[SF6] Manon Countermeasures Guide [Win Just by Reading]

Comprehensive Manon countermeasures for SF6 (Street Fighter 6), taught by MR1800+ players. Fuzzy timing breakdown included.

Basic Info

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

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

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.

236P > K

Manon’s projectile evade from 236P.

  • 236P > K
    • Manon is -5F on Block
  • 236PP > K
    • Manon is -12F on Block

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.

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

HK

Manon’s poke.

  • On Block
    • Manon is -6F
  • On Hit
    • Normal Hit gives Manon +1

MP > MK

Manon’s target combo.

  • On Block
    • Manon is -5F
  • On Hit
    • Manon is +2F

HP > HP

Manon’s target combo.

  • On Block
    • Manon is -8F
  • On Hit
    • Manon is +3F

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.

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