Introduction
Manami doesn't know what a "martial art" is, but she's not gonna let that stop her.
Manami is a speedy mobility-based character who excels at a hit-and-run playstyle focused on annoying her opponent to death. Her ability to pester and harass the opponent with fast, damaging special moves is also helped by her small, awkward hurtbox, which causes some characters' basic juggle combos to whiff against her. However, it's no exaggeration to say that her weaknesses lie in everything about her outside of that -- she has the lowest defense value in the game, her normals all have pitiful range, she has no invincible reversal, and her status as a mobility-based character is hindered by the fact that she cannot jump out of a forward dash. You'll have your work cut out for you as this character, but hey -- your weaknesses won't matter if they can't catch you, right?
Pros | Cons |
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Movelist
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A measly little jab. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
I am not sure how to convince you this isn't just her stLP again, but this is her Heavy Punch. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
By far Manami's longest standing poke, but has significantly more startup. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Target Combos
s.LP > s.HP > s.HK / cr.HK
s.LP > s.HK > s.HP
s.LP > s.LK > (s.HP > s.HK or s.HK > s.HP)
s.LP > s.HP > s.LP > s.HP (the second LP and HP are actually f+LP and f+HP)
s.HP > s.HK
cr.LP > cr.HP > cr.HK
(j.LP/j.LK) > (j.HP.j.HK)
Guard Cancels
LP: s.LP
LK: s.LK
HP: LP Neko Rocket Punch
HK: LP Goro Goro Attack
LP Guard Cancel leads to her combos, but her short reach means it can be baited. HK GC must be super-canceled, otherwise she's left open to punishment.
Special Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
Similar to Goro Goro Attack, but without any distinction between light and heavy, or an accompanying EX version. The slightly better hitbox compared to Goro Goro Attack makes this slightly better for certain engagements in the close range or medium distances, and its good damage makes it a solid option for super cancels. However, it cannot hit airborne opponents, so if you want to chase down jumpers, use HP Goro Goro Attack instead. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
Manami's command grab. Especially important, because it allows for very easy follow-up juggle combos. Very useful for breaking down defenses. |
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
Neko Rocket Punch, but, like, really big. This super travels a set distance irrespective of where you are, so it's possible for this move to not make full contact with the opponent, causing you to lose out on a lot of damage. It also will not fully hit airborne opponents, also significantly decreasing the damage. Overall very hard to use, but it's good to aim for it when you can, since if it lands successfully, it is one of the most damaging supers in the game. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
Like Goro Goro Attack 2, but unblockable. Can be charged by holding down the buttons, causing it to deal more damage. Mostly used as something to make the opponent wake up into. |
Strategy
Manami wants to be as agile and difficult to catch as she possibly can, for two reasons: the first is that the range on her normals is catastrophically short, so there's not much point to standing around trying to play footsies. The second is that if she gets caught by the opponent, her low defense value means a single mistake can be fatal. To that end, Manami wants to spend most of her time harassing people in neutral with a combination of Goro Goro Attack and Banzai Attack to mess with the opponent's timing, as well as j.LK > j.HK chains for both approach and runaway. If she's able to establish offense up close, you mostly want to prioritise her highly rewarding normal throw and command throw. If Manami finds herself on the defense, she has to rely mostly on chicken blocking and guard cancels, since she has literally nothing else to help with her defense.
Combos
Basic Combos
- j.LK > j.HK > s.LP > s.LK > s.HK > [b],f+KK > [b],f,b,f+P / f,hcf+P
- f+LP*2 > sj.LK > sj.HK (land) j.HK > s.HK > [b],f+HP > [b],f,b,f+P
- (corner) j.LK > j.HK > s.LP > s.LK > s.HK > [b],f+LP > f,hcf+P
Throw Combos
- Punch throw > sj.LK > sj.HK (land) j.LK > j.HK s.HK > [b],f+HP > [b],f,b,f+P
- Punch throw > [b],f+HP+HK
- hcb+HK > sj.LK > sj.HK (land) j.HK > s.HK > [b],f+HP > [b],f,b,f+P