Street Fighter 6/Manon/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Manon HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Manon Portrait.png 10000 0.8 0.0452 0.031 21 25 1.499 1.254 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 3 10 16 +4 -1 LH Chn Sp SA 13
5MP 600 7 4 14 24 +2 -1 LH Sp SA TC 16 (19 TC)
5HP 800 10 4 20 33 0 -3 LH SA TC 18 SA (29 TC)
5LK 300 5 2 12 18 +2 -2 LH Sp SA 12
5MK 600 10 3 18 30 -2 -5 LH Sp SA 18
5HK 900 15 3 26 43 -2 -6 LH -
2LP 300 4 2 11 16 +2 -2 LH Chn Sp SA 12
2MP 600 7 3 11(13) 20(22) +6 -1 LH Sp SA 15
2HP 600 10 5 21 35 -2 -8 LH TC 23 TC
2LK 200 5 2 13 19 -1 -5 L Chn
2MK 600 8 4 16 27 +2 -2 L -
2HK 900 11 2 27 39 HKD +29 -12 L -
j.LP 300 5 10 3 land - - - H -
j.MP 700 8 4 3 land - - - H -
j.HP 800 9 4 3 land - - - H -
j.LK 300 6 9 3 land - - - H -
j.MK 500 7 6 3 land - - - H -
j.HK 800 11 5 3 land - - - H -
4MK 600 10 4 19 32 -1 -3 LH TC 20(28)
4HP 800 8 6 17 30 +3 -3 LH Sp SA 22
3HK 1000 11 9 32 51 KD +26 -23 LH -
5MP~MK 500 10 2 17 28 +2 -5 LH -
4MK~MK 500 14 5 21 39 -3 -11 H Sp SA 49(17)
5HP~HP 600 5 2 20(22) 26(28) +3 -8 LH -
2HP~HP 500 4 4 26 33 +1 (KD +17~19) -10 LH -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -11 +5 0 17 12 9
5MP +6 -16 +10 +7 20 17 11
5HP +4 -22 24 21 13
5LK 10% Starter +6 -12 +6 +2 16 12 9
5MK +2 -19 +7 +4 19 16 11
5HK +17 Stagger -27 27 23 13
2LP 10% Starter +6 -11 +5 +1 15 11 9
2MP +10 -12 +10 +3 20 13 11
2HP +2 -24 24 18 11
2LK 10% Starter +3 -13 14 10 9
2MK +6 -18 22 18 11
2HK HKD +44 -27 17 13
j.LP -2 13 9 9
j.MP -2 15 11 11
j.HP -2 19 15 13
j.LK -2 13 9 9
j.MK -2 17 13 11
j.HK -2 19 15 13
4MK +3 -21 22 20 11
4HP +7 -21 +16 +10 26 20 13
3HK HKD +36 -39 18 12
5MP~MK +6 21 14 11
4MK~MK +1 -24 +11 +3 23 15 11
5HP~HP +7 25 16 13
2HP~HP +5 31 20 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 500 (350) 250 (125)
5HP 6000 [10000] 3000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 3000 [4000] 1500 700 (490) 350 (175)
5HK 6000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 6000 [10000] 3000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 4000 [6000] 2000 600 (420) 300 (150)
2HK 4000 [10000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
4MK 4000 [4000] 2000 700 (490) 350 (175)
4HP 5000 [8000] 2000 1000 (700) 500 (250)
3HK 6000 [10000] 3000 500 (350) 250 (125)
5MP~MK 2500 [4000] 1000 700 (490) 350 (175)
4MK~MK 2500 [4000] 1000 700 (490) 350 (175)
5HP~HP 5000 [7000] 2000 1000 (700) 500 (250)
2HP~HP 5000 [7000] 2000 1000 (700) 500 (250)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP 1 1 0
5MP 1 1 0
5HP 1 1 0
5LK 1 1 0
5MK 1 1 0
5HK 1 1 0
2LP 1 1 0
2MP 1 1 0
2HP 7-34 Air (Arm/Head) 10 10 0
2LK 1 1 0
2MK 1 1 0
2HK 1 1 9
j.LP 1 1 0
j.MP 8-22 Lower Body Projectile 1 10 2
j.HP 1 0 0
j.LK 1 1 0
j.MK 1 1 0
j.HK 1 0 0
4MK 1 1 0
4HP 1 1 0
3HK 9-19 Air (Leg) 1 1 1
5MP~MK
4MK~MK 1 1 1
5HP~HP 1
2HP~HP 1 10

