Introduction
A super model and world champion judoka, Manon is an idealist, forever seeking self-improvement in the pursuit of beauty. She struts the catwalk of street fighting to become the world's strongest model.
Manon's distinct playstyle features center around long, far reaching normals that control the opponent's position and enhance her strike/throw game, mixed with command throws that scale up in damage every time she manages to hit with them, which gives her a lot of power once she has the momentum.
The centerpoint of Manon's gameplan is based on medals. Landing her Manège Doré command throw or her Renversé hitgrab will grant her an additional medal, up to a maximum of 5. Each medal gained increases the damage of both these moves by a notable amount, and also increases the damage of her Level 3 Super Art, Pas de Deux; Manège Doré itself becomes one of the strongest command grabs in the game if Manon manages to hit 5 medals. Additionally, these medals are carried over between rounds, giving Manon incredible potential to mount powerful comebacks and dominate a match-point game with a well-placed Manège Doré or Pas de Deux; this is especially dangerous when Manon has enough Drive Meter to go for a Drive Rush Manège Doré, as its effective range increases drastically when used this way.
To complement these two moves and her medal system, Manon's long limbs let her play a strong mid-range game to poke and prod the opponent, with quite a few of her grounded and jumping normals having long reach, and several moves having target combo follow-ups that pull the opponent in or otherwise reposition them for Manon to throw them. Many of her special moves and even a few of her Super Arts are also built for callouts or helping Manon to maneuver past tricky situations; Renversé can be feinted for projectile invulnerability, or canceled into a fairly far reaching kick that retains a little of that invulnerability too. She can also use Dégagé to either duck under attacks with the light version, use the medium version punish opponents at long range or end combos, or go for an advancing overhead with the heavy and Overdrive versions. Her 2HP is one of her moves with a target combo follow-up, allowing her to turn anti-air situations to her advantage by dropping the opponent right in front of her, and both her Level 1 and Level 2 Super Arts (Arabesque and Étoile) function as powerful reversals for the ground and against air attacks respectively.
Manon mainly struggles if she lacks Drive Meter, as many of her strongest conversions and pokes or oki setups may require her to Drive Rush Cancel her normals in order to be a threat. Some of her neutral tools also have noticeable recovery windows in exchange for their speed and reach, meaning that a wary opponent can punish her for them if they make the right call on what she's going to do; this is especially true when trying to land Manège Doré, as it has a notable recovery time on whiff. If you like to dance around opponents and see them fly through the sky, then pirouette into place with Manon.
Pick if you like: | Avoid if you dislike: |
---|---|
|
|
Classic & Modern Versions Comparison
Missing Normals |
|
---|---|
Missing Command Normals |
|
Shortcut-Only Specials |
|
Assist Combos |
|
Miscellaneous Changes |
|
Patch History
1.05
|
1.04
|
1.02
|
Manon | |
---|---|
Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.0452 |
Backward Walk Speed | 0.031 |
Forward Dash Speed | 21 |
Backward Dash Speed | 25 |
Forward Dash Distance | 1.499 |
Backward Dash Distance | 1.254 |
Drive Rush Min. Distance (Throw) | 0.506 |
Drive Rush Min. Distance (Block) | 1.417 |
Drive Rush Max Distance | 2.347 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
---|---|
Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
|
Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
|
Cancel |
Available options for canceling one move into another move.
|
Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
|
Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
|
Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
|
Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
|
Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
|
Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
|
Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
|
On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
|
Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
|
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
|
IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
|
Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 10 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +5 oH / 0 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Higher-hitting cousin to 2LP. Often used as combo filler during Drive Rush routes, where it links into 4HP for a Renversé medal. Its high hitstun makes it the only light normal that can combo naturally into either 214LK or 214MK.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 14 | Sp SA TC | 600 | LH | +2 | -1 |
- Cancel Hitconfirm Window: 16f / 19f (TC)
- Drive Rush cancel advantage: +10 oH / +7 oB
A strong poking normal that advances slightly forwards. Very effective as a reactive check outside jab range, and a strong meaty option due to its high active frame count. Combos into 236LP on Punish Counter, but only if canceled immediately. Comes with a semi-confirmable Target Combo (5MP~MK) that also works well as a whiff punish to pull opponents back into command grab range.
