1 st.MP starter / basic
st.MP > DR > cr.MP > 4HP > M Renversé
When to use it: • After st.MP connects in neutral • Your first Drive Rush combo to learn • A basic route for increasing Medal Level
FIGHTER GUIDE IORI'S STRATEGY
Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for MANON.

Practical routes organized by starter, resources, corner position, and knockdown.
Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.
Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.
st.MP > DR > cr.MP > 4HP > M Renversé
When to use it: • After st.MP connects in neutral • Your first Drive Rush combo to learn • A basic route for increasing Medal Level
st.MK > DR > cr.MP > 4HP > M Renversé
When to use it: • A st.MK whiff punish or preemptive poke • A midrange hit confirm
j.MK > cr.LP > cr.LP > H Rond-point
When to use it: • After a successful jump-in • When consistency is the priority
j.HP or j.HK > 4HP > M Renversé
When to use it: • A higher-reward jump-in route • When you want to gain a Medal with Renversé
cr.LP > cr.LP > H Rond-point
When to use it: • Frame traps • Guaranteed punishes • A reliable point-blank combo
DR > cr.MP > 4HP > M Renversé
When to use it: • From raw DR • During okizeme • When approaching from midrange
… > OD Rond-point > 4HP > H Renversé
When to use it: • Spend Drive Gauge for both damage and a Medal • Increase the reward from an anti-air or punish
DI (Punish Counter) > forward dash > 4HP > OD Rond-point > M Renversé
When to use it: • Countering DI • A large guaranteed opening • Gaining a Medal
DI (wall splat) > 4HP > M Renversé
When to use it: • Corner DI wall splat • An easy, reliable option
DI (wall splat) > 4HP > OD Rond-point > 4HP > H Renversé
When to use it: • Combine damage with Medal gain in the corner • When you have meter to spare
… > OD Rond-point > Renversé > SA3
Key points: • Some routes connect SA3 from the grabbing portion of Renversé. • If you can score a KO, prioritize finishing the round over gaining a Medal. • SA3 after an anti-air OD Rond-point also gives high reward.
• If it will finish the opponent, prioritize the Super Art. • If it will not finish the round and Medal Level is low, prioritize gaining a Medal with Renversé. • At high Medal Level, command throws already offer high reward; you do not need to force Medal-building combos every time.
cr.HP
H Rond-point 3HK anti-air move
anti-air > OD Rond-point > Renversé
j.MP > OD Rond-point > Renversé
Key points: • Repeated jumps weaken Manon's grounded command-throw threat, so establish reliable anti-airs. • With meter to spare, converting an anti-air into a Medal is valuable.
Dash forward after H Rond-point to make okizeme easier.
The reference material describes a setup where H Rond-point > forward dash leaves Manon at a large advantage.
basic mix-up:
After a command throw such as Manège Doré, dashing forward does not necessarily give frame-advantaged okizeme. The source describes a situation where a forward dash leaves Manon at -2F.
Dashing forward therefore does not automatically make it Manon's turn.
If the opponent hesitates, however, you can exploit that hesitation to land another command throw.
Aim: • Catch an opponent who hesitates • Raise Medal Level quickly
Risks: • May lose to an immediate button press • Dangerous to repeat every time
Aim: • Catch an opponent pressing buttons to avoid a command throw • Catch a jump attempt
Options: • MP-based attacks • Drive Rush MP-based attacks
Aim: • Catch jumps • Open crouching guard • Challenge light-attack button presses
Caution: • Dangerous if it runs into DI or a similar response • Do not overuse it
Look for: • Invincible OD reversals • Super Arts • Drive Reversal and similar defensive responses
If you block an invincible reversal, use your highest-damage Punish Counter route.
Aim: • Catch throw techs • Catch delayed throw techs
Basic sequence: forward dash > walk back slightly > confirm the whiffed throw > heavy-attack starter
Choose based on the opponent's response.
Opponent blocks > command throw
Opponent presses buttons > meaty strike
Opponent jumps > strike or jump-catching option
Opponent attempts a throw tech > shimmy
Opponent uses an invincible reversal > block and use your strongest punish
Opponent repeatedly uses DI > counter with DI or mix in options that let you block
DR > cr.MP
hit: > 4HP > M Renversé
On block, choose a command throw, strike, or shimmy.
In the corner, the opponent cannot retreat, making Manon's strike / command-throw mix-up especially threatening.
Basic options:
On hit, confirm into a Renversé route.
Increase Medal Level.
Catch a throw-tech attempt.
Use against Burnout or an opponent committed to blocking.
Block an invincible reversal or Super Art, then use your strongest punish.
First priority: gain Medals through Renversé or command throws.
Increasing the reward of your next command throw matters more than immediate damage alone.
Balance combo damage with Medal gain.
Do not force command throws. Use strikes to catch jumps and button presses.
Command throws themselves now deal very high damage.
The opponent is more likely to jump, press buttons, or use an invincible reversal. Establish the command-throw threat, then exploit those responses with strikes.
1. Light attacks > H Rond-point 2. st.MP > DR > cr.MP > 4HP > Renversé 3. Jumping attack > 4HP > Renversé 4. DI Punish Counter > Medal-building combo 5. cr.HP anti-air
6. H Rond-point ender > forward-dash okizeme 7. After a command throw > forward dash > strike / throw / wait 8. Shimmy 9. Corner DI combos 10. OD anti-air > Renversé
11. Finish rounds with SA3 12. Assess reward by Medal Level 13. Wait on a read of an invincible reversal 14. Include corner DI in your options against Burnout
Recording 1: immediate LP on wake-up
Recording 2: jump on wake-up
Recording 3: throw on wake-up
Recording 4: invincible OD reversal on wake-up
Recording 5: DI on wake-up
Randomly play these 5 recordings and practice choosing among:
• Meaty strike • Command throw • Shimmy • Block
Practicing the appropriate response makes the drill useful in matches.
• Dashing after a command throw does not always give frame advantage. Treat it as a way to exploit an opponent's hesitation.
• Older videos and articles may predate balance changes. Recheck frame values and guaranteed situations in Training Mode.
• Damage varies with Medal Level, starter scaling, Drive Gauge spent, and Super Art scaling.
• Decide by situation whether to gain a Medal with Renversé or prioritize okizeme, corner carry, or a round-ending Super Art.
• STREET FIGHTER 6 Wiki: Manon basic data and combos • Ultimate Frame Data — Manon • Beginner Manon combo articles • Manon okizeme and post-command-throw setplay explanations • Guide material available as of 2026-8
st.MP hit > DR > cr.MP > 4HP > Renversé
Light attacks > H Rond-point
Jump-in > 4HP > Renversé
DI Punish Counter > forward dash > 4HP > OD Rond-point > Renversé
Anti-air: cr.HP With meter: OD Rond-point > Renversé
After a command throw > forward dash > command throw / strike / shimmy / wait
After H Rond-point > forward-dash okizeme
Corner options: strike / command throw / shimmy / DI / wait
Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.