Normal/OD Rond-point (236K/236KK) fixed an issue where it could not be canceled into a Super Art when parried by the opponent
1.08
5HK Hit Advantage -2 -> +1; recovery on hit decreased 26 -> 23
No change to Punish Counter advantage
À Terre (5MP~MK) 2nd hit Drive Gain 1000 -> 2500
HK Dégagé (214HK) Drive Gain 2000 -> 3000
Manège Doré (63214P/PP) builds more Super gauge on hit at higher Medal levels
Level 3/4: 3000 -> 4000
Level 5: 3000 -> 5000
Renversé (236P/PP) builds more Super gauge on hit at higher Medal levels (only for full animation; no change when canceled into SA3)
Level 3/4: 2150 -> 3150
Level 5: 2150 -> 4150
Grand Fouetté (236P~K) launches opponents closer to Manon for juggle consistency
Renversé Feint (236[P]/[PP]) recovery on all versions reduced by 2; 33/34/35/34 -> 31/32/33/32
1.05
5MK less pushback on hit
2LP Hit Advantage +2 -> +3 (allows much stronger conversions on Punish Counter or after DR)
2MP extends a hurtbox on whiff until end of recovery
2LK less pushback on hit/block
2MK Hit Advantage +2 -> +3 and reduced pushback (allows much stronger conversions after DR)
3HK increased juggle limit
4MK~MK less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents
4HP Block Advantage -3 -> +1, reduced pushback on hit (much stronger meaty tool)
OD Grand Fouetté 236PP~K startup 11 -> 10 (now combos from 4HP for much stronger juggle routes)
OD Rond-point 236KK 1st hit now cancels to SA2/SA3; 1st hit has more range vs. grounded opponents
Damage distribution: 400,400 -> 500,300 (improves damage if 1st hit is canceled; still does 400 damage if only 2nd hit connects)
SA1 improved hitbox against opponents juggled above Manon
SA2 final hit damage 850 -> 950; new hitbox to make 3rd hit juggle more consistently
SA3/CA now does more damage at higher Medal levels
Lv.2 +100, Lv.3 +200, Lv.4 +400, Lv.5 +600
1.04
4MK retains greater momentum out of Drive Rush
SA2 juggles more consistently; if opponent drops out, their knockdown period is extended (less likely for Manon to be punished)
1.02
Various bug fixes such as removing a super cancel window from Rond-point 236HK, inconsistent recoveries on moves, and SA1 being able to side-swap under certain scenarios
Shared adjustments to Drive Gauge gain when blocking supers, attacks hitting behind when they weren't supposed to, and an increase on Drive Gauge gain when perfect parrying specials and supers
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