This normal deserves special mention in Burnout as it becomes particularly brutal. The bonus frame advantage makes it +3 on block, and when combined with its forwards momentum and 7f startup, it will trade with 4f buttons and frame trap everything else. Combined with Manon's excellent throw game, it's vaguely reminiscent of a recently redesigned Arc System Works slugger. Repeated 5MPs can scare the opponent into sitting still, which Manon can greatly take advantage of as +3 is enough frame advantage for an un-mashable normal throw or 63214HP.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 20 | SA TC | 800 | LH | 0 | -3 |
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 18f (Super) / 29f (TC)
Manon's go-to neutral tool and a strong meaty option after a Drive Rush. Being only -3 on block, this normal is quite safe to throw out. It also comes with a confirmable Target Combo follow-up that pulls opponents back to Manon for a mixup. Additionally, it makes for a strong ranged punish as it is super cancelable and will almost always connect into her SA1.
Manon will recover slightly farther forward if any input is given immediately after the recovery frames of this move. Providing no input at all after a blocked standing heavy punch can often leave Manon out of range of her opponent's light and medium buttons (at max range, even moves like Ken's standing heavy kick will miss), providing a set-up for easy whiff punishes.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | +2 | -2 |
- Cancel Hitconfirm Window: 12f
- Drive Rush cancel advantage: +6 oH / +2 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Manon's farthest reaching special cancelable light normal, which allows her to link out of moves like 2MP and 214KK when her other cancelable light normals would whiff completely. However, her cancel options are limited after a hitconfirm, as 214LP/214MK are too slow to combo naturally.
Important for punishing some -5 or -6 attacks with high pushback; the extra Punish Counter advantage also allows stronger combo enders for improved corner carry and oki.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 18 | Sp SA | 600 | LH | -2 | -5 |
- Front leg hurtbox is raised on frames 9-12 (better vs. low pokes)
- Cancel Hitconfirm Window: 18f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +7 oH / +4 oB
Excellent low counterpoke with slightly more reach than 5MP. A little on the slower side, but hits at the right height to whiff punish things like shoto 2MKs which would normally be a little more difficult for Manon due to her tall frame.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 23(26) | - | 900 | LH | +1 | -6 |
- Punish Counter: +17 Stagger (ground), spinning free juggle state (air)
- Extends a hurtbox 1f before active that is vulnerable to projectiles
Manon's farthest reaching poke, great for harassing mid-range opponents where it becomes impossible for most characters to punish. The slow startup and recovery makes it susceptible to Drive Impact if overused.
A Punish Counter can convert into a 214LK or 214MK knockdown even from max range. From point blank, a microwalk also barely allows a link into 4MK or 4HP, significantly improving Manon's punish damage.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 11 | Chn Sp SA | 300 | LH | +3 | -2 |
- Chains into 5LP/2LP/2LK (true blockstring into 5LP/2LP)
- Cancel Hitconfirm Window: 12f
- Drive Rush cancel advantage: +6 oH / +1 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air
Manon's main pressure tool, and a more reliable 3-light confirm than 5LP due to its longer range. Can frame trap into itself if the chain is slightly delayed, which can punish opponents who try to jump or backdash out of Manon's throw mixups.
The range makes it a more useful -4 punish starter than 5LP outside of point blank scenarios, giving a consistent link into 5MP.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 11(13) | Sp SA | 600 | LH | +6 | -1 |
- 2f extra recovery on whiff
- Cancel Hitconfirm Window: 15f
- Drive Rush cancel advantage: +10 oH / +3 oB
Manon's best link starter and combo filler. Has the same startup as 5MP with much better hit advantage, it's much more commonly used in Drive Rush combos as a way to link into 4HP. Has incredibly fast recovery for a medium button, making it a useful counterpoke despite its 2 extra whiff recovery frames.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 5 | 21 | TC | 600 | LH | -2 | -8 |
- Anti-Air Invuln (Arm/Head): 7-34f; strong anti-air but cannot hit cross-up
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 23f (TC)
Incredibly potent anti-air. Hits high above and in front of Manon while remaining in a crouching state; combined with the anti-air invincibility frames, it will beat almost any jump-in cleanly as long as the opponent doesn't cross over. Also leads to above average reward with a Target Combo follow-up, giving Manon point blank oki. While easier to land in a pinch, 2HP can't lead to Medals or corner carry like a 236K anti-air.
