マノン
Manon — 对策
Key Info
- Overhead options
- 214HK
- 214KK (OD) — combos on hit
- 4MK→MK — second hit is overhead
- Command grab
- 63214P — range and startup vary by strength; damage scales with Medal level (up to 3700 damage at Lv5)
- Projectile-invincible move
- 236P→K / 236PP→K
- Defence
- No OD invincible reversal
- OD Rond-point (236KK): 8F startup, anti-air invincible
- SA1 Arabesque (236236K): 10F startup, no projectile invincibility
- SA2 Etoile (214214K): 7F startup, projectile invincible
- SA3 (236236P close range): 7F startup
- Advantage on block
- 4HP: +1F
- Weaknesses
- No projectile
- No OD invincible reversal
- Low damage before Medals stack up
Neutral Game (Focus Points)
- Keep Medal level low
- Manon's command grab damage skyrockets as Medal level rises
- Medals only increase when 63214P or 236P connects
- Not eating the command grab is the top priority — do not default to passive blocking; mix in back dashes and vertical jumps
- When Medals are low her damage is modest — go on offence and close out rounds early
- Dealing with MP
- Manon's main poke with excellent range and priority
- The hitbox is very strong and she walks forward as she attacks, so the effective range is longer than it looks
- Do not exchange pokes at MP range
- Once she enters MP range she can Cancel Drive Rush and force a mix-up
- If spacing control breaks down and she gets into MP range, consciously allocate attention to Drive Reversal — this is critical
- Reacting to 63214P
- If you read command grab, use back dash rather than vertical jump
- Vertical jump gives her return if she was doing a normal throw or just waiting
- No projectile
- Fireball characters can shoot from long range to force Manon to move
- Her answer is 236P→K but it is -5F on block — always punish
- Keep her at distance and make her approach on your terms
- Dealing with jump-ins
- Jumping HK has very strong priority and stuffs most standing normals
- Use special move anti-airs instead of normals
SA2 is one of Manon's strongest defensive options.
- Startup is 7F with projectile invincibility
- The hitbox extends both horizontally and vertically, catching back dashes and vertical jumps
Recommended counters
A forward jump from +7F advantage can avoid SA2 cleanly. If Manon has SA2 loaded, forward jump instead of back dash.
Warning
SA2 is extremely powerful as a reversal for Manon. Its 7F startup means it can land even if you back dash to escape a command grab, or if you jump vertically. When pressing the attack, check her SA2 gauge — if she has meter, stick to low-commitment strings. Be especially careful not to give her free SA2 opportunities in response to mid-range pokes or jump-ins.
Normal versions
- 214LK
- Manon is -24 on block
- 214MK
- Manon is -13 on block
- 214HK
- Manon is -9 on block
OD version
- 214KK
- Manon is -3 on block
Recommended counters
Light Dégagé is an extreme -24 on block — take your maximum punish every time. Medium and Heavy are also punishable. Only the OD version (-3) escapes guaranteed punishment.
- 214LK on block: -24F — max punish with a heavy starter
- 214MK on block: -13F — punish with a heavy starter
- 214HK on block: -9F — punish guaranteed
- 214KK on block: -3F — no guaranteed punish; play the throw/strike guessing game
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.
Rond-point is most often used as a combo ender. Every strength is minus on block, so any strong-button starter punishes it. The OD version (236KK) has anti-air invincibility — strong as a delay anti-air — but the -19F on block is a death sentence.
Recommended counters
Punishing on block
- Every strength is minus on block — punish with a strong-button starter
- OD (236KK) is -19F, big enough for your maximum punish
After 236HK hits you
- Raw drive rush → strike leaves her too far away to run a real mixup
- Forward-dash → drive rush gets cleanly punished by OD invincibles — don't let it bait you into mashing a normal
236KK (OD Rond-point) as a delay anti-air
- If her anti-airs feel oppressive, stop jumping and play ground footsies
- Manon has no projectile, so any fireball character can dictate the ground game from range
- Forcing her to respect ground play makes 236KK far less of a threat
Renversé is mostly used as a combo ender; on hit Manon gets +15F. Drive rush is the only way she can run oki, and a 12F-or-faster wide-hitbox invincible reversal will punish that rush. Even her forward dash leaves her at -6F, so it can be punished. At 3+ medals the on-hit knockdown distance also pushes a bit further out — worth keeping in mind.
Recommended counters
Punishing her forward dash on hit
- Manon is -6F — punish her cleanly
Drive rush on hit: characters whose OD reversal punishes cleanly
- React to the rush flash and fire OD reversal — Juri, Rashid, Sagat all clean the rush
Drive rush on hit: characters with a 12F-or-faster wide-hitbox SA
- Examples: Blanka SA1, DJ SA2
- Watch out for super-flash counters
Drive rush oki at 3+ medals
- At 3+ medals the spacing pushes far enough that holding back beats her drive rush → 2MK combo
- Hold back as your default at 3+ medals
- She can still combo into SA2, so factor in her meter
Without an OD reversal
- Difficult, but a fuzzy jump shuts the situation down
The clip below records:
- Drive rush → 2MK
- Drive rush → 63214LP
Normal version
- 236P→K (Grand Fouetté)
- Manon is -5 on block
OD version
- 236PP→K (OD Grand Fouetté)
- Manon is -12 on block
Recommended counters
The normal version is -5 on block — punishable with a 5F normal if your character has the reach. The OD version is -12, giving you a heavy-starter punish every time.
- 236P→K on block: -5F — punish with a 5F reach normal
- 236PP→K (OD) on block: -12F — punish with a heavy starter
En Haut (first hit) can link into the target combo on block and leads into a command grab vs. 4MK→MK guessing game.
