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. Useful for starting her standing four-chain, but good luck getting it to hit. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A cha-cha kick that has more range than it looks |
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. It is special cancelable however. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | 5 | - | - | - |
By far Manami's longest standing poke, and with good startup as well as special cancelably properties. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A very wimpy little punch. You can get a crLP > crHP > crHK chain off of it but there is no universe where that crHK is hitting. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
Mysteriously still a low despite all visual evidence otherwise. It's special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
Awful range, just embarrassingly low range and has incredible amounts of pushback on hit. Does special cancel however and at least has really good damage for a normal. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
A sweep with more range than most her buttons, but when grading on that curve the compliment might be backhanded. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A small downward jab. Chains into jHP and jHK but you really shouldn't be using this. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | 6 | - | - | - |
A kick with pretty good range and a slight downward angle. Easily her preferred light air normal. Same chain routes as jLP. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A joyful body splash. The range is pretty bad, but the hitbox is made for ambiguous cross-ups. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
This is purely used for air-to-air space control because the hitbox is much worse than it looks, mainly being from her shoulder area to upward. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A similar downward kick like jLK. Since jLK is a good button, this also is a good button. |
Command Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A weak cat swipe, looks totally useless but has one very important trick up it's sleeve. When you hit this twice, it launches the opponent for an easy juggle combo |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A more advanced version of her stHP, moving her forward a noticeable amount. A little on the slow side however. |
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 | 7 | - | - | - | |
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. Most importantly, this is lower-body invincible, so you can low crush some normals at midrange with this |
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 |
---|---|---|---|---|---|
N/A | - | - | - | ||
Like Goro Goro Attack 2, but unblockable. Can be charged by holding down the buttons, causing it to deal more damage which is important to know because when uncharged it does about as much damage as stLP. 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