FIGHTER GUIDE IORI'S STRATEGY

MANON
マノン

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for MANON.

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Home›Fighter Guides›MANON›Combos & Okizeme
COMBO ROUTES

MANON Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (15)CONTENTS
COMBO ROUTES01

Basic combos to learn first

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

2 st.MK starter

st.MK > DR > cr.MP > 4HP > M Renversé

When to use it: • A st.MK whiff punish or preemptive poke • A midrange hit confirm

3 jumpattack starter

j.MK > cr.LP > cr.LP > H Rond-point

When to use it: • After a successful jump-in • When consistency is the priority

4 Jump-in into Medal gain

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

5 Light starter

cr.LP > cr.LP > H Rond-point

When to use it: • Frame traps • Guaranteed punishes • A reliable point-blank combo

6. DR cr.MP starter

DR > cr.MP > 4HP > M Renversé

When to use it: • From raw DR • During okizeme • When approaching from midrange

7 Spend OD meter to gain a Medal

… > 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

8 Drive Impact Punish Counter

DI (Punish Counter) > forward dash > 4HP > OD Rond-point > M Renversé

When to use it: • Countering DI • A large guaranteed opening • Gaining a Medal

9 Corner DI

DI (wall splat) > 4HP > M Renversé

When to use it: • Corner DI wall splat • An easy, reliable option

10 Corner DI / meter

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

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COMBO ROUTES02

Super Art combos

SA3 routes

… > 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.

When to use a Super Art

• 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.

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ESSENTIAL ROUTES03

anti-air

basicanti-air

cr.HP

From farther away

H Rond-point 3HK anti-air move

High-reward anti-airs

anti-air > OD Rond-point > Renversé

Air-to-air

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.

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ESSENTIAL ROUTES04

After an H Rond-point ender

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:

① forward dash > strike

② Forward dash > command throw

③ Forward dash > step back slightly > shimmy

④ Forward dash > block and watch for an invincible reversal or Super Art

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ESSENTIAL ROