Street Fighter 6/Manon/Strategy

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Neutral

Special-Cancelable Pokes

5MP is a great advancing poke that's commonly used after jab pressure as a spacing trap. It comes with a vacuuming Target Combo into medium kick. While the TC isn't hitconfirmable, it's easy to do on a whiff punish and brings the opponent in with Manon at enough advantage to push a strike/throw mixup.

5MK comes with slightly more reach than 5MP, but lacks the target combo follow-up. It's best used as a counterpoke as it's excellent for catching extended low hurtboxes.

2MP is her best normal to use out of a Drive Rush, as it gains good frame advantage on block with excellent linking options on hit.

5LK is her farthest-reaching light normal.

Non-Cancelable Pokes

5HP is both long-reaching and decently rewarding on hit. Its Target Combo follow-up (5HP~HP) is easily hit-confirmable. While it does vacuum and leave Manon plus on hit, it can drop at long ranges or when 5HP is used as a whiff punish. In those situations it's better to super cancel it.

5HK is Manon's farthest reaching normal. Capcom didn't give it an extended hurbox during its recovery so it's surprisingly safe to use, even though it is a bit slow and is technically unsafe on block. On Punish Counter, Manon can convert into 214LK or 214MK for a knockdown and corner carry on reaction.

2MK is her go-to low poke. It only gives any semblance of reward when used out of a Drive Rush, but having a low check is important to stop opponents from walking backwards.

Special Moves

214LK is a threatening, long-reaching low special move. The opponent must be mindful whenever Manon is in range for it, but it is not without downsides. The risk/reward is typically not in her favor as 214LK is incredibly negative on block and leaves her in her opponent's face. It's far better to use as a threat to scare opponents into blocking low in the midrange, letting Manon approach more easily.

214HK/214KK is the overhead counterpart to 214LK. The OD version is generally more rewarding on hit and less punishing on block than the HK version at the cost of 2 Drive and some startup frames. However, they are both quite quick and effective checks in neutral and in pressure.

Renversé is a multi-use special move. Its main use in neutral is as an anti-projectile tool (which will be described later), but it can also be used as a long-reaching poke with 236P~K. The kick is highly rewarding on Punish Counter, letting Manon Drive Rush and pick up a juggle.

Offense

Frame Traps

Manon doesn't have any plus on block normals. The only way she maintains advantage on block without resources is threatening a light chain or threatening with the TC follow-up from 4MK. That being said, her 2LP is an excellent pressure tool due to its reach.

Okizeme and Mixups

Manon is primarily a strike/throw character, but she does have an overhead option with the 4MK~MK Target Combo along with her 214HK/214KK special moves. None of her high options benefit from Drive Rush, but 4MK~MK is unique in that it is special cancelable. Manon can use the threat of the overhead/frame trap after 4MK to go low or throw the opponent, as well as going for a second (albeit incredibly risky) mixup after 4MK~MK with 214LK or the aforementioned 214HK/214KK. The safest option after the TC is to simply Drive Rush cancel. Doing so is expensive but opens up strike/throw mixups and potent combo conversions.

Although her Medal resource makes it tempting to go for command throws all day, her normal throw is not to be underestimated. For one, it's much safer on whiff (30f total duration vs. Menage Dore's 60f), letting her stop jump-outs. It also has good okizeme in the corner and allows for a throw loop where oki after her command grab is more limited. There are upsides and downsides to both, make sure to consider her options carefully.


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +16 Gives a manually timed throw loop in the corner. Can also use Drive Rush to auto-time a throw or 2MP/4HP, but this gives the opponent a reactable visual cue. Midscreen, the Drive Rush is required to get meaty pressure, but she cannot use another throw or command throw to beat wakeup buttons.
Back Throw +18 Easy pressure if throwing opponent into corner. Midscreen, Manon can walk + meaty 5MP or chase the opponent with Drive Rush into an auto-timed 5MP or 63214LP mixup.
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +29
HKD +44 (CH/PC)
?
3HK +26
HKD +36 (PC)
?
2HP~HP +17~19 ?
63214P
(Manège Doré)
HKD +19 DR~5HP beats wakeup buttons and is +4/+1 with a hitconfirmable Target Combo follow-up. Other normals can work with manual timing, but the large pushback makes it unlikely to lead to anything. Cannot loop into another command throw without the risk of a wakeup button. By whiffing an early jab out of Drive Rush, Manon can bait most invincible reversals.
236P
(Renversé)
HKD +15 DR~2MP beats wakeup buttons and is +10/+3, allowing pressure or a link to 5MK or 5HP. Manon cannot safely use another throw, but the threat of the strike can allow 63214LP to work. Some short-range invincible reversals can be baited with Drive Rush into an immediate whiffed throw, but this is quite risky.
214K
(Dégagé)
+21/33
(L/M)
LK Version: Manon is +0 after a Dash, so she must either Drive Rush or walk into a manually timed mixup
  • DR~4HP gives strong meaty advantage with automatic timing

MK Version: Midscreen, Dash + microwalk 5HP will reach and is confirmable into a Target Combo

