Street Fighter 6/Manon

From SuperCombo Wiki


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:
  • Large moves with above average reach
  • High reward on anti-airs and perfect parries
  • Converting hits into strike/throw mix using your many knockdowns and vacuuming target combos
  • Snowballing your correct guesses into permanent damage buffs that can easily turn a good round into a won match
  • A distinct lack of plus frames on block, needing to spend resources or land a hit to force strike/throw mix
  • Risky neutral options that may urge you to gamble or play reactively
  • Having to build up medals to really threaten with your command grab


Classic & Modern Versions Comparison

List of differences with Modern Manon
Missing Normals
  • Crouching Medium Punch (2MP)
  • Standing Heavy Kick (5HK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Tomoe Derrière (3HK)
Shortcut-Only Specials
  • Renversé (2S)
    • Light/OD Only
  • Dégagé (4S)
    • Light/OD Only
Miscellaneous Changes
  • Révérence (4HP) is both 4H and the H Auto Combo starter
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains


Manon
SF6 Manon Portrait.png
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

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue 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.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



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:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



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:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

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.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

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 uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



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.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



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.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



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.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Manon 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 10 Chn Sp SA 300 LH +4 -1

5MP
Standing Medium Punch
5MP
SF6 Manon 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 14 Sp SA TC 600 LH +2 -1

5HP
Standing Heavy Punch
5HP
SF6 Manon 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 20 SA TC 800 LH 0 -3

5LK
Standing Light Kick
5LK
SF6 Manon 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH +2 -2

5MK
Standing Medium Kick
5MK
SF6 Manon 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 18 Sp SA 600 LH -2 -5

5HK
Standing Heavy Kick
5HK
SF6 Manon 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 26 - 900 LH -2 -6


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Manon 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 11 Chn Sp SA 300 LH +3 -2

2MP
Crouching Medium Punch
2MP
SF6 Manon 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 11(13) Sp SA 600 LH +6 -1

2HP
Crouching Heavy Punch
2HP
SF6 Manon 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 21 TC 600 LH -2 -8

2LK
Crouching Light Kick
2LK
SF6 Manon 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 13 Chn 200 L -1 -5

2MK
Crouching Medium Kick
2MK
SF6 Manon 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 16 - 600 L +3 -2

2HK
Crouching Heavy Kick
2HK
SF6 Manon 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2 27 - 900 L HKD +29 -12


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Manon jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 3 land - 300 H - -

j.MP
Jumping Medium Punch
j.MP
SF6 Manon jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 3 land - 700 H - -

j.HP
Jumping Heavy Punch
j.HP
SF6 Manon jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land - 800 H - -

j.LK
Jumping Light Kick
j.LK
SF6 Manon jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 9 3 land - 300 H - -

j.MK
Jumping Medium Kick
j.MK
SF6 Manon jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H - -

j.HK
Jumping Heavy Kick
j.HK
SF6 Manon jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 5 3 land - 800 H - -


Command Normals

4MK
En Haut
4MK
SF6 Manon 4mk.png
"At the top"

4MK
Back Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 19 TC 600 LH -1 -3

4HP
Révérence
4HP
SF6 Manon 4hp.png

4HP
Révérence
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 17 Sp SA 800 LH +3 +1

Combo filler, converts Drive Rush into a hitgrab for Medal Levels.

3HK
Tomoe Derrière
3HK
SF6 Manon 3hk.png
"Fall behind"

3HK
Tomoe Derriére
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 9 32 - 1000 LH KD +26 -23

Target Combos

5MP~MK
À Terre
5MP~MK
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                  No results

First of two vacuuming TCs.

4MK~MK
En Hout
4MK~MK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Overhead follow-up to 4MK.

5HP~HP
Temps Lié
5HP~HP
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Easily hitconfirmable and vacuums opponents in on hit for a mixup. Less reliable at its max range than À Terre is at its max range, but starts from 5HP instead of 5MP.

2HP~HP
Allongé
2HP~HP
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                  No results

Not great on grounded opponents, but shines as an anti-air. Drops airborne opponents right in front of Manon for free oki.

Throws

Forward Throw (LPLK)
Throw
LPLK
SF6 Manon lplk.png

LPLK
Ouchi Gari
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +16 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Manon 4lplk.png

4LPLK
Uchi Mata
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +18 -


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Manon hphk.png

HPHK
Glissade
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

  • Notable blockstring gaps (8f or less cannot be escaped by jumping):
    • -

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Manon 6hphk.png

6HPHK
Écarté (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Manon mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
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                  No results

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:


Special Moves

Move Name (236P)
Placeholder
236P
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Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

No results No results No results


Super Arts

Level 1 Super (236236K)
Arabesque
Level 1 Super Art
236236K
SF6 Manon 236236k.png

236236K
Arabesque
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 65 - 2000 L KD +7(+10) -49(-46)

Level 2 Super (214214K)
Étoile
Level 2 Super Art
214214K
SF6 Manon 214214k.png

214214K
Étoile
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)

Level 3 Super (236236P)
Pas de Deux
Level 3 Super Art
236236P
SF6 Manon 236236p.png

SF6 Manon 236236p(ca).png
CA version grants 500 extra damage

236236P
Pas de Deux
Startup Active Recovery Cancel Damage Guard On Hit On Block
6+1 2 72 - 4000~4600 T HKD +16 -
236236P
Pas de Deux (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6+1 2 72 - 4500~5100 T HKD +16 -

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Manon 5pppkkk.png
""

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
252 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Manon 6pppkkk.png
""

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
364 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Manon 4pppkkk.png
""

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
582 (total) - - - - - - -



SF6 Navigation

General
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Characters
A.K.I.
Akuma
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Ed
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JP
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Data
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