STREET FIGHTER 6
MAX DATABASE
マノン
52 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes 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
Standing Medium Punch
5MP5M
Cancel Sp SA TC
Notes Moves forward during startup; easily hitconfirmable into TC follow-up (always a true blockstring even if delayed); high active frame count makes it good for oki; Punish Counter causes the follow-up Target Combo (5MP~MK) to change properties (causes hard knockdown instead of standing reset); strong Drive Rush check that can combo into 236LP on counter-hit for a medal
Standing Heavy Punch
5HP5H
Cancel SA TC
Notes Very lenient hitconfirm window (always a true blockstring even if delayed); puts airborne opponents into limited juggle state; Punish Counter causes the follow-up Target Combo (5HP~HP) to change properties (causes limited juggle state knockdown instead of standing reset); can be used in juggle routes to cancel into 5HP~HP or SA2 (e.g. after j.MP / 236P~K / corner 236KK / corner 236PP~K > 4HP)
Standing Light Kick
5LK5L
Cancel Sp SA
Notes Longest ranged light normal (important for punishing -5 or -6 attacks); does not naturally combo into 214LK/214MK outside of Punish Counter situations
Standing Medium Kick
5MK5M
Notes 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
Standing Heavy Kick
5HK5H
Cancel -
Notes 3f extra recovery on block/whiff; 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
Crouching Light Punch
2LP2L
Notes 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; topmost hurtbox on frames 1-5 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes 4f extra recovery on whiff; Manon's primary combo starter
Crouching Heavy Punch
2HP2H
Cancel TC
Notes 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
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK; primary low combo starter; less pushback than other chainable light normals (allows tick throws and easier 3-light string confirms)
Crouching Medium Kick
2MK2M
Notes Good range low poke that leads to combos and frame advantage when used out of Drive Rush; high pushback on hit and block; after Drive Rush, can link into 5MP at closer ranges
Croisee
2HK2H
Notes Moves forward during startup, giving it more range but also making it easily punished on block; has juggle potential
Allongé
2HP~HP2HP~H
Notes Causes spike knockdown after 2HP hits an airborne opponent; slightly better KD advantage when opponent is juggled high in the air
Temps Lié
5HP~HP5HP~H
Notes 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; after Punish Counter 5HP, becomes a knockdown (KD +48 limited juggle state) that can combo into 236KK or SA2; this Punish version has extended range and inflicts damage scaling on the follow-up juggle; can be juggled into after 5HP in some combo routes (e.g. air-to-air j.MP, corner 236KK, 236P~K, or 236PP~K > 4HP)
À Terre
5MP~MK5MP~M
Notes Pulls opponent close to Manon for a strike/throw mixup on hit (but also easily punishable on block); always a true blockstring from 5MP; after Punish Counter 5MP, becomes a hard knockdown (HKD +32) that sets up strong oki anywhere on the screen
Révérence
4HP4H
Notes Strong punish starter and combo filler after Drive Rush routes; high active frame count makes it very 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
Back Medium Kick
4MK4M
Notes 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)
En Haut
4MK~MK4MK~M
Notes 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 OTG state (useful after a 4MK anti-air); special/DR cancel is delayed until after 3rd active frame; 2nd hit maintains the CH/PC state from the initial 4MK (allows stronger cancel routes and both hits deal Drive damage on PC, but does not apply to Drive Rush starter); CH 4MK~MK cancels into 236LP and PC 4MK~MK cancels into 214KK
Tomoe Derriére
3HK3H
Notes 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)
LP Manège Doré
63214LP63214L
Notes Increases Medal Level by 1 on hit; damage at Medal Lv. 1-5: 2000/2300/2700/3000/3700; Super Gain at Medal Lv. 1-5: 3000/3000/4000/4000/5000; cannot be special canceled into; slowest startup with long range
MP Manège Doré
63214MP63214M
Notes Increases Medal Level by 1 on hit; damage at Medal Lv. 1-5: 2000/2300/2700/3000/3700; Super Gain at Medal Lv. 1-5: 3000/3000/4000/4000/5000; cannot be special canceled into; medium startup with medium range
HP Manège Doré
63214HP63214H
