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Street Fighter V/Menat
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Introduction
About Menat
Unique Mechanics
By using her Soul Sphere special, Menat throws her orb forward leaving it somewhere on the screen. LP throws it low, MP mid, HP higher up. After Menat places the orb on screen, all of her punch normals and HK normals will be changed with "orbless" versions, usually resulting in less range but better frame advantage for better combo opportunities. Certain normals with the orb will cause the next attack to be done as the orbless version as well if done immediately after; after a jump HK the orb will float slightly and a follow-up HK will be the no-orb version, letting her get a more damaging jump in combo than she normally would. She can recall the orb at any time, where it can hit opponents on the way back. If Menat is hit while the orb is returning, it loses its hitbox. The orb needs to physically move from its current position back to Menat, meaning it takes longer to get back if Menat is on the other side of the stage from the orb than it does if it's one a forward dash away. For the orb recall, she can also cancel into it from many normals such as 2HK and 6MK which are normally not special cancelable, allowing longer combos.
Final Patch
Players to Watch
- FluxWaveZ
- Justin Wong
- Sako
Menat | |
---|---|
Vitals | |
Life Points | 950 |
Stun Points | 950 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.04 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 20 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.204 |
Backward Dash Distance | 1.121 |
Backdash CH Frames | 3-11 |
Jumping | |
Back Jump Speed | 49 (4+41+4) |
Neutral Jump Speed | 49 (4+41+4) |
Forward Jump Speed | 48 (3+41+4) |
Forward Jump Distance | 2.05 |
Backward Jump Distance | 1.845 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.85 |
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Frame Data & Descriptions are provided by FATOnline.
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SFV Frame Data Glossary | |
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Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
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. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |