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Manon
1 - [SF6] Manon Frame Data with Video
2 - [SF6] Manon Countermeasures Guide [Win Just by Reading]
Basic Info
Basic Info
- Overhead
- 214HK
- 214KK
- Leads to combo on Hit
- 4MK > 4MK
- 2nd hit has Overhead property
- Command Grab available
- 63214P
- Range and Startup change based on strength
- 63214P
- Projectile evade available
- 236P > K
- 236PP > K
- Defensive Options
- No OD invincible
- 8F Startup anti-air invincible 236KK available
- 236236K has 10F Startup, not Projectile invincible
- 214214K has 7F Startup, Projectile invincible
- 236236P has 7F Startup
- Moves that are plus on Block
- 4HP
- +1F
- 4HP
Neutral (Awareness Priority)
- MP counter
- Manon’s main move with excellent range and hitbox
- Hitbox is very strong — she walks forward and attacks, so it’s longer than it looks
- Don’t engage at MP range
- Getting caught at MP range leads to Cancel Rush mixups
- If you can’t control spacing and Manon enters MP range, dedicating awareness to Drive Reversal is very important
- 63214P
- When you read 63214P, focus on backdash rather than neutral jump
- Neutral jumping lets the opponent punish with normal throw or wait-and-see
- Jump counter
- (Jumping) HK has a very strong hitbox — normals tend to lose
- Use special anti-air moves
236K
Damage and Startup change based on strength. Mainly used as combo ender.
- 236LK
- Manon is -15F on Block
- 236MK
- Manon is -14F on Block
- 236HK
- Manon is -11F on Block
- 236KK
- Manon is -19F on Block
Recommended Counter
- On Block
- All versions are Punishable — start with heavy attack
- 236HK
- On Hit
- Forward step > Raw Rush: OD invincible is guaranteed, so don’t get gimmicked
214K
- 214LK
- Low charge move
- Manon is -24F on Block
- 214MK
- Used as combo ender
- Manon is -24F on Block
- 214HK
- Overhead charge move
- Manon is -8F on Block
- 214KK
- Overhead with no Punish
- -3F on Block, so play the throw/strike mixup
Recommended Counter
Everything except 214KK is Punishable on Block — start with heavy attack.236P
Damage and Startup change based on strength. Mainly used as combo ender.
- 236LP
- 236MP
- 236HP
- 236PP
Manon is +15F on Hit. Often used as combo ender, but the situation isn’t great: Only Rush gives Oki. When Rush is used, invincible moves with 12F or faster Startup and long horizontal range are guaranteed. Even with Rush, only strikes are meatied. Forward step leaves Manon at -6F — Punishable, so don’t get gimmicked.
Also when medals are 3+, Hit distance increases slightly. Remember this as part of your counter knowledge.
Recommended Counter
- Forward step on Hit is Manon -6F — punish
- Raw Rush on Hit: some characters’ OD invincible is guaranteed
- The following characters can fully counter by confirming Rush flash > OD invincible:
- Juri
- Rashid
- Sagat
- The following characters can fully counter by confirming Rush flash > OD invincible:
- Raw Rush on Hit: some characters’ 12F or faster long-range SA is guaranteed
- Blanka’s SA1, Dee Jay’s SA2
- Watch for super flash reaction
- Rush Oki (3+ medals)
- With 3+ medals, distance increases so holding back will mean Rush > 2MK has no follow-up combo
- When 3+ medals are collected, holding back is recommended
- SA2 combo is still possible, so check gauge before choosing
- Without OD invincible
- Very difficult, but Fuzzy jump is strong if you can do it
The video below has these recorded:
- Rush > 2MK
- Rush > 63214LP
236P > K
Manon’s projectile evade from 236P.
- 236P > K
- Manon is -5F on Block
- 236PP > K
- Manon is -12F on Block
Recommended Counter
Punishable on Block. Punish with a 5F move.63214P
Manon’s Command Grab. Damage scales based on medal count.
Manon is +19F on Hit.
- 63214LP
- Slow Startup, long range
- 63214MP
- Performance between 63214LP and 63214HP
- 63214HP
- Fast Startup, short range
- 63214PP
- 63214LP range with 63214MP Startup
- Rarely used
After Hit, Manon is +19F. When caught, understand the situation: First, invincible is not guaranteed even on Rush confirm.
Furthermore, compared to 236P, the better frames allow safe jumping various SAs. With Rush, strikes are meatied but it’s not strong.
Also when medals are 3+, Hit distance increases slightly. Remember this as part of your counter knowledge.
Recommended Counter
On-Hit Oki counter:
- Forward step
- Manon is -2F
- If you see forward step, press 4F at fastest
- Rush Oki (2 medals or fewer)
- Walking back makes Rush 2MK not reach — give up Low and walk back
- Extending can make it reach, but it won’t meaty
- Even if Hit, no combo follow-up
- 214LK first hit also doesn’t connect, so reactable Block
- Walking back also makes Command Grab not reach
- Walking back makes Rush 2MK not reach — give up Low and walk back
- Rush Oki (3+ medals)
- Walking back makes Rush 2MK not reach — give up Low and walk back
- 214LK first hit also doesn’t connect, so reactable Block
- Walking back also makes Command Grab not reach
- Distance is farther than 2 medals or fewer, so meatying with anything other than Rush > HP is very difficult
- Recognize that mash on wakeup has higher expected value than with 2 medals or fewer
- Rush Oki > HP
- Manon is +1F on Block
- Distance is far, so always press 4F after Blocking HP
- Loses to opponent’s 4F, but confirming is difficult so they’ll buffer Rush for a combo
- Spending 3 Drive Gauge bars is fine even if you lose
- The video below has these recorded after 63214P Hit > Rush HP Block:
- 63214P
- LK
- 5F move from +1F, trades with 4F
- If you have an 8F or faster long-range invincible move
- Rush confirm into invincible is guaranteed
- Blanka’s SA1, Manon’s SA2, etc.
- Rush confirm into invincible is guaranteed
Caution
9F Startup moves are not guaranteed — be careful.
MP > Cancel Rush > 2MP
True Block string giving +3 on Block — Manon’s staple string.
The basic counter is using OD invincible or Drive Reversal when you see Cancel Rush from MP, but doing it every time is difficult.
The key awareness point: when you take minus frames, properly prepare for Drive Reversal. Never let your mind go blank in the Manon matchup.
Strings after Rush 2MP Block:
- 4HP > 236P
- Neutral jump and back jump get hit by 4HP into combo
- Fastest mash wins
- Watch out for 236P buffer
- 4HP confirm is hard, so many Manons buffer it
- If 236P didn’t Hit, some Manons will cancel into 63214P
- If you read 4HP > 236P buffer, jump
- Neutral jump and back jump get hit by 4HP into combo
Recommended Counter
Drive Reversal against Cancel Rush
Difficult, but if you can do this you don’t need to play rock-paper-scissors.
If you Block it:
- 4HP > 236P > Cancel > 63214P
- Command Grab gimmick
- After Blocking 4HP, press jab at the timing you’d Block jab — this covers both options
- Command Grab
- Fastest mash and staying quiet both lose to Command Grab
- Neutral jump or backdash for maximum return
- 2LK > LP > LP Degaje
- Mash and jump lose
- After Blocking LP, she may Command Grab, so one-Block jump is recommended
HK
Manon’s poke.
- On Block
- Manon is -6F
- On Hit
- Normal Hit gives Manon +1
Recommended Counter
If you Block it up close, Punish with a 6F medium or 5F light kick.MP > MK
Manon’s target combo.
- On Block
- Manon is -5F
- On Hit
- Manon is +2F
Recommended Counter
The pull-in animation startles many into back jumping. Manon is -5F on Block, so don’t be scared — take the 5F Punish.HP > HP
Manon’s target combo.
- On Block
- Manon is -8F
- On Hit
- Manon is +3F
Recommended Counter
The pull-in animation startles many into back jumping. Manon is -8F on Block, so don’t be scared — take the 8F Punish.4MK
Manon’s normal that can branch into target combo.
Blocking leads to Command Grab vs 4MK > 4MK mixup. Not doing the follow-up means invincible gets Blocked, and mashing loses to 4MK > 4MK mash punish.
If you’re scared to mash and stay quiet, 63214P comes in — forced rock-paper-scissors.
Recommended Counter
It’s a tough mixup, so optimize your options. Depending on gauge, it’s better not to use OD invincible as the counter.
- After Blocking 1st hit
- Medium mash
- After Blocking 1st hit, if she presses 63214HP, there’s a 9F gap to mash
- Loses to full follow-up, but accept it as rock-paper-scissors
- After Blocking 2nd hit
- Full follow-up is -19F Punish, so she’ll very often use Cancel Rush
- 4MK > 4MK > Cancel Rush can be interrupted with invincible — do so
- Interrupting with SA here is very advantageous
The above two options cover all the rock-paper-scissors. Furthermore, the 2nd hit can be delayed making Fuzzy impossible.
If Fuzzy is impossible, just play rock-paper-scissors honestly. Mashing light after reading 63214P from 1st hit Block gives low return and is hard to punish Manon. Make sure to mash with medium attack or higher for efficient risk-reward as shown below.
Even if mash loses to Counter Hit, confirming is difficult so Manon will use Cancel Rush costing 3 gauge.