Outside of the Target Combo, the juggle state vs. airborne opponents is not very useful, as it has incredibly high Juggle Start and Juggle Increase values preventing a follow-up.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 13 | Chn | 200 | L | -1 | -5 |
- Chains into 5LP/2LP/2LK
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Manon's fastest low, chaining into 2LP for a knockdown conversion. The pushback is quite high, preventing a 3-hit light confirm without Drive Rush momentum.
Keep in mind that this is a 5-frame normal, and will trade with 4f lights when Manon is +1 (a common situation after Drive Rush 5HP/4HP/4MK on block).
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 16 | - | 600 | L | +3 | -2 |
- High pushback on hit and block
Manon's main low poke; while uncancelable, it allows a strong link to 5MP when used out of Drive Rush, while maintaining slight frame advantage on block. Has some utility as a pressure tool on the opponent's wakeup; on block, the opponent is pushed too far for the opponent to take advantage of Manon's -2 situation, and on Counter-hit she can link into 5LK for a short and simple confirm.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2 | 27 | - | 900 | L | HKD +29 | -12 |
- Counter-hit/Punish Counter: HKD +44
- Has juggle potential; not a Hard Knockdown when juggled into
Moves Manon forward, giving it good range but making it consistently punishable on block. Provides good okizeme on hit, leaving Manon +8 after a Forward Dash to threaten with either 4HP or 63214LP.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 3 land | - | 300 | H | +5(+9) | +1(+5) |
Manon's fastest but least rewarding air-to-air, useful for very close jumps where 236K and 2HP are unreliable.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 3 land | - | 700 | H | +9(+11) | +5(+7) |
- Lower Body Projectile Invuln: 8-22f
- Puts airborne opponents into limited juggle state
- Shifts Manon's hurtbox upward during startup
An air-to-air with a strong disjointed horizontal hitbox. Depending on the air-to-air timing, Manon can land and juggle with Renversé or Rond-point; if this is not possible, she can still get good oki afterwards. When used in the middle of a juggle combo, the high juggle increase value prevents further follow-ups from connecting.
The lower body projectile invincibility can save Manon from landing on a fireball, as long as the projectile hitbox moves past her before she actually hits the ground.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
- Spike knockdown vs. airborne opponents
Weaker as a jump-in than j.HK and generally a worse air-to-air than j.MP. Has a niche use against close range opponents trying to walk under Manon's jump, as j.HK may occasionally reach too far forward.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 9 | 3 land | - | 300 | H | +3(+10) | -1(+6) |
- Can hit cross-up
- Can be used as a fuzzy instant overhead (requires perfect safe jump timing)
A weaker cross-up than j.MK, but useful for setting up a surprise tick throw with its low blockstun. The instant overhead property is rarely useful due to its high risk and low reward, especially since Manon already has other high/low mixup options.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
- Can hit cross-up
- Shifts Manon's hurtbox upward during startup
Your preferred cross-up, and also good for air-to-airs thanks to it good horizontal range.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 5 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
Manon's primary jump-in, as it hits very deep and deals good damage.
Command Normals
4MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 19 | TC | 600 | LH | -1 | -3 |
- Decent anti-air hitbox but cannot hit cross-up
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 28f (TC, only combos up to 20f)
A relatively unassuming normal at first, 4MK is a surprisingly strong mixup tool. Manon can use the attached Target Combo (4MK~MK) as a frame trap, or start from Drive Rush to make 4MK plus enough for a mixup on block. Opponents expecting the Target Combo may try to Parry in response, so this can lead to a "fake" tick throw with 63214P.
While 2HP is a better all around anti-air, 4MK can lead to greater reward. The Target Combo extension can continue the juggle, or Manon can juggle directly into 236KK/SA1/SA2 on a high juggle connect.
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 17 | Sp SA | 800 | LH | +3 | +1 |
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 22f
- Drive Rush cancel advantage: +16 oH / +14 oB
A short-ranged button that can be used in optimal combo routes as well as for pressure on block.
4HP is a strong meaty option with its high active frame count, reaching up to +6 on block and +8 on hit. DR~4HP into 63214MP is a tick throw that beats reversal 4f normals, and it can frame trap into another 4HP to punish the opponent for trying to jump out. The hitconfirm window is lenient, but late cancels into 236P, 214HK, or 214KK can fail to combo.