Notes Increases Medal Level by 1 on hit; damage at Medal Lv. 1-5: 2000/2300/2700/3000/3700; Super Gain at Medal Lv. 1-5: 3000/3000/4000/4000/5000; cannot be special canceled into; fastest startup with shortest range
OD Manège Doré
63214PP
Notes Increases Medal Level by 1 on hit; damage at Medal Lv. 1-5: 2000/2300/2700/3000/3700; Super Gain at Medal Lv. 1-5: 3000/3000/4000/4000/5000; cannot be special canceled into; medium startup with long range
Jumping Light Punch
j.LPj.L
Jumping Medium Punch
j.MPj.M
Notes Puts airborne opponents into limited juggle state; excellent horizontal air-to-air hitbox; lower body projectile invuln 8-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Causes spike knockdown vs. airborne opponents; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up; can be used as a fuzzy instant overhead (requires perfect safe jump timing)
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 7-20f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Incredible hitbox priority and downward reach (best option for most jump-ins); lower body projectile invuln 11-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
HK Rond-point
236HK236H
Cancel SA3 (1st)
Notes 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%); 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)
HP Renversé
236HP236H
Notes Hitgrab that works in combos/juggles and can be blocked; total damage at Medal Lv. 1-5: 1500/1650/1800/1950/2100; Super Gain on Hit at Medal Lv. 1-5: 2150/2150/3150/3150/4150; 1st hit Super Gain is only 150 self / 105 opponent regardless of Medal Level; increases Medal Level by 1 on hit; 1st hit restands juggled opponents and allows a cancel into SA3
OD Rond-point
236KK
Cancel SA2 SA3
Notes Strong anti-air with an enormous hitbox, but cannot hit cross-up; 2nd hit does 400 damage if 1st hit whiffs; 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); 1st hit can combo into SA3 when canceled (causes SA3 to incur 15% immediate damage scaling instead of the usual 5%); 2nd hit juggles into SA2 when canceled (SA3 cancel only useful if attack is absorbed by armor); the 1st hit has extra range against grounded opponents
LK Rond-point
236LK236L
Cancel SA3 (2nd)
Notes Strong anti-air but cannot hit cross-up; SA3 cancel occurs on 2nd hit (allows it to combo vs. grounded opponents); the 1st hit can whiff when canceled into at max range (SA3 cancel at this range usually whiffs and has a much shorter hitconfirm window)
LP Renversé
236LP236L
Notes Hitgrab that works in combos/juggles and can be blocked; total damage at Medal Lv. 1-5: 1350/1500/1650/1800/1950; Super Gain on Hit at Medal Lv. 1-5: 2150/2150/3150/3150/4150; 1st hit Super Gain is only 150 self / 105 opponent regardless of Medal Level; increases Medal Level by 1 on hit; 1st hit restands juggled opponents and allows a cancel into SA3
MK Rond-point
236MK236M
Cancel SA3* (1st)
Notes 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
MP Renversé
236MP236M
Notes Hitgrab that works in combos/juggles and can be blocked; total damage at Medal Lv. 1-5: 1400/1550/1700/1850/2000; Super Gain on Hit at Medal Lv. 1-5: 2150/2150/3150/3150/4150; 1st hit Super Gain is only 150 self / 105 opponent regardless of Medal Level; increases Medal Level by 1 on hit; 1st hit restands juggled opponents and allows a cancel into SA3
Grand Fouetté
236P~K
Cancel SA3
Notes 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
OD Renversé
236PP
Notes Hitgrab that works in combos/juggles and can be blocked; total damage at Medal Lv. 1-5: 1500/1650/1800/1950/2100; Super Gain on Hit at Medal Lv. 1-5: 2150/2150/3150/3150/4150; 1st hit Super Gain is only 150 self / 105 opponent regardless of Medal Level; 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
HK Dégagé
214HK214H
Notes Forces crouch on hit; 1st active frame can only hit airborne opponents (functionally 21f startup); works as a low crush but not actually airborne
LK Dégagé
214LK214L
Notes 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
MK Dégagé
214MK214M
Notes Long range tool for combos and punishes, leading to great corner carry
Arabesque
236236K
Notes 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
Étoile
214214K
Notes 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: 450,400,500x2,950
Pas de Deux
236236P
Notes Command throw that can be comboed into; opponent can jump on reaction after the Super freeze; damage at Medal Lv. 1-5: 4000/4100/4200/4400/4600; 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: 1.463 (2nd active frame 1.489)