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK; higher hitstun than other light normals allows a natural combo into 214LK/214MK; DR cancel is delayed until after active frames
5MP Moves forward during startup (very strong for Burnout pressure); easily hitconfirmable into TC follow-up (always a true blockstring even if delayed); high active frame count makes it good for oki
5HP Very lenient hitconfirm window (always a true blockstring even if delayed); puts airborne opponents into limited juggle state
5LK Longest ranged light normal (important for punishing -5 or -6 attacks); does not naturally combo into 214LK/214MK outside of Punish Counter situations
5MK Front leg hurtbox is raised on frames 9-12, making it a good poke against low attacks; DR cancel is delayed until after active frames
5HK Incredibly long range poke that can combo into 214LK/214MK on Punish Counter from max range; Punish Counter puts airborne opponents into spinning free juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles; the slow startup and recovery makes it especially vulnerable to Drive Impact
2LP Chains into 5LP/2LP/2LK; true blockstring when chained into 5LP/2LP; cannot combo into 214LK/214MK, but gives more reliable 3-hit light confirm
2MP 2f extra recovery on whiff; Manon's primary combo starter
2HP Very strong anti-air but cannot hit cross-up; the hurtbox on Manon's arm and head is invincible to airborne strikes, and her hurtbox remains in a crouching state for the entire animation allowing for late anti-airs to work
2LK Chains into 5LP/2LP/2LK; primary low combo starter; more pushback than other chainable light normals (cannot get a 3-hit light string without Drive Rush starter)
2MK Good range low poke that leads to combos and frame advantage when used out of Drive Rush; high pushback on hit and block
2HK Moves forward during startup, giving it more range but also making it easily punished on block; has juggle potential (not a Hard Knockdown when juggled into)
j.LP
j.MP Puts airborne opponents into limited juggle state; excellent horizontal air-to-air hitbox; shifts Manon's hurtbox upward during startup; lower body projectile invincibility can allow Manon to avoid landing on a fireball
j.HP Causes spike knockdown vs. airborne opponents
j.LK Cross-up; can be used as a fuzzy instant overhead (requires perfect safe jump timing)
j.MK Cross-up; shifts Manon's hurtbox upward during startup
j.HK Incredible hitbox priority and downward reach (best option for most jump-ins)
4MK Long TC cancel window into an overhead, but will not combo on hit if delayed too long; good anti-air hitbox (cannot hit cross-ups); puts airborne opponents into limited juggle state (follow-up TC can continue juggle, or can juggle 236KK/SA1/SA2 on a high anti-air)
4HP Strong punish starter and combo filler after Drive Rush routes; high active frame count makes it strong as a meaty; puts airborne opponents into limited juggle state; lenient hitconfirm window, but late cancels into 236P, 214HK, or 214KK can fail to combo
3HK Not a low attack despite the animation; works as an anti-air to to invincibility on kicking leg; puts opponents into limited juggle state; can hit cross-up; kicks airborne opponents backwards for a side switch; Punish Counter also switches sides and gives a Hard Knockdown, allowing follow-up oki; only the 1st active frame can hit grounded opponents (active frames 2-9 hit airborne)
5MP~MK Pulls opponent close to Manon for a strike/throw mixup on hit (but also easily punishable on block); always a true blockstring
4MK~MK Forces crouch on hit; 2f blockstring gap when canceled from 4MK, which can be increased by delaying the cancel for different frame trap timings; combos naturally from 4MK unless the TC cancel is delayed; has juggle potential and puts airborne opponents into limited juggle state (useful after a 4MK anti-air); special/DR cancel is delayed until after 3rd active frame
5HP~HP Pulls opponent close to Manon for a strike/throw mixup on hit, but also easily punishable on block; 2f extra recovery on block; always a true blockstring even when delayed; easily hitconfirmed from 5HP
2HP~HP Causes spike knockdown after 2HP hits an airborne opponent; slightly better KD advantage when opponent is juggled high in the air