- If Manon does not continue into the second hit, invincible reversals are blocked and reversal attempts are beaten by 4MK→MK
- Standing still lets the command grab land
This creates a forced guessing game with no clean escape.
Recommended counters
Do not attempt a Perfect Parry on the first hit — you are winning the read but giving up return.
If you read 63214LP (command grab): vertical jump → mash fastest normal on landing. If you read the second hit: OD reversal.
After blocking the first hit
- Medium attack reversal attempt
- After blocking 4MK, if Manon inputs 63214HP the gap is 9F — a medium reversal attempt beats it
- You lose to the second hit if she continues, but accept the rock-paper-scissors
After blocking the second hit
- At -19F it is a guaranteed punish — Manon almost always uses cancel drive rush to escape
- 4MK→MK→cancel drive rush can be interrupted by invincible moves — do it
- An SA during this gap is especially rewarding
These two options cover everything Manon can do, but the important point is that the second hit can be delayed, so fuzzy-guarding is not possible.
If fuzzy is impossible, commit to the guessing game cleanly. Mashing a light button to beat command grab gives low return and little risk for Manon. Use medium or heavier attacks as shown in the video below to make the exchange meaningful.
Note: if your reversal attempt gets counter-hit, confirming is difficult for Manon — most players will cancel drive rush and spend 3 bars regardless.
Once you see the second hit complete, Manon will almost always cancel drive rush — interrupt with an invincible move. A small tip: if you bind attack buttons to the Parry button, you will automatically Parry even if the command is not finished in time.
Manège Doré is Manon's command grab. On hit she gets +19F, and even when you see her drive rush, no invincible reversal is guaranteed. Frame advantage is better than 236P, so she can also safe-jump many SAs.
More Manons now buffer 63214P as a fuzzy input during their own offense, so pick throws more often on your oki — walk-shimmy may no longer be worth it. Depending on rank, mix neutral jumps and shimmies:
Recommended counters
Defending the wake-up after a Manège Doré hit
Forward dash
- Manon is -2F here
- If you see the dash, mash a 4F button at the earliest possible frame
Drive rush oki (2 medals or fewer)
- Walk back — Manon's drive rush 2MK whiffs. Concede the low and just back away
- She can extend the rush to reach, but then it isn't a meaty
- Even if it does hit, there's no combo follow-up
- 214LK's first hit also whiffs, so you can react and block
- Walking back also makes the command grab whiff
Drive rush oki (3+ medals)
- Walk back — drive rush 2MK whiffs. Same idea as the lower-medal case
- 214LK's first hit also whiffs
- Walking back makes the command grab whiff
- The increased distance makes everything except drive rush → HP very hard to meaty
- Mashing on wake-up has higher expected value at 3+ medals than at lower stacks
Drive rush oki → HP
- HP on block leaves Manon at +1F
- Because the spacing is wide, always press a 4F button after blocking the HP
- You'll lose to her 4F button, but she can't easily confirm — most Manons just buffer the rush into a combo
- If she's burning 3 bars of drive on this gamble, losing the trade is fine
Characters with an 8F-or-faster wide-hitbox invincible reversal
- Confirm her drive rush, then fire the reversal — it punishes cleanly
- Examples: Blanka SA1, Manon SA2, etc.
Warning
A 9F invincible reversal does NOT punish her cleanly here — be careful.
Standing Heavy Kick is Manon's main poke.
- On block: Manon is -6F
- On normal hit: Manon is +1F
Recommended counters
If you block it at close range, punish with a 6F medium or a 5F light kick.
Temps Lié is Manon's target combo.
- On block: Manon is -8F
- On hit: Manon is +3F
Recommended counters
Many players instinctively back jump when suddenly pulled in — resist that urge and take the punish instead.
Even at MR 1800 players frequently miss this punish. Make it a habit to always punish on block.
The core counter is to Drive Reversal or OD reversal the moment you see cancel Drive Rush off MP — but doing it every time is unrealistic.
The key mindset is this: whenever you take a minus frame, be conscious of Drive Reversal. Never let yourself zone out in a Manon match.
After drive rush 2MP on block — Manon's follow-up options
- 4HP → 236P
- If you jump vertically or back jump, 4HP connects and combos
- Fastest reversal attempt beats it
- Watch out for 236P being buffered into 4HP — the confirm on 4HP is hard, so many Manon players just input it
- Some Manon players cancel to 63214P if 4HP whiffs — if you read the 4HP→236P buffer, jump
- If you jump vertically or back jump, 4HP connects and combos
- Command grab or 2LK → LP → 214LK
Recommended counters
Drive Reversal on cancel Drive Rush.
Difficult, but once you can do this consistently you no longer need to play the guessing game.
After blocking:
- 4HP→236P→cancel→63214P (command grab bait)
- If you block 4HP, press a light button at the timing you would block the follow-up — this covers both options
- Command grab
- Fastest reversal attempt or sitting still loses to command grab
- Jump or back dash to maximise your return
- 2LK→LP→214LK
- Fastest reversal attempt and jump both beat this
- After blocking LP, a command grab is possible — one-guard jump is recommended
Also remember: Manon often uses 2MP to build consecutive guard, or goes straight into command grab — keep jump in your back pocket.
Manon's MP→MK target combo.
- On block: Manon is -5F
- On hit: Manon is +2F
Recommended counters
Many players instinctively back jump when suddenly pulled in — resist that urge and take the punish instead.
On block Manon is -5F, so calmly take the 5F punish without hesitation.