This is Manon's only normal that can combo into 236PP~K, an extremely powerful juggle starter that can easily lead to 3000+ damage for 2 Drive bars anywhere on the screen. It also has natural juggle potential itself, allowing Manon to juggle into 236P for a Medal or add an extra 236P~K for damage and corner carry.
Works well as a punish starter, or as a link directly after PC 2MP. Due to Manon's generally poor linking options, most combo routes will require Drive Rush, which adds damage scaling and makes the 236PP~K juggle routes prohibitively expensive.
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 9 | 32 | - | 1000 | LH | KD +26 | -23 |
- Anti-Air Invuln (Leg): 9-19f (can hit cross-up); side switch vs. airborne
- Puts opponent into limited juggle state
- Punish Counter: HKD +36, side switch
- Only 1st active frame can hit grounded; active frames 2-9 hit airborne
A strange command normal that looks like a sweep but is primarily used for repositioning in juggles with its side switch. A Punish Counter also switches sides even on a grounded opponent, and the Hard Knockdown gives her significantly better follow-up oki.
After a Drive Impact crumple, Manon can get decent damage and a side switch with nj.HK into 3HK.
Target Combos
5MP~MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2 | 17 | - | 500 | LH | +2 | -5 |
- Always a true blockstring from 5MP even at max delay
A vacuuming TC that pulls the opponent in after 5MP on hit or block. Primarily used as a whiff punish tool to set up a mixup between light normals or a command throw. Can also be confirmed directly from 5MP with good reactions.
4MK~MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 5 | 21 | Sp SA | 500 | H | -3 | -11 |
- Causes limited juggle OTG bounce vs. airborne opponents
- Forces Crouch on hit
- 2f blockstring gap after 4MK (larger gap if delayed)
- Cancel Hitconfirm Window: 17f (single hit) / 49f (full TC)
- Special/DR cancel is delayed until after 3rd active frame
- Drive Rush cancel advantage: +11 oH / +3 oB
A fast overhead follow-up after 4MK that can be special canceled. Especially powerful after DR~4MK, as Manon can threaten with this overhead, a command throw, or light normals as a frame trap. While Manon has a lenient cancel window from 4MK, delaying too long will cause the TC to drop in combos.
By forcing the opponent to crouch on hit, Manon gains access to her damaging 214KK combo routes.
The TC itself is quite unsafe on block, so Manon has to bail out with a 3-bar Drive Rush cancel if the opponent blocks. Other special cancel options are either very unsafe or interruptible on startup.
The OTG bounce state after an anti-air or juggled 4MK allows Manon to cancel into various combo enders, like 236MP for a medal, 214LK for oki, 214MK for corner carry, or SA1/SA2 for damage.
5HP~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 20(22) | - | 600 | LH | +3 | -8 |
- 2f extra recovery on block
- Always a true blockstring from 5HP even at max delay
Another vacuuming Target Combo, this one is much easier to hitconfirm due to 5HP's enormous cancel window. Sets up a close range strike/throw mixup on hit, but can be heavily punished on block. It's possible for the 2nd hit to drop if Manon hits an extended limb hurtbox, but otherwise it's reliable.
If used in a juggle, the opponent is air reset instead but still lands directly in front of Manon.
2HP~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 4 | 26 | - | 500 | LH | +1 (KD +17~19) | -10 |
- Spike knockdown vs. airborne opponents
- Slightly high KD advantage on high juggled opponents
Fairly useless on the ground, but excellent as a follow-up to Manon's powerful 2HP anti-air. The opponent is dropped directly in front of Manon for point blank oki.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +16 | - |
- Punish Counter: HKD +16
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Manon is left close to the opponent after a corner throw, allowing for a manually timed throw loop. She can also Drive Rush into an auto-timed throw mixed with 2MP or 4HP to present a bigger threat; however, the opponent can react to the Drive Rush freeze with an invincible reversal. While it may be tempting to use only command throws for the damage and medals, Manon's normal throw allows her to stay safe against opponents that try to jump out of command throws often.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +18 | - |
- Side switch
- Punish Counter: HKD +18
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After throwing the opponent back into the corner, Manon can walk toward the opponent for a pseudo-throw loop. A reversal 4f normal will beat the second throw, but Manon can use meaty buttons like 5MP or 5HP to dissuade opponents from mashing on defense. Against characters with wide throw hurtboxes, this can actually set up a true meaty strike/throw mixup, with 1f timing against Marisa and 2f timing against Blanka, E. Honda, and Zangief.
