
マノン
Manon — Counter-Guide
Key Info
- Overhead attacks
- 214HK
- 214KK
- Combo on hit
- 4MK → 4MK
- Second hit is overhead
- Command grab available
- 63214P
- Reach and startup vary by strength
- Damage increases with medal level (max Lv5: 3700 damage)
- 63214P
- Projectile invincibility available
- 236P → K (Grand Fouetté)
- 236PP → K (OD Grand Fouetté)
- Defense
- No OD invincible reversal
- 236KK: 8F startup, anti-air invincible
- 236236K: 10F startup, no projectile invincibility
- 214214K: 7F startup, projectile invincibility
- 236236P: 7F startup (at close range)
- Moves advantageous on block
- 4HP
- +1F
- 4HP
- Weaknesses
- No projectile
- No OD invincible
- Low damage before medals stack up
Neutral Play (Mindset)
- Prevent medal gain
- The higher Manon's medal level, the more her command grab damage skyrockets
- Medals only increase when 63214P or 236P hit
- Avoiding the command grab is the top priority — don't just crouch and block; mix in backdashes and neutral jumps
- While medals are low, her damage is low, so go on offense and win the round quickly
- Counter MP
- Manon's main poke — great range and hitbox
- The hitbox is extremely strong and she walks forward while using it, making the effective range longer than it looks
- Don't trade with MP at its range
- Getting caught in MP range leads to a cancel-rush 50/50
- If you lose spacing control and Manon enters MP range, allocating mental stack to Drive Reversal is very important
- 63214P
- When you read the command grab, prefer backdash over neutral jump
- Neutral jump exposes you to throw or a whiff-punish if Manon was just standing
- No projectile
- Manon has no projectile, so zoning characters can fire from long range to force her approach
- Manon has 236P → K (Grand Fouetté) to escape projectiles, but it's -5F on block — punishable
- Throw projectiles from long range and let Manon walk into your game
- Counter air attacks
- (Jumping) HK has extremely strong priority and gets stuffed by normal anti-airs
- Use special-move anti-airs to knock her down
Rond-point
Damage and startup change by strength. Mainly used to end combos.
- 236LK
- -15F on block for Manon
- 236MK
- -14F on block for Manon
- 236HK
- -11F on block for Manon
- 236KK
- -19F on block for Manon
Recommended Counter
- On block
- All strengths are punishable — start a heavy-attack combo as punishment
- 236HK
- On hit
- Forward step → raw rush gives Manon OD invincible guarantee — don't let her bully you
Dégagé
- 214LK
- Low rushing attack
- -24F on block for Manon
- 214MK
- Used to end combos
- -24F on block for Manon
- 214HK — Overhead
- Overhead rushing attack
- -8F on block for Manon
- 214KK — Overhead, no punish
- -3F on block — mix-up with throw vs strike
Recommended Counter
All strengths except 214KK are punishable on block — punish with a heavy-attack combo.
Renversé
Damage and startup change by strength. Mainly used to end combos.
- 236LP
- 236MP
- 236HP
- 236PP
On hit, Manon is at +15F. Combos often end with 236P, but the situation isn't great: Oki is only possible via cancel rush. If Manon uses cancel rush, an invincible move with 12F or lower startup and wide horizontal reach is guaranteed. Even with cancel rush, only strikes can be made meaty. Even after a forward step Manon is at -6F — punishable, so don't let her bully you.
Also note: when medals are at 3 or more, the hit distance increases slightly. Keep this in mind.
Recommended Counter
- After a hit, forward step leaves Manon at -6F — punish immediately
- Raw rush after hit confirms OD invincible for some characters
- The following characters can fully counter a rush flash with OD invincible:
- Juri
- Rashid
- Sagat
- The following characters can fully counter a rush flash with OD invincible:
- Raw rush after hit confirms SA with 12F or lower startup and wide horizontal reach for some characters
- E.g. Blanka SA1 and Dee Jay SA2
- Watch out for super counter (暗転返し)
- Cancel rush oki (with 3+ medals)
- At 3+ medals the hit distance increases, so holding back makes cancel rush 2MK combo impossible
- When Manon has 3+ medals, holding back is recommended
- SA2 combo is still possible from cancel rush, so check gauge before deciding
- If you have no OD invincible
- Very difficult, but fuzzy jump is strong if you can pull it off
The following video has these recorded (in training mode):
- Cancel Rush → 2MK
- Cancel Rush → 63214LP
Grand Fouetté
Manon's projectile-invincible follow-up from 236P.