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +16 - T
4LPLK 1200 (2040) 5 3 23 30 KD +18 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +16
4LPLK 20% Immediate HKD +18
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Can manually time a throw loop in the corner; Drive Rush also allows an auto-timed meaty throw that can be mixed up with 2MP or 4HP
4LPLK Side switches; allows meaty strike/throw mixup if throwing opponent into the corner; midscreen, Manon can chase a back roll with a meaty strike such as 5MP; can also Drive Rush into a strike or an auto-timed 63214LP command throw
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK 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.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.506 (min/throw), 1.417 (min/block), 2.347 (max/final DR frame)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
63214LP 2000~3700 10 2 49 60 HKD +19 - T -
63214MP 2000~3700 8 2 51 60 HKD +19 - T -
63214HP 2000~3700 5 2 54 60 HKD +19 - T -
63214PP 2000~3700 8 2 51 60 HKD +19 - T -
236LK 400,500 9 3(2)2 29 44 KD +31 -15 LH SA3* 22*
236MK 400,600 11 3(3)3 27 46 KD +34 -14 LH SA3* 24*
236HK 400x2 14 3(3)3 22(24) 44(46) KD +37 -11 LH SA3 26(13)
236KK 400x2 8 4(2)3 25(30) 41(46) KD +45 -19 LH SA2 SA3 (2nd) 28
214LK 300,700 16 2(10)4 36 67 KD +21 -24 L -
214MK 400,800 16 4(14)6 22 land 61 KD +33 -13 LH -
214HK 1000 20(21) 3 24 46 +3 -9 H -
214KK 800 22(23) 3 22 46 +6(+7) -3 H -
236LP 50,(1300~1900) 22 2 37 60 HKD +15 -23 LH SA3 (1st) 13
236MP 100,(1300~1900) 25 2 34 60 HKD +15 -20 LH SA3 (1st) 13
236HP 200,(1300~1900) 29 2 30 60 HKD +15 -16 LH SA3 (1st) 13
236PP 200,(1300~1900) 25 2 34 60 HKD +15 -20 LH -
236[P] - - - 33/34/35 33/34/35 - - - -
236[PP] - - - 34 34 - - - -
236P~K 800 (16/17/18)+11 6 22 38 KD +51(+56) -5(0) LH SA3 22
236PP~K 800 15+11 6 22 38 KD +58(+63) -12(-7) LH SA2 SA3 22

