Neutral
Special-Cancelable Pokes
5MP is a great advancing poke that's commonly used after jab pressure as a spacing trap. It comes with a vacuuming Target Combo into medium kick. While the TC isn't hitconfirmable, it's easy to do on a whiff punish and brings the opponent in with Manon at enough advantage to push a strike/throw mixup.
5MK comes with slightly more reach than 5MP, but lacks the target combo follow-up. It's best used as a counterpoke as it's excellent for catching extended low hurtboxes.
2MP is her best normal to use out of a Drive Rush, as it gains good frame advantage on block with excellent linking options on hit.
5LK is her farthest-reaching light normal.
Non-Cancelable Pokes
5HP is both long-reaching and decently rewarding on hit. Its Target Combo follow-up (5HP~HP) is easily hit-confirmable. While it does vacuum and leave Manon plus on hit, it can drop at long ranges or when 5HP is used as a whiff punish. In those situations it's better to super cancel it.
5HK is Manon's farthest reaching normal. Capcom didn't give it an extended hurbox during its recovery so it's surprisingly safe to use, even though it is a bit slow and is technically unsafe on block. On Punish Counter, Manon can convert into 214LK or 214MK for a knockdown and corner carry on reaction.
2MK is her go-to low poke. It only gives any semblance of reward when used out of a Drive Rush, but having a low check is important to stop opponents from walking backwards.
Special Moves
214LK is a threatening, long-reaching low special move. The opponent must be mindful whenever Manon is in range for it, but it is not without downsides. The risk/reward is typically not in her favor as 214LK is incredibly negative on block and leaves her in her opponent's face. It's far better to use as a threat to scare opponents into blocking low in the midrange, letting Manon approach more easily.
214HK/214KK is the overhead counterpart to 214LK. The OD version is generally more rewarding on hit and less punishing on block than the HK version at the cost of 2 Drive and some startup frames. However, they are both quite quick and effective checks in neutral and in pressure.
Renversé
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
TO-DO
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +? | ? |
Back Throw | +? | ? |
2HK | HKD +? HKD +? (Punish) |
? |
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Manon