Manon
Who is Manon?
Manon's distinct playstyle features center around long, far reaching normals that control the opponent's position and enhance her strike/throw game, mixed with command throws that scale up in damage every time she manages to hit with them, which gives her a lot of power once she has the momentum.
The centerpoint of Manon's gameplan is based on medals. Landing her Manège Doré command throw or her Renversé hitgrab will grant her an additional medal, up to a maximum of 5. Each medal gained increases the damage of both these moves by a notable amount, and also increases the damage of her Level 3 Super Art, Pas de Deux; Manège Doré itself becomes one of the strongest command grabs in the game if Manon manages to hit 5 medals. Additionally, these medals are carried over between rounds, giving Manon incredible potential to mount powerful comebacks and dominate a match-point game with a well-placed Manège Doré or Pas de Deux; this is especially dangerous when Manon has enough Drive Meter to go for a Drive Rush Manège Doré, as its effective range increases drastically when used this way.
To complement these two moves and her medal system, Manon's long limbs let her play a strong mid-range game to poke and prod the opponent, with quite a few of her grounded and jumping normals having long reach, and several moves having target combo follow-ups that pull the opponent in or otherwise reposition them for Manon to throw them. Many of her special moves and even a few of her Super Arts are also built for callouts or helping Manon to maneuver past tricky situations; Renversé can be feinted for projectile invulnerability, or canceled into a fairly far reaching kick that retains a little of that invulnerability too. She can also use Dégagé to either duck under attacks with the light version, use the medium version punish opponents at long range or end combos, or go for an advancing overhead with the heavy and Overdrive versions. Her 2HP is one of her moves with a target combo follow-up, allowing her to turn anti-air situations to her advantage by dropping the opponent right in front of her, and both her Level 1 and Level 2 Super Arts (Arabesque and Étoile) function as powerful reversals for the ground and against air attacks respectively.
Manon mainly struggles if she lacks Drive Meter, as many of her strongest conversions and pokes or oki setups may require her to Drive Rush Cancel her normals in order to be a threat. Some of her neutral tools also have noticeable recovery windows in exchange for their speed and reach, meaning that a wary opponent can punish her for them if they make the right call on what she's going to do; this is especially true when trying to land Manège Doré, as it has a notable recovery time on whiff. If you like to dance around opponents and see them fly through the sky, then pirouette into place with Manon.
Pick / Avoid
Play Manon if…
Dazzler: Large moves with above average reach.
Posing for the Camera: High reward on anti-airs and perfect parries.
Captive Audience: Converting hits into strike/throw mix using your many knockdowns and vacuuming target combos.
Supermodel Supernova: Snowballing your correct guesses into permanent damage buffs that can easily turn a good round into a won match.
Think twice if…
Did You Get My Good Side?: A distinct lack of plus frames on block, needing to spend resources or land a hit to force strike/throw mix.
Fit to Print: Risky neutral options that may urge you to gamble or play reactively.
Spotlight Struggle: Having to build up medals to really threaten with your command grab.
Vitals
- Fwd Walk
- 0.045
- Back Walk
- 0.031
- Fwd Dash
- 1.50
- Back Dash
- 1.25
- Fwd Jump
- 1.90
- Back Jump
- 1.52
- Jump Height
- 2.12
- Throw Range
- 0.80
- Drive Rush
- 1.42
Guides & Data
Players to Watch
Community
Patch History
- 2LK projectile invincibility added to the hurtbox near Manon's head
- 5HP Juggle Limit increased 0 → 1; now works in more juggle routes into 5HP~HP or SA2
- e.g. air-to-air j.MP, midscreen 236P~K, corner 236KK, corner 236PP~K > 4HP
- 5HK proximity guard box starts much later (2f → 12f), allowing opponents to walk back out of range more easily
- En Haut (4MK~MK) now maintains the Counter-hit/Punish Counter property of the initial 4MK (deals Drive damage for both Punish Counter hits)
- Can now combo the full TC into 236LP on Counter-hit and 214KK on Punish Counter
- Drive Rush bonus advantage does not carry though both hits
- Temps Lié (5HP~HP) active frames increased 2 → 5 (easier to connect in juggles alongside the 5HP change)
- LK Rond-point (236LK) no longer pushes back on a cornered hit vs. airborne opponents
- LK Dégagé (214LK) expanded 2nd hit combo-only hitbox for juggle consistency
- HK Dégagé (214HK) reduced pushback on hit for more consistent Counter-hit/Punish Counter links
Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.