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
63214LP HKD +19
63214MP HKD +19
63214HP HKD +19
63214PP HKD +19
236LK 100,125 KD +31 -34(-29) 21 total 6,8
236MK 100,150 KD +34 -28(-27) 22 total 6,8
236HK 100x2 KD +37 -25(-24) 22 total 6,10
236KK 100x2 KD +45 -31(-30) 20 total 8(10),10
214LK 75,175 KD +21 -38 28(16) 2,11
214MK 100,200 KD +33 -26 33(15) 8,12
214HK 250 +7 -24 17 13
214KK 200 20% Starter +10(+11) -23(-22) 22(21) 13
236LP 13 HKD +15 -37 16 5(10)
236MP 25 HKD +15 -34 16 5(10)
236HP 50 HKD +15 -30 16 5(10)
236PP 50 HKD +15 -34 16 7
236[P]
236[PP]
236P~K 200 10% Immediate KD +55(+60) -26(-21) 23 13
236PP~K 200 10% Immediate KD +58(+63) -26(-21) 16 13(15)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
63214LP [10000] 5000 3000 (2100)
63214MP [10000] 5000 3000 (2100)
63214HP [10000] 5000 3000 (2100)
63214PP [10000] -20000 3000 (2100)
236LK 2000x2 [4000] 1000x2 600,750 (420,525) 300,375 (150,187)
236MK 2000x2 [4000] 1000x2 600,750 (420,525) 300,375 (150,187)
236HK 2000x2 [4000] 1000x2 600,750 (420,525) 300,375 (150,187)
236KK 2000x2 [4000] -20000 600,750 (420,525) 300,375 (150,187)
214LK 2000x2 [4000x2] 500,1000 400x2 (280x2) 200x2 (100x2)
214MK 2500x2 [4000x2] 1000x2 400x2 (280x2) 200x2 (100x2)
214HK 4000 [5000] 2000 800 (560) 400 (200)
214KK 4000 [5000] -20000 800 (560) 400 (200)
236LP 2000 [8000] 1000,(2000) 150,2000 (105,1400) 75 (37)
236MP 2000 [8000] 1000,(2000) 150,2000 (105,1400) 75 (37)
236HP 2000 [8000] 1000,(2000) 150,2000 (105,1400) 75 (37)
236PP 2000 [8000] -20000 150,2000 (105,1400) 75 (37)
236[P]
236[PP] -20000
236P~K 5000 [10000] 2500 1150 (805) 575 (287)
236PP~K 4000 [5000] -20000 1150 (805) 575 (287)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
63214LP
63214MP
63214HP
63214PP
236LK 5-15 Air (Upper Body) 1,1 1,1 0,2
236MK 7-19 Air (Upper Body) 1,1 1,1 0,2
236HK 9-22 Air (Upper Body) 1,1 1,1 0,2
236KK 4-16 Air 1,1 1,1 1,2
214LK 1,1 1,1 9,9
214MK 15-39 (FKD) 1,1 1,1 9,9
214HK 9-19 Lower Body 1 1 9
214KK 11-24 Throw 9-21 (FKD) 1 1 9
236LP 3-21 Projectile 9
236MP 3-24 Projectile 9
236HP 3-28 Projectile 9
236PP 3-26 Projectile (All), Strike (Upper/Mid Body) 9
236[P] 3-(15/16/17) Projectile
236[PP] 3-16 Projectile, Strike (Upper/Mid Body)
236P~K 1 (0 PC) 0 1
236PP~K 0 1 1

input Notes
input Notes
63214LP Increases Medal Level by 1 on hit; damage at Medal Lv. 1-5: 2000/2300/2700/3000/3700; cannot be special canceled into; slowest startup with long range (1.53)
63214MP Increases Medal Level by 1 on hit; damage at Medal Lv. 1-5: 2000/2300/2700/3000/3700; cannot be special canceled into; medium startup with medium range (1.37)
63214HP Increases Medal Level by 1 on hit; damage at Medal Lv. 1-5: 2000/2300/2700/3000/3700; cannot be special canceled into; fastest startup with shortest range (1.14)
63214PP Increases Medal Level by 1 on hit; damage at Medal Lv. 1-5: 2000/2300/2700/3000/3700; cannot be special canceled into; medium startup with long range (1.52)
236LK Strong anti-air but cannot hit cross-up; SA3 cancel is only useful if the attack is absorbed by armor; the 1st hit tends to whiff when canceled into at max range
236MK Strong anti-air but cannot hit cross-up; SA3 cancel is only useful if the attack is absorbed by armor; puts opponents into limited juggle state (very high anti-air is required for a follow-up juggle); the 1st hit tends to whiff when canceled into at max range
236HK Strong anti-air but cannot hit cross-up; the 1st hit can combo into SA3 vs. grounded opponents (causes SA3 to incur 15% immediate damage scaling instead of the usual 5%); canceling the 2nd hit into SA3 is only useful if the attack is absorbed by armor; the final 2 recovery frames can be canceled into any special or super on hit (allows for better juggles); puts opponents into limited juggle state with a higher float state than other meterless versions (but still requires an airborne hit to combo into a follow-up)
236KK Strong anti-air with an enormous hitbox, but cannot hit cross-up; the final 5 recovery frames can be canceled into any special or super on hit (allows for better juggles); puts opponents into limited juggle state (has consistent juggle follow-ups); only the 2nd hit can be Super canceled (juggles into SA2, but SA3 cancel is only useful if the attack is absorbed by armor); the 1st hit tends to whiff when canceled into at max range
214LK Long range low attack that can catch opponents by surprise, but very unsafe if blocked; can be juggled into; leaves opponent close for follow-up oki even midscreen
214MK Long range tool for combos and punishes, leading to great corner carry
214HK Forces crouch on hit; 1st active frame can only hit airborne opponents (functionally 21f startup); works as a low crush but not actually airborne
214KK 1st active frame cannot hit crouching opponents (functionally 23f as an overhead); 1f better advantage on hit vs. crouching (allows links into 5MP/2MP for improved damage and oki); blockstun is reduced by 1f on active frames 2-3 (still -3 if stand blocked on frame 23)
236LP Hitgrab that works in combos/juggles and can be blocked; total damage at Medal Lv. 1-5: 1350/1500/1650/1800/1950; increases Medal Level by 1 on hit; 1st hit restands juggled opponents and allows a cancel into SA3
236MP Hitgrab that works in combos/juggles and can be blocked; total damage at Medal Lv. 1-5: 1400/1550/1700/1850/2000; increases Medal Level by 1 on hit; 1st hit restands juggled opponents and allows a cancel into SA3
236HP Hitgrab that works in combos/juggles and can be blocked; total damage at Medal Lv. 1-5: 1500/1650/1800/1950/2100; increases Medal Level by 1 on hit; 1st hit restands juggled opponents and allows a cancel into SA3
236PP Hitgrab that works in combos/juggles and can be blocked; total damage at Medal Lv. 1-5: 1500/1650/1800/1950/2100; increases Medal Level by 1 on hit; unlike the meterless versions, this one cannot be canceled into any Super; leaves Manon much closer to opponent in the corner on hit, allowing for better oki than other enders
236[P] Travel distance for LP/MP/HP versions: 0.85/1.10/1.14
236[PP] Susceptible to low attacks during invincibility window; travel distance: 1.23
236P~K Startup of the initial spin depends on button strength; any invincibility from 236P is lost as soon as the kick follow-up starts (can slightly delay the follow-up to extend invincibility); cancel into SA3 is only useful if the kick is absorbed by armor; puts opponent into limited juggle state (free juggle state on Punish Counter); can be spaced to be safer in neutral
236PP~K Any invincibility from 236PP is lost as soon as the kick follow-up starts (can slightly delay the follow-up to extend invincibility); puts opponent into free juggle state on hit; can be spaced to be safer in neutral