- 236P → K (Grand Fouetté)
- -5F on block for Manon
- 236PP → K (OD Grand Fouetté)
- -12F on block for Manon
Recommended Counter
Both are punishable on block. Punish with your 5F move.
Manège Doré — Command Grab
Manon's command grab. Damage changes with medal count.
On hit, Manon is at +19F.
- 63214LP
- Slow startup but long reach
- 63214MP
- Performance between L and H
- 63214HP
- Fast startup but short reach
- 63214PP
- L range with M startup
- Rarely used
After a hit, Manon is at +19F. Let's sort out the situation after being hit. Even if you see the cancel rush flash, invincible reversals are not guaranteed.
Furthermore, with better frames than 236P, various SAs can be set up as meaties. If Manon uses cancel rush, only strikes are made meaty, but they're not strong.
Also note: at 3+ medals, the hit distance increases slightly.
Recommended Counter
Oki counter strategies after the hit:
- Forward step
- Manon is at -2F
- When the forward step flashes, press your 4F move at maximum speed
- Cancel rush oki (with 2 or fewer medals)
- Walking back makes cancel rush 2MK whiff — give up the low and walk back
- Even if it reaches and gets extended, no combo follow-up
- Even if it hits, no combo possible
- 214LK first hit also whiffs so you can react and block
- Walking back also makes command grab whiff
- Walking back makes cancel rush 2MK whiff — give up the low and walk back
- Cancel rush oki (with 3 or more medals)
- Walking back makes cancel rush 2MK whiff — give up the low and walk back
- 214LK first hit also whiffs so you can react and block
- Walking back also makes command grab whiff
- Distance is greater than at 2 or fewer medals, making all non-HP strikes very hard to make meaty
- Recognize that the expected value of mashing on wakeup is higher than at 2 or fewer medals
- Cancel rush oki → HP
- Manon is at +1F after block
- Distance increases so after blocking HP always press your 4F move
- Your 4F move loses to Manon's 4F move, but reaction confirm is hard so Manon inputs cancel rush into combo
- If she spends 3 Drive stocks that way, it's fine to lose
- The video below has these recorded after 63214P hit → cancel rush HP block:
- 63214P
- LK
- 5F from +1F; 4F trades
- If you have an invincible move with 8F or lower startup and long horizontal reach
- Confirm the cancel rush flash and the invincible move is guaranteed
- E.g. Blanka SA1 and Manon's own SA2
- Confirm the cancel rush flash and the invincible move is guaranteed
Warning
Moves with 9F startup are not guaranteed — be careful.
MP → Cancel Rush → 2MP
Manon's staple block string — a continuous block string leaving her at +3F.
The basic counter is to activate OD invincible or Drive Reversal as soon as you see cancel rush from MP, but doing it every time is difficult.
The key is: when you have just taken a negative frame situation, stay focused on Drive Reversal. Don't let yourself zone out during the Manon match.
After blocking cancel rush 2MP, Manon's options:
- 4HP → 236P
- If you jump (neutral or back), 4HP hits and combos
- Fastest mash beats this
- Watch out for the 236P commit
- 4HP hit-confirm is hard; many Manons commit to 236P
- Some Manons cancel to 63214P if 4HP doesn't hit
- If you read 4HP → 236P commit, jump
- If you jump (neutral or back), 4HP hits and combos
Recommended Counter
Drive Reversal against cancel rush.
Difficult, but if you can do it you don't need to play the guessing game.
If you blocked it:
- 4HP → 236P → cancel → 63214P
- If 4HP is blocked, pressing a jab at the same timing that you'd block the jab functions as a two-way answer
- Command grab
- Fastest mash or doing nothing gets grabbed
- Use neutral jump or backdash for maximum reward
- 2LK → LP → L Dégagé (236LK follow-up)
- Fastest mash and jumping both lose
- After blocking LP, command grab is possible so "one guard then jump" is recommended
Manon often creates a block string with 2MP or goes directly into command grab, so don't forget to buffer a jump.
HK
Manon's poke.