Instead of attempting another normal throw, a microwalk into a command throw can be used to cash out for a medal. All strengths can work with the proper timing and walk distance, but the MP version is generally the easiest to connect.
Midscreen, the best Manon can really do is Drive Rush into a ranged 5HP, which can be hitconfirmed into a Target Combo. The opponent is left much too far for a throw mixup due to Manon's poor Drive Rush momentum.
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
- Armor (2-hit): 1-27f; Range: 2.50 (1.20 movement + 1.30 hitbox)
- On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
- On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
- Combos when canceled from Punish Counter 4HP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
- A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
- This happens because a blocked DI is not considered a "hit" for combo purposes
- Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 4HP: 3[0] (delay cancel to avoid Lock in Burnout)
- 5MP: 10[6]
- 5MK: 11[7]
- 2MP, 4MK~MK: 14[10]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
- JP (22K), frame 3 counter
- Marisa (214K), frame 3 armor
- Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
- 4HP > delay DI: 1f~ blockstring gap prevents opponent from absorbing the hit (must delay at least 2f, but can be delayed too long)
- DR~5MP > DI: 2f blockstring gap prevents opponent from absorbing the hit
- DR~5MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-22f; Range: 1.665; Armor Break
- 5f extra recovery on hit; 4f screen freeze during startup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-20f; Range: 1.665; Armor Break
- 5f extra recovery on hit; no screen freeze
See Drive Reversal on the Gauges page for more details.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (MPMK~66)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3+8 | - | 15(37) | - | - | - | - | - |
- 1-bar version performed out of Parry
- Startup is 1+8 immediately after successful Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | - | 15(37) | - | - | - | - | - |
- 3-bar version performed on hit/block from a cancelable normal
- Can also be performed from whiffed cancelable light normals
See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes
- Startup refers to minimum time before an attack can cancel the Drive Rush animation
- The first 15 recovery frames are cancelable into any attack
- The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
- Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo
Distance:
- 0.506 (min, cancel into immediate Throw)
- 1.417 (min, earliest blocking/movement frame)
- 2.347 (max, final DR frame)
Special Moves
Manège Doré (63214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2 | 49 | - | 2000~3700 | T | HKD +19 | - |
- Range: 1.511~1.529
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2 | 51 | - | 2000~3700 | T | HKD +19 | - |
- Range: 1.296~1.374
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 54 | - | 2000~3700 | T | HKD +19 | - |
- Range: 1.126~1.144
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2 | 51 | - | 2000~3700 | T | HKD +19 | - |
- Range: 1.506~1.524
Manon's command grab. LP has the most range and the most startup, HP has the least range and the least startup. Landing Manège Doré increases Manon's Medal Level, which in turn increases the damage of her next Manège Doré or Renversé. Manège Doré starts as one of the weakest command grabs in terms of raw damage, but surpasses even the mighty SPD in terms of damage output by level 4 and becomes the highest damaging non-super command grab at level 5. With Punish Counter, this damage skyrockets even higher.
The OD version has the startup of the MP version, combined with the range of the LP version.
The damage of the command grab is not affected by which version is used, but instead on Manon's Medal level:
- Level 1: 2000 (PC: 2300)
- Level 2: 2300 (PC: 2645)
- Level 3: 2700 (PC: 3105)
- Level 4: 3000 (PC: 3450)
- Level 5: 3700 (PC: 4255)
Manon also builds more Super gauge on hit at Medal Lv. 3/4, and even more at Lv.5 which builds half a Super bar.
