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

Health10,000
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
Jump4+38+3 f

Guides & Data

Players to Watch

Community

Patch History

2.04013 Aug 2026Yasmine release. Balance changes for all characters.
  • 5MK
  • Hitstun increased 19 → 21 (can now cancel into 236LP on Counter-hit)
  • Hit Advantage increased -2 → 0
  • DRC Hit Advantage increased +7 → +9 (can now link into 4HP)
  • Range (1st active frame) increased 1.408 → 1.578
  • 2MK
  • Hitstun increased 23 → 24
  • Hit Advantage increased +3 → +4 (can now link into 2LP point blank or into 4HP on PC/DR)
  • Tomoe Derrière (3HK)
  • Punish Counter now causes a tumbling knockdown after the sideswitch (HKD +36 → +71)
  • Can juggle into 2HK/SA1/SA2 (only SA1 is consistent vs. airborne opponents)
  • Note: patch notes incorrectly state that this applies on Counter-hit as well
  • Juggle Start increased 1 → 3
  • Note: this change is unlisted in the patch notes
  • Manège Doré (63214P/PP)
  • Active frames increased 2 → 3 for all versions (recovery decreased by 1f, no change to total duration)
  • This makes it easier to perform auto-timed tick throws or meaty command throws
  • LK Dégagé (214LK)
  • Juggle Limit increased 5,6 → 6,7
  • MK Dégagé (214MK)
  • Juggle Limit increased 5,6 → 6,7
  • HK Dégagé (214HK)
  • Juggle Limit increased 5 → 6
  • The following changes were unintentionally made in the patch and reverted in Version 2.0401.001:
  • Hitstun increased 29 → 30
  • Hit Advantage increased +3 → +4
  • OD Dégagé (214KK)
  • Now causes a limited juggle OTG bounce on airborne opponents
  • More useful when canceled from 4HP and allows Manon to gain a medal with a 236LP juggle
  • Juggle Start increased 1 → 4
  • Juggle Start increased 1 → 3
  • Juggle Limit decreased 5 → 3
  • Renversé (236P)
  • Projectile invincibility extended by 2f to cover the active frames on all meterless versions to prevent trades
  • Juggle Limit increased 3 → 6
  • OD Renversé (236PP)
  • Juggle Limit increased 3 → 6
  • OD Renversé Feint (236[PP])
  • Total recovery decreased 32 → 27
  • Grand Fouetté (236P~K)
  • Recovery decreased 22 → 20
  • Total frames decreased 38 → 36
  • KD Advantage increased +51(+56) → +53(+58) / PC: KD +55(+60) → +57(+62)
  • Block Advantage increased -5(0) → -3(+2)
  • Perfect Parry Advantage increased -26(-21) → -24(-19)
  • Starter scaling increased 10% → 20% and now applies to the 2nd hit of the combo instead of the 3rd hit
  • SA1 (236236K)
  • Juggle Limit increased 5 → 6
  • SA2 (214214K)
  • Juggle Limit increased 6,6,99x3 → 7,7,99x3

Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.