- On block
- -6F for Manon
- On hit
- Manon is at +1F on normal hit
Recommended Counter
If you block it at close range, punish with a 6F medium or 5F light attack.
À Terre
Manon's target combo.
- On block
- -5F for Manon
- On hit
- +2F for Manon
Recommended Counter
Many players back jump instinctively because they get pulled in suddenly. Blocking leaves Manon at -5F — don't be scared, take your 5F punish.
Temps Lié
Manon's target combo.
- On block
- -8F for Manon
- On hit
- +3F for Manon
Recommended Counter
Many players back jump instinctively because they get pulled in suddenly. Blocking leaves Manon at -8F — don't be scared, take your 8F punish.
En Haut
Manon's normal that can chain into a target combo.
After blocking, it becomes a command-grab / 4MK → 4MK mix-up. If she doesn't extend the combo, invincible reversals get blocked, and mashing gets stuffed by 4MK → 4MK.
If you're too scared to mash and just sit there, 63214P comes flying. This turns into a forced rock-paper-scissors situation.
Recommended Counter
It's a tough guessing game, so optimize your own options. Depending on your gauge, OD invincible is not the best counter here.
- After blocking the 1st hit
- Medium attack mash
- After blocking the 1st hit, pressing 63214HP creates a 9F gap to mash through
- You lose to the full string, but accept it as a coin flip
- After blocking the 2nd hit
- The full extension leaves Manon at -19F, so cancel rush is very common
- 4MK → 4MK → cancel rush is interruptible with invincible — interrupt it
- When interrupting here, use SA if possible for a huge reward
Between those two options Manon will run every mix-up in the book. Crucially: the 2nd hit can be delayed, meaning fuzzy defense is not possible.
If fuzzy won't work, just commit to the coin flip. When you read 1st hit block → 63214P, mashing with a light attack gives poor reward and makes it hard to put risk on Manon. Use medium or higher for efficient mix-up like in the video below.
If your mash loses to a counter-hit, Manon's cancel-confirm is hard so she'll commit to cancel rush and spend 3 gauge.
236KK — Anti-Air Oki Counter
OD Rond-point used as an anti-air. 8F startup with anti-air invincibility; unlike normal anti-air attacks, late timing still works. On hit, Manon can follow up with ランヴェルセ and also gains a medal — very high reward for Manon.
- 236LK
- -15F on block for Manon
- 236MK
- -14F on block for Manon
- 236HK
- -11F on block for Manon
- 236KK
- -19F on block for Manon
- Anti-air invincible
Recommended Counter
- Attack on the ground
- Putting the threat of 236KK in Manon's head weakens her ground game
- If you feel Manon's anti-air is strong, stay on the ground and play the neutral
- Manon has no projectile, so zoning characters can use ground projectiles for an advantageous neutral
- If you block any version
- All strengths leave Manon at a huge disadvantage — punish with a heavy-attack starter combo
SA1 Arabesque
Manon's SA1. 10F startup, no projectile invincibility. On hit, Manon switches sides and creates an oki situation.
Recommended Counter
When you have Manon cornered, no situation is okay to take it — always be alert.
If you can parry on the flash that's fine, but it's a low attack so always crouching guard.
The startup is fairly slow, so use safe jump setups. Since it's a low attack, consider using Rashid's Tempest Moon or Chun-Li's Tensho Kicks — moves with low-attack invincibility — for oki.
SA2 Étoile
Manon's SA2. 7F startup, projectile invincibility. Wide hitbox both horizontally and vertically — catches backdashes and neutral jumps.
Warning
SA2 is an extremely powerful reversal for Manon. With 7F startup, it can even hit if you backdash on a command-grab read or neutral jump. When pressing your offense, check SA2 gauge — if she has it, choose low-risk block strings. Be especially careful not to get hit by SA2 on mid-range pokes or jump-ins.
Mindset Around Command Grabs
The most important thing in fighting Manon is not to be too afraid of the command grab.
If you get hit by the command grab but apply the oki knowledge above, her wakeup pressure isn't that scary.
What you should actually worry more about is the following combo enders that lead to strong oki:
- 214LP
- Using cancel rush creates a strong strike mix-up at mid-screen
- 214MP
- Corner forward step into 4HP meaty setup
Recommended Counter
Learn the situation after 63214P hits.