Renversé (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 2 | 37 | SA3 (1st) | 50,(1300~1900) | LH | HKD +15 | -23 |
- Projectile Invuln: 3-21f
- Cancel Hitconfirm Window: 13f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 2 | 34 | SA3 (1st) | 100,(1300~1900) | LH | HKD +15 | -20 |
- Projectile Invuln: 3-24f
- Cancel Hitconfirm Window: 13f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
29 | 2 | 30 | SA3 (1st) | 200,(1300~1900) | LH | HKD +15 | -16 |
- Projectile Invuln: 3-28f
- Cancel Hitconfirm Window: 13f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 2 | 34 | - | 200,(1300~1900) | LH | HKD +15 | -20 |
- Projectile Invuln: 3-26f; Upper Body Strike Invuln: 3-26f
The strike complement to Manège Doré. Like Manège Doré, landing Renversé increases Manon's Medal Level (but not if the first hit is canceled), which increases the damage of her next Manège Doré or Renversé. Renversé is, in turn, better suited for ending combos or juggles due to being a strike. However, it is quite slow, limiting Manon's combo opportunities into it. Leaves opponents closer with more medals, but due to the meagre plus frames the oki will always be mediocre.
Alongside projectile invulnerability, OD Renversé has upper-body invulnerability from frame 3 onwards making it a valuable counter to high-hitting attacks like Honda's Sumo Headbutt.
Since airborne opponents become grounded again after the initial hit, the non-OD versions of this move can be used to confirm into Manon's SA3, even after a juggle. However, this will only do the base damage for the version (50/100/200 damage respectively) and forgoes all the additional damage that the actual throw does, as well as not increasing her medal level. Interestingly, an additional 100 damage is added after the super flash that does not increase the combo counter and uses the current scaling value, but has a minimum scaling of 50% just like the super.
Like with Manège Doré, Manon builds more Super gauge on hit at Medal Lv. 3/4, and even more at Lv.5; this only applies to the full animation on hit, so the cancelable first hit is not affected.
Renversé Feint (236[P])
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | 31/32/33 | - | - | - | - | - |
- Projectile Invuln: LP 3-15f / MP 3-16f / HP 3-17f
- Feint Travel Distance: LP 0.85 / MP 1.10 / HP 1.14
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | 32 | - | - | - | - | - |
- Projectile Invuln: 3-16f; Upper Body Strike Invuln: 3-16f
- Feint Travel Distance: 1.23
Holding the Punch button turns Renversé into a graceful twirl. This twirl actually has a decent amount of projectile invulnerability and can be used to bypass projectile zoning if used carefully.
Grand Fouetté (236P~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
(16/17/18)+11 | 6 | 22 | SA3 | 800 | LH | KD +51(+56) | -5(0) |
- Cancel Hitconfirm Window: 22f (SA3, no combo unless armor absorbed)
- Applies 10% damage scaling when beginning a combo; applies to 3rd hit of combo (100/100/70...)
- Applies 10% immediate damage scaling when comboed into
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15+10 | 6 | 22 | SA2 SA3 | 800 | LH | KD +58(+63) | -12(-7) |
- Cancel Hitconfirm Window: 22f (SA2) (No SA3 combo unless armor absorbed)
- Applies 10% damage scaling when beginning a combo; applies to 3rd hit of combo (100/100/70...)
- Applies 10% immediate damage scaling when comboed into
Pressing any Kick button during Renversé will transition into Grand Fouetté. Grand Fouetté has a lot more reach than the hitgrab itself while also retaining some of the projectile invulnerability of the twirl. Hitting an opponent with the kick has a very high amount of knockdown advantage, enough time to raw Drive Rush and extend a combo. The slow startup speed limits its combo applications, but the OD version can combo naturally from 4HP for optimal combo routes anywhere on the screen.
When used as a combo starter, the Punish Counter version of 236P~K has better launch properties and puts the opponent in a free juggle state. Additionally, when used mid-combo, it does not increase the juggle count, which allows certain follow-ups that are not possible with the OD version. In comparison, the OD version will always cause a free juggle when used as the first juggle in a combo, but increases the juggle count when used after that.
The damage scaling rules for both the regular and OD versions are a bit unusual; instead of standard starter scaling that applies to the next hit, the scaling is delayed until the 3rd hit of the combo (essentially causing the 2nd hit of the combo to act like 2 hits). When 236P~K is comboed into, the it instead applies the 10% scaling directly to the kick itself.