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236K 2000 10 4 65 78 KD +7(+10) -49(-46) L
214214K 2700 7 3(11)6(45)9 38+34 land 152 KD +32(+37) -61(-118) LH
236236P 4000 6+1 2 72 80 HKD +16 - T
236236P 4500 6+1 2 72 80 HKD +16 - T

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236K 500 30% Minimum KD +7(+10) -67(-64) 20 7(10)
214214K 400,350,(125) 40% Minimum KD +32(+37) -79(-130) 28,20 5x4,18 (2,5,5)
236236P 50% Minimum; 5% Immediate (236HK: 15%) HKD +16
236236P 50% Minimum; 5% Immediate (236HK: 15%) HKD +16

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236K 2500 5000 -10000 -10000
214214K 2500x2,(1000) 2000x5 -20000 -20000
236236P 15000 -30000
236236P 20000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236K 1 Full, 2-13 Strike/Throw Break 1 1 9
214214K 1-9 Full Break 21-36, 68-118 (FKD) 1,1,0,0,0 9,9,9,9,9
236236P 1-8 Full
236236P 1-8 Full

input Notes
input Notes
236236K Long range sliding low attack; switches sides with opponent on hit (except at max range); can be used in juggles; can trade vs. projectiles at certain ranges, allowing for a follow-up juggle
214214K If blocked, the last hit whiffs on crouching opponents; can be juggled into; extended KD time for opponent if they fall out before 3rd hit; full damage distribution: 450,400,500x2,850
236236P Command throw that can be comboed into; opponent can jump on reaction after the Super freeze; cannot hit opponents behind Manon; juggles into meterless 236P grant a restand that combos into SA3; cinematic time regenerates ~2.2 Drive bars for Manon; Range: 1.46 (2nd active frame 1.49)
236236P Command throw that can be comboed into; opponent can jump on reaction after the Super freeze; cannot hit opponents behind Manon; juggles into meterless 236P grant a restand that combos into SA3; available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Manon; Range: 1.46 (2nd active frame 1.49)



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