Advanced V.G. 2/Manami/Move List

From SuperCombo Wiki


Move List

Lp.png
AVG2 Manami stLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A measly little jab. Useful for starting her standing four-chain, but good luck getting it to hit.

Chains to:
Hp.png > Hk.png / D.pngHk.png
HP and HK can be swapped if not ending with 2HK
Lk.png > Hp.png > Hk.png
HP and HK can be swapped
Hp.png > Lp.png > Hp.png
Second LP and HP use animations for 6LP and 6HP

Lk.png
AVG2 Manami stLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A cha-cha kick that has more range than it looks.


st.Hp.png
AVG2 Manami stHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

I am not sure how to convince you this isn't just her stLP again, but this is her Heavy Punch. It is special cancelable however.

Chains to:
Hk.png

Hk.png
AVG2 Manami stHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid 5 - - -

By far Manami's longest standing poke, and with good startup as well as special cancel properties.


D.pngLp.png
AVG2 Manami crLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A very wimpy little punch. Starts a three-hit chain into 2HK, but there is no universe where that 2HK will hit.

Chains to:
D.pngHp.png > D.pngHk.png

D.pngLk.png
AVG2 Manami crLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Low - - -

Mysteriously still a low despite all visual evidence otherwise. It's special cancelable.


D.pngHp.png
AVG2 Manami crHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

Awful range, just embarrassingly low range and has incredible amounts of pushback on hit. Does special cancel however and at least has really good damage for a normal.


D.pngHk.png
AVG2 Manami crHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Low - - -

A sweep with more range than most her buttons, but when grading on that curve the compliment might be backhanded.


j.Lp.png
AVG2 Manami jLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A small downward jab. You really shouldn't be using this.

Chains to:
j.Hp.png / j.Hk.png

j.Lk.png
AVG2 Manami jLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High 6 - - -

A kick with pretty good range and a slight downward angle. Easily her preferred light air normal.

Chains to:
j.Hp.png / j.Hk.png

j.Hp.png
AVG2 Manami jHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A joyful body splash. The range is pretty bad, but the hitbox is made for ambiguous cross-ups.


nj.Hp.png
AVG2 Manami njHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

This is purely used for air-to-air space control because the hitbox is much worse than it looks, mainly being from her shoulder area to upward.


j.Hk.png
AVG2 Manami jHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A similar downward kick like jLK. Since jLK is a good button, this also is a good button.


Command Normals

Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A weak cat swipe, looks totally useless but has one very important trick up its sleeve -- it has a second 6LP follow up, which launches for a juggle on hit.


Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A more advanced version of her stHP, moving her forward a noticeable amount. A little on the slow side however.


Special Moves

Neko Rocket Punch
AVG2 Manami Neko Rocket Punch.jpg
Qcf.pngP.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png Mid 12 - - -

Manami tosses one of her cat paws out on a string before pulling it back. This can hit opponents both on its way out and on its way back, but in either case it is extremely unsafe on block. On top of that, as well as its limited range, the move also deals one blocked fireball's worth of damage to Manami, because she's clumsy and she keeps hitting herself in the face with her paw. Because it's not a particularly useful long-range tool, this mostly sees use as a way to convert combos into EX attacks.

Hp.png Mid 16 - - -

Goes about twice as far.

Lp.pngHp.png Mid - - -

Not an ex move like most two button specials, but instead is the best version of this attack. It has the range of the HP version with the startup of the LP version.


Goro Goro Attack
AVG2 Manami Goro Goro Attack.jpg
B.png(Charge){F.pngP.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png Mid - - -

Manami's version of a Blanka Ball, and appropriately, one of her most important moves. The LP version is mostly used for movement due to its slightly short travel distance and very low whiff recovery. Curiously, although the move is considered airborne from frame 1 (making it invincible to throws and causing an air reset when she's hit out of it), Goro Goro Attack is considered as a grounded attack on a system level, meaning it cannot be blocked int he air, and can also be super cancelled into grounded moves without any issue.

Hp.png Mid - - -

The HP version is used for actually dealing damage thanks to its knockdown, as the LP version leaves them standing after hit.

Lp.pngHp.png Mid - - -

The EX version moves at an upward arcing path, and while it can be blocked in the air, it is one of Manami's most damaging moves, making it very useful in combos.


Goro Goro Attack 2
AVG2 Manami Goro Goro Attack 2.jpg
B.png(Charge){F.pngK.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png Mid - - -

After spinning on the ground like Sonic, Manami launches towards the opponent in an upward arc. The angle it travels at is fantastic, but it has two major flaws: it doesn't knock down like the first Goro Goro Attack, and it has dreadfully slow startup. Mostly used for pre-emptive space control

Hk.png Mid - - -

Cast a much wider and further angle to shoot Manami off at.


Banzai Attack
AVG2 Manami Banzai Attack.jpg
B.png(Charge)F.pngLk.pngHk.png
Damage Guard Startup Active Recovery Frame Adv
Mid 7 - - -

Similar to Goro Goro Attack, but without any distinction between light and heavy, or an accompanying EX version. The slightly better hitbox compared to Goro Goro Attack makes this slightly better for certain engagements in the close range or medium distances, and its good damage makes it a solid option for super cancels. Most importantly, this is lower-body invincible, so you can low crush some normals at midrange with this


Neko Chotto Ranbu
AVG2 Manami Neko Chotto Ranbu.jpg
Hcb.pngLk.pngHk.png
Damage Guard Startup Active Recovery Frame Adv
Mid - - -

Manami's command grab. Especially important, because it allows for very easy follow-up juggle combos. Very useful for breaking down defenses.


Guard Cancels

Lp.png Guard Cancel
AVG2 Manami stLP.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Manami's Lp.png. Allows her to start combos when it lands, but the short range on her jab means that this can be unreliable if your opponent isn't right in your face.


Lk.png Guard Cancel
AVG2 Manami stLK.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Manami's Lk.png. Pretty much completely outclassed by LP guard cancel due to its lack of chain routes.


Hp.png Guard Cancel
AVG2 Manami Neko Rocket Punch.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Manami's Lp.png Neko Rocket Punch. There's literally no reason to even think of using this.


Hk.png Guard Cancel
AVG2 Manami Goro Goro Attack.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Jun's Lp.png Goro Goro Attack. A more reliable guard cancel option than her LP guard cancel, but if you intend to use this, you need to be ready to super cancel right away -- otherwise, Manami is punishable, even on hit.


Super Moves

Gottsui Neko Rocket Punch
AVG2 Manami Gottsui Neko Rocket Punch.jpg
F.pngHcf.pngP.png
Damage Guard Startup Active Recovery Frame Adv
Mid - - -

Neko Rocket Punch, but, like, really big. This super travels a set distance irrespective of where you are, so it's possible for this move to not make full contact with the opponent, causing you to lose out on a lot of damage. It also will not fully hit airborne opponents, also significantly decreasing the damage. Overall very hard to use, but it's good to aim for it when you can, since if it lands successfully, it is one of the most damaging supers in the game.


Ultra Goro Goro Attack
AVG2 Manami Ultra Goro Goro Attack.jpg
B.png(Charge)F.pngHp.pngHk.png
Damage Guard Startup Active Recovery Frame Adv
N/A - - -

Like Goro Goro Attack 2, but unblockable. Can be charged by holding down the buttons, causing it to deal more damage which is important to know because when uncharged it does about as much damage as 5LP. Mostly used as something to make the opponent wake up into.


Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda