EclipticEve (talk | contribs) (added placeholders for specials and supers) |
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| input = Jumping Light Punch | | input = Jumping Light Punch | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px| | {{MoveDataCargoImage|imageHeight=200px|manon_jlp|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query| | {{AttackDataCargo-SF6/Query|manon_jlp}} | ||
}} | }} | ||
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| input = Jumping Medium Punch | | input = Jumping Medium Punch | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px| | {{MoveDataCargoImage|imageHeight=200px|manon_jmp|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query| | {{AttackDataCargo-SF6/Query|manon_jmp}} | ||
}} | }} | ||
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| input = Jumping Heavy Punch | | input = Jumping Heavy Punch | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|manon_jhp|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query| | {{AttackDataCargo-SF6/Query|manon_jhp}} | ||
}} | }} | ||
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| input = Jumping Light Kick | | input = Jumping Light Kick | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px| | {{MoveDataCargoImage|imageHeight=200px|manon_jlk|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query| | {{AttackDataCargo-SF6/Query|manon_jlk}} | ||
}} | }} | ||
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| input = Jumping Medium Kick | | input = Jumping Medium Kick | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|manon_jmk|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query| | {{AttackDataCargo-SF6/Query|manon_jmk}} | ||
}} | }} | ||
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| input = Jumping Heavy Kick | | input = Jumping Heavy Kick | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|manon_jhk|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query| | {{AttackDataCargo-SF6/Query|manon_jhk}} | ||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-SF6/Query|manon_6hphk}} | {{AttackDataCargo-SF6/Query|manon_6hphk}} | ||
See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | Armor Break; See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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{{AttackDataCargo-SF6/Query|manon_mpmk}} | {{AttackDataCargo-SF6/Query|manon_mpmk}} | ||
See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. | ||
}} | |||
=== Taunts === | |||
=====<font style="visibility:hidden; float:right">Taunt</font>===== | |||
{{MoveDataCargo | |||
| title = Neutral Taunt | |||
| subtitle = | |||
| input = 5PPPKKK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=160px|manon_5pppkkk|caption='' "" ''}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|manon_5pppkkk}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Forward Taunt</font>===== | |||
{{MoveDataCargo | |||
| title = Forward Taunt | |||
| subtitle = | |||
| input = 6PPPKKK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=160px|manon_6pppkkk|caption='' "" ''}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|manon_6pppkkk}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Back Taunt</font>===== | |||
{{MoveDataCargo | |||
| title = Back Taunt | |||
| subtitle = | |||
| input = 4PPPKKK | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=160px|manon_4pppkkk|caption='' "" ''}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|manon_4pppkkk}} | |||
}} | }} | ||
Revision as of 17:43, 29 December 2022
Pre-release information
This page is under construction based on pre-release data. Join the SF6 Resource Hub for info on editing. |
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: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Miscellaneous Changes |
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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 |
Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 10 | Chn Sp SA | 300 | LH | +4 | -1 |
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 14 | Sp SA TC | 600 | LH | +2 | -1 |
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 20 | SA TC | 800 | LH | 0 | -3 |
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | +2 | -2 |
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 18 | Sp SA | 600 | LH | -2 | -5 |
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 26 | - | 900 | LH | -2 | -6 |
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 11 | Chn Sp SA | 300 | LH | +3 | -2 |
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 11(13) | Sp SA | 600 | LH | +6 | -1 |
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 5 | 21 | TC | 600 | LH | -2 | -8 |
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 13 | Chn | 200 | L | -1 | -5 |
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 16 | - | 600 | L | +3 | -2 |
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2 | 27 | - | 900 | L | HKD +29 | -12 |
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 3 land | - | 300 | H | - | - |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 3 land | - | 700 | H | - | - |
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 3 land | - | 800 | H | - | - |
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 9 | 3 land | - | 300 | H | - | - |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 500 | H | - | - |
j.HK
Command Normals
Target Combos
Universal Mechanics
Throws
Throw
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +16 | - |
Back Throw
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +18 | - |
Drive Moves
Drive Impact
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 |
See Drive Impact.
Drive Reversal
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
Armor Break; See Drive Reversal.
Drive Rush
No results
See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.
Drive Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
Taunts
Taunt
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
252 (total) | - | - | - | - | - | - | - |
Forward Taunt
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
364 (total) | - | - | - | - | - | - | - |
Back Taunt
Special Moves
236P
No results
No results No results No results
Super Arts
236236P
No results
214214P
No results
Placeholder
CA version grants 500 extra damage
No results
No results