- Example 1: 236P~K [100%], 236KK [100%], 214MK [70%]
- Example 2: DR~4HP [100%] > 236P~K [90%], 214MK [70%]
- Example 3: j.HP [100%], 4HP [100%] > 236PP~K [70%], 214MK [60%]
Rond-point (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(2)2 | 29 | SA3* (1st) | 400,500 | LH | KD +31 | -15 |
- Upper Body Anti-Air Invuln: 5-15f
- Cancel Hitconfirm Window: 12f (SA3, no combo unless armor absorbed)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3(3)3 | 27 | SA3* (1st) | 400,600 | LH | KD +34 | -14 |
- Upper Body Anti-Air Invuln: 7-19f
- Cancel Hitconfirm Window: 13f (SA3, no combo unless armor absorbed)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3(3)3 | 22(24) | SA3 (1st) | 400x2 | LH | KD +37 | -11 |
- Upper Body Anti-Air Invuln: 9-22f
- Cancel Hitconfirm Window: 13f (SA3, 1st hit)
- Causes a canceled SA3 to incur 15% immediate scaling instead of the usual 5%
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4(2)3 | 25(30) | SA2 SA3 | 500,300 | LH | KD +45 | -19 |
- Anti-Air Invuln: 4-16f
- Cancel Hitconfirm Window: 15f (SA3, 1st hit) / 28f (SA2, 2nd hit)
- Causes a canceled SA3 to incur 15% immediate scaling instead of the usual 5%
- Does 400 damage if only the 2nd hit connects
- Has a wider ground-only hitbox for consistency when canceling
A kick that hits above and in front of Manon. Excellent for ending grounded combos that Renversé would be too slow for. Note that the HK version actually does less damage, making it worse as a combo ender than the LK or MK version. Being the slowest, the HK version is risky as an anti-air, but boasts the greatest reward, allowing for a follow-up into juggled 214MK or even 236P on hit. Because each version moves forward slightly on startup, they're weaker to closer jump-ins where they may whiff entirely.
The OD version launches opponents for a juggle, while the other versions are too slow to combo out of on grounded hit. Even though all four versions are cancelable into SA3, only the HK/OD versions keep the opponent grounded for the first hit. Because of the extra scaling applied to SA3 from this cancel, it's best used over 236P when the combo is already going to reach the minimum 50% scaling.
Both the HK and OD versions of this move can have their recoveries canceled early into any additional special move or super on hit; the exact value for each is indicated in (). This allows for more optimal combo routes in the corner, or additional follow-ups midscreen (such as 214MK).
Dégagé (214K)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 2(10)4 | 36 | - | 300,700 | L | KD +21 | -24 |
The LK version is a low-hitting double sweep with long range. At 15 frames, it's nearly impossible to block on reaction, but at a staggering -24 on block it is far too risky as a neutral tool unless you're desperate to get some momentum started. It combos in juggles or from 5LP (but not 2LP/5LK), and gives the best midscreen oki out of all Manon's knockdowns. If you can't route into 236P or you already have 5 medals, this is often your best combo ender.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 4(14)6 | 22 land | - | 400,800 | LH | KD +33 | -13 |
- Airborne 15-39f (Forced Knockdown state)
The MK version is a leaping double-kick. It combos from 5LP or any medium/heavy normal, but is primarily used in juggles for its massive corner carry. In the corner, it can juggle into SA2 for great damage if the opponent is launched high enough, like after 236KK, 236KK, 214MK.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20(21) | 3 | 24 | - | 1000 | H | +3 | -9 |
- Lower Body Strike Invuln: 9-19f (not actually airborne)
- Forces crouch on hit
- 1st active frame only hits airborne opponents (functionally 21f startup)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22(23) | 3 | 22 | - | 800 | H | +6(+7) | -3 |
- Throw Invuln: 11-24f; Airborne 9-21f (Forced Knockdown state)
- 1st active frame cannot hit crouching opponents (functionally 23f as an overhead)
- Also results in 1f better advantage vs. crouching (allows link to 5MP/2MP)
- Blockstun is reduced by 1f on active frames 2-3
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Both the HK and OD versions are a leaping, overhead kick. The HK version is technically unsafe but comes with high pushback, making it generally difficult to punish. Its start up is also technically 1 frame slower, since the first active frame only hits airborne opponents. It forces crouch on hit, which can be useful when it hits as a counter.
The OD version can be linked out of naturally, with much more rewarding conversions if it hits a crouching opponent; however, it does not force crouching like the HK version. This version also has true throw invincibility, making it useful if you predict a throw tech.
