Advanced V.G. 2/Manami/Combos

From SuperCombo Wiki


Combos

On the rare occasion that Manami actually finds herself in range to use her chains, she'll mainly be focusing on confirms into either HP Goro Goro Attack for a knockdown, or Banzai Attack to set up a super cancel into EX Goro Goro Attack. Her other combos come from her throws, where she'll mainly be going for a quick jump loop into 5HK > HP Goro Goro Attack, with an optional super cancel at the end.

Basic Combos

5LP>5LK>5HK xx [4]6HP / [4]6KK xx [4]646P/641236P

Video Basic standing confirm from jab. When ending with Gottsui Neko Rocket Punch, bear in mind that the super will only connect fully while midscreen.

Throw sj.LK>sj.HK j.LK>j.HK 5HK xx [4]6HP (xx [4]646P)

Video Jump loop after throw that works anywhere. Perform the super jump as soon as possible -- you can act out of Manami's throw quicker than you'd think.

63214HK sj.LK>sj.HK j.HK 5HK xx [4]6HP (xx [4]646P)

Video Post command grab combo that works anywhere. You can also use this combo if you somehow manage to land 6LP>6LP.

Situational Combos

j.LK>j.HK 5LP>5LK>5HK xx [4]6LP xx 641236LP

Video Combo into Gottsui Neko Rocket Punch that only works in the corner. Good luck finding an opportunity for this one.

Throw [4]6HK+HP

Video Landing a throw in the corner gives you enough time to charge Ultra Goro Goro Attack so that it actually does damage. Not guaranteed, but it's a very funny unblockable setup.

Game Navigation

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Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
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Miranda