A kick performed while sliding forward along the ground that sends your opponent flying. This move is invincible on startup, making it useful as a way to turn the tables.
Evaluation
Manon's SA1. Startup is 10F with no projectile invincibility. On hit, Manon swaps sides and gains a strong wake-up pressure situation. Be especially alert when cornered — taking this hit there is almost never acceptable.
How to Use
Use SA1 Arabesque primarily as a combo ender or as a side-switch tool to escape the corner. Because it has no projectile invincibility, do not throw it out against fireball characters. Its side-swapping property on hit lets you quickly turn the tables on corner pressure.
How to Counter
Manon's SA1
- 10F startup, no projectile invincibility
- On hit, Manon switches sides and secures a strong wake-up pressure situation
When cornered, always be alert — there is virtually no scenario where eating this is acceptable.
If you can react to the super flash with a Parry, do so. However, this is a low attack, so you must crouch-guard at a minimum.
The startup is relatively slow, so consider two approaches:
- Safe jump — time a jump-in that beats the invincibility window
- Low-evade moves — techniques with low-profile properties (e.g., Rashid's Tephadora Moon, Chun-Li's Spinning Bird Kick) that sail over low attacks can stuff it on wake-up
Recommended counters
Standing still leaves you vulnerable to 63214P (command grab), and jumping vertically risks eating SA2 (214214K) — there is no single safe answer.
A forward jump from +7F advantage handles all options cleanly. There is a risk that Manon walks you back into the corner, but do not abandon the option entirely.
In practice, even Manon's side finds this situation difficult once the opponent adapts.