  • Corner: whiff 5MP, then mix up with another meaty 5MP (+5/+2) or 63214LP
236K
(Rond-point)
+31/34/37/45
(L/M/H/OD)
Grants strong oki in the corner, but midscreen Manon is mostly limited to max range meaty normals.
  • HK Version: Midscreen, Dash + microwalk 5MP (up to +5/+2); in the corner, whiff 2MK then meaty 4HP (+6/+0) or use a slightly delayed 63214LP
SA1 - 236236K
(Arabesque)
+7~11 Manon only gets oki against cornered opponents. On a standard close-range grounded connect, a meaty 2MP is +7/+0, allowing a link to itself or 5MP. In a juggle, slower options like 5HP can be auto-timed.
SA2 - 214214K
(Étoile)
+32~37 Midscreen, Dash + max range 5HP hits meaty if the SA2 hits on the ground. In the corner, Manon has much more freedom to manually time a mixup.
SA3/CA - 236236P
(Pas de Deux)
HKD +16 DR~2MP beats wakeup buttons and is +10/+3, allowing a link to her 5HP~HP Target Combo. Cannot threaten a meaty throw. Whiffing an early jab out of Drive Rush, some short-range invincible reversals can be baited.


vs. Burnout

Burnout single-handedly alleviates Manon's only real issue: lacking plus frames. Every normal she has, aside from Target Combo follow-ups, 5HK, 2HP, 2MK, 2HK, and 3HK all become plus on block. 5MP is particularly nasty, as it advances forwards and frame traps into itself against 5f buttons. It'll trade with 4f buttons in Manon's favor. Manon's pressure goes from below average to downright oppressive, but she only gets to burn out opponents who mismanage their Drive meter due to her lack of meterless frame advantage.

Drive Rush

Using Drive Rush, whether it be from neutral, after a knockdown, or as a cancel, is a huge part of how Manon pressures her opponents. She gets two mixup opportunities from this: the initial option from the dash, and the option after the Drive Rush enhanced strike (should she not Drive Rush into throw). Manon has to give up her turn unless she spends resources after making the opponent block two strikes. 2MP is the preferred option from Drive Rush as it has the best advantage on block and on hit without sacrificing much in terms of speed.

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP/2LP 5LK/2LK 5MP/2MP 2MK/4HP 5MK/4MK/
5HP/2HP
2HK/3HK 5HK
5LP~DR 4 5 7 8 10 11 15
5MP~DR 0 0 0 1 3 4 8
5LK~DR 2 3 5 6 8 9 13
5MK~DR 0 1 3 4 6 7 11
2LP~DR 3 4 6 7 9 10 14
2MP~DR 1 2 4 5 7 8 12
4HP~DR 0 0 0 0 0 1 5
4MK~MK~DR 1 2 4 5 7 8 12


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +5 ?
2LP~DR
5LK~DR +6
5MK~DR +7 ?
5MP~DR +10 ?
2MP~DR
4MK~MK~DR +11
4HP~DR +16


Defense

Reversals

Manon does not have any reversals that aren't supers. Fortunately, both her lvl1 and lvl2 supers are excellent reversals. Her lvl2 is slightly faster but in turn more expensive.

Anti-Airs

2HP

Manon's easiest and most straight-forward anti-air. Comes with a nice little target combo (2HP~HP) that drops opponents right down in front of her.

236K

Higher reward, but harder to get out in a pinch. High air hits can combo into the OD version, which in turn combos into Renverse for a medal. 236KK deserves special mention as not only is it highly consistent, it also comes with an absurdly huge hitbox above and in front of Manon.

214214K

Manon's 2142124K is her fastest anti-air overall, but it is a super and takes longer to input than her other options. Its range is utterly massive to compensate for this.

214LK/236236K

Not as useful as her other anti-airs up close, but excellent for sniping jump-ins at a distance. Both options hit low, meaning they can score Punish Counters against the opponent's landing recovery.

Anti-Projectile

Fighting vs. Manon

Neutral

Manon's strongest poking tools (2MK, 5HP, 5HK, 214LK, 214HK, and 236P) are all very vulnerable to Drive Impact due to not being special cancelable. You can afford to use DI more liberally until she proves she can deal with it, either by using 63214P more or by counter DI'ing. If you can make her think about DI, it's easier to use other tools and shut down her poking game. Her buttons are strongest when you have to approach her. Keep her out with projectiles if possible, or counterpoke her if she's playing sloppy.

Offense vs. Manon

Manon has strong anti-airs, but her reversals all require super meter. If she just comboed into lvl3, her defense outside Drive mechanics is functionally non-existant.

Please god jump her lvl3 on reaction. Parry her other supers after the flash and block 236236K low.

Defense vs. Manon

Manon needs Drive or to hit you to get plus frames of any kind. You can challenge after her pressure, but make sure you take spacing into account. Her command grab is highly vulnerable on whiff, but if she opts to normal throw instead she can always anti-air you on your way down. Manon cannot throw loop you midscreen if you backroll. If she uses Drive Rush in pressure as a cancel, it's almost always beneficial to Drive Reversal to get her off you (the exeption would be if it would cause Burnout, in which case... don't).

Don't get burnt out. If you do, it's because you mis-managed your Drive gauge. 5MP technically has a 4-frame gap into itself in Burnout, but she can combo from it if it trades and it will also catch jumps.


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