Both versions spike the opponent towards the ground when used in a juggle. This is generally weaker than other juggle enders, but at certain spacings it can allow Manon to dash up for a mixup between a strike and a command throw.
Super Arts
Level 1 Super (236236K)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 65 | - | 2000 | L | KD +7(+10) | -49(-46) |
- Strike/Throw Invuln: 1-13f; Armor Break
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
SA1 shoots Manon across the screen quickly with some invincibility, making it a decent reversal option. At 10f startup, some characters can safely pressure Manon with perfect timing, making it a bit less reliable than SA2. While it cannot slide through projectiles, at certain ranges Manon can trade with a fireball for a launch before following up with another juggle option (like a second SA1). This is much easier to do against slow projectiles.
A strong and consistent combo/juggle ender, SA1 will switch sides with the opponent on hit unless it connects at max range or in the corner. For only 1 Super bar, this is a great option for regaining corner control or tacking on extra damage to secure a round.
Level 2 Super (214214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3(11)6(45)9 | 38+34 land | - | 2800 | LH | KD +32(+37) | -61(-118) |
- Full Invuln: 1-9f; Armor Break
- Airborne 21-36f, 68-118f (Forced Knockdown state)
- Final hit whiffs on crouch block
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block); up to 0.6 bars on stand block
- 40% minimum damage scaling
Even quicker and more invincible than SA1. Manon's SA2 is an excellent combo ender and good anti-air. Like her SA1, it works after OD Rond-Point, but the timing is a bit trickier. If the opponent manages to fall out of the juggle, their knockdown time is extended to make it harder for the opponent to punish Manon.
Full damage distribution: 450,400,500x2,950
Level 3 Super (236236P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6+1 | 2 | 72 | - | 4000~4600 | T | HKD +16 | - |
- Full Invuln: 1-8f
- Range: 1.463 (2nd active frame: 1.489)
- Drive Gauge Depletion: 1.5 bars (hit)
- Cinematic time regenerates ~2.2 Drive bars for Manon
- 50% minimum damage scaling; applies 5% immediate damage scaling when comboed into
- 15% immediate damage scaling from 236HK (1st hit) only
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6+1 | 2 | 72 | - | 4500~5100 | T | HKD +16 | - |
- Full Invuln: 1-8f
- Range: 1.463 (2nd active frame: 1.489)
- Available at 25% HP or below
- Drive Gauge Depletion: 2 bars (hit)
- Cinematic time regenerates ~2.4 Drive bars for Manon
- 50% minimum damage scaling; applies 5% immediate damage scaling when comboed into
- 15% immediate damage scaling from 236HK (1st hit) only
Manon's SA3 is an invincible command grab with range slightly below that of her LP Manège Doré. Unlike Zangief's SA3, it can unfortunately be jumped after the Super freeze, making it a much worse defensive option. As a throw, it also loses the ability to deal chip damage to opponents in Burnout. The only advantage to this type of grab super is that it can be comboed into in a practical manner (most notably, a restand with the first hit of 236P).
Pas de Deux can be used as a high-reward callout against a bad Parry attempt, though it does not gain any bonus damage on Punish Counter. SA3 is actually weaker than a Level 5 command throw in this scenario, but it can be worth doing to score big damage at lower Medal levels.
The damage scaling rules are a bit different for Manon than most other characters' Level 3 Supers, which can be positive or negative depending on the situation. Normally, an SA3 would have no extra scaling when comboed from a normal, and an extra 10% immediate scaling when canceled into from a special. Instead, Manon's SA3 receives 5% immediate scaling when comboed into from anything, including normals, Drive Impact, or the first hit of 236P. The only exception is that the first hit of 236HK/236KK applies 15% scaling to the SA3, making it a bit weaker as a starter. The first hit of 236P is quite weak to begin with, so this slight reduction in damage scaling only serves to compensate for that lost damage. None of this matters on any extended combo route that reaches 50% damage scaling, which is the minimum that an SA3 can reach.
The damage of the command grab changes based on Manon's Medal level:
- Level 1: 4000 (CA: 4500)
- Level 2: 4100 (CA: 4600)
- Level 3: 4200 (CA: 4700)
- Level 4: 4400 (CA: 4900)
- Level 5: 4600 (CA: 5100)
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
252 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
364 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
582 (total) | - | - | - | - | - | - | - |