Combos
On the rare occasion that Manami actually finds herself in range to use her chains, she'll mainly be focusing on confirms into either HP Goro Goro Attack for a knockdown, or Banzai Attack to set up a super cancel into EX Goro Goro Attack. Her other combos come from her throws, where she'll mainly be going for a quick jump loop into 5HK > HP Goro Goro Attack, with an optional super cancel at the end.
Basic Combos
5LP>5LK>5HK xx [4]6HP / [4]6KK xx [4]646P/641236P |
Basic standing confirm from jab. When ending with Gottsui Neko Rocket Punch, bear in mind that the super will only connect fully while midscreen.
Throw sj.LK>sj.HK j.LK>j.HK 5HK xx [4]6HP (xx [4]646P) |
Jump loop after throw that works anywhere. Perform the super jump as soon as possible -- you can act out of Manami's throw quicker than you'd think.
63214HK sj.LK>sj.HK j.HK 5HK xx [4]6HP (xx [4]646P) |
Post command grab combo that works anywhere. You can also use this combo if you somehow manage to land 6LP>6LP.
Situational Combos
j.LK>j.HK 5LP>5LK>5HK xx [4]6LP xx 641236LP |
Combo into Gottsui Neko Rocket Punch that only works in the corner. Good luck finding an opportunity for this one.
Throw [4]6KK |
Landing a throw in the corner gives you enough time to charge Ultra Goro Goro Attack so that it actually does damage. Not guaranteed, but it's a very funny unblockable setup.