal Hit Starters
Light Confirms
Combo
Position
Damage
Difficulty
Notes
2LP 2LP 236HK
Anywhere
?
Very Easy
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.
5LP/2LP/2LK > 5LP/2LP > 236LK/236MK
Anywhere
?
Very Easy
Mix and match these moves for 12 easy Manon combos!
5LP/2LP/2LK > 5LP > 214LK
Anywhere
?
Very Easy
You can get 214LK oki off of these three lights
2LK > 5LP > 214LK/214MK
Anywhere
1270/1430
Easy
LK ender better oki, MK better corner carry
2LK >2LP > 236MK/HK
Anywhere
1270/1110
Easy
HK gives oki, mk is better damage
2LK > 2LP > 236KK, 214MK
Anywhere
1950
Medium
*2LK > 5LP > DR > 5LP > 4HP > 236MP
Anywhere
1860
Medium
Low damage but gets a medal off a 2LK confirm
Medium Confirms
Combo
Position
Damage
Difficulty
Notes
test
test
test
test
Test Description
Heavy Confirms
Combo
Position
Damage
Difficulty
Notes
j.HK, 4HP > 236MP
Anywhere
Medal Dependent
Very Easy
Manon's easiest jump in medal.
Punish Combos
DP Punishes (Punish Counter)
Combo
Position
Damage
Difficulty
Notes
4HP x 236HP
Anywhere
2460
Very Easy
Easy Medal
4HP > 236PP~k > 4HP x 236HK > 236LP
Anywhere
3155
Medium
recommended punish
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 236HK
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
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.
214KK can be linked out of and gains an extra frame of hitstun against crouching opponents because it hits later.
Counterhit
Counterhit Links
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
CH 5MP, 5LP
Easily confirmable.
CH 2MP, 2MP/5MP
Very consistent, especially with 5MP.
CH 2MK, 2LP
At the ranges Manon uses 2MK, this link doesn't work.
CH 4HP, 5LK
Not all that likely to come up, but it's there.
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. 5LP is preferred as a punish up close if possible.
Or you could use 63214HP up close.
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.
Or you could use 63214MP.
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.
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
Rond-Point
Easy
anything cancelable > 236K
It's actually that easy. Rond-Point is fast and has decent oki even midscreen after a dash, making them highly reliable as enders. They are generally inferior to her other combo enders when they are available. 236HK gives the best okizeme out of all of them (as it allows for raw DR 4MK to meaty), but weirdly has the lowest damage.
214LK/214MK
Easy
anything aside from 5LK, 2LP, or 2LK > 214LK/214MK
214LK gives Manon better oki midscreen and 214MK gives more corner carry and better corner okizeme.
Juggles and Extenders
Breaking It Down
Manon's juggle routes are very complex in terms of extending them with resources. However, you can generally break them down into a few separate categories. She has a couple main categories of moves, which can be described as low and high launchers. Low launchers typically route directly into an ender or require more Drive to extend into further combos. High launchers can easily be extended or ended directly with her hitgrab, Renverse. High launchers can combo into low launchers or directly into enders. If this sounds scary, don't worry. There will be some routes after the theory is laid out to give an example.
The Pieces
Low Launchers
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
236KK (ground)
Anywhere
2
0
Manon's most basic and easily accessible launcher.
236P~K
Anywhere
0
0
Can be used as an extender with DR 4HP > 236P~K on already airborne opponents.
236HK (air)
Anywhere
0
0
Much harder to get as an anti-air by itself, it's more useful after a high launcher to squeeze out a tiny bit more damage before converting into an ender.
High Launchers
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
236KK (air)
Anywhere
2
0
236KK makes for a fantastic anti-air due to its invulnerability, and it converts easily into damage.
PC 236P~K
Anywhere
0
0
Punish Counter Grand Fouette launches higher than normal and gives Manon a free juggle state to work with.
236PP~K
Anywhere
2
0
Manon can spend 2 Drive to essentially get the Punish Counter version of 236P~K at any point in a combo.
High Launchers
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
any launcher, 236KK
Anywhere
2
0
Most commonly used as a double 236KK sequence, like the combo trial.
Enders
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
... > 214LK
Anywhere
0
0
... > 214MK
Anywhere
0
0
... > 236P
Anywhere
0
0
Can be used as an ender from lower heights with DR 4HP > 236P.
... > 236236K
Anywhere
0
1
... > 214214K
Anywhere
0
2
... > 236P(1) > 236236P
Anywhere
0
3
Putting It All Together
Example 1We stole a combo trial.
Medium
j.HK, 4HP > 236KK, 236KK, 214MK, 214214K
You may have seen this before. Very high launches give a lot of flexibility in terms of routing but are very expensive to actually get.
Example 2Ignoring projectiles with style.
Easy
PC 236P~K, 236HK(2nd), 214MK
Another example of a high launcher, low launcher, ender string. This one's Drive-less!
Example 3Turn anti-airs into damage with one neat trick!
Easy
(236KK,) 236HK, 214MK
Manon gets a lot of mileage out of a well-placed Rond-Point. This should also look familiar, as it borrows some of the meat from the above combo. 236KK is optional but is also a lot more reliable as an anti-air due to its speed. 236HK usually is a read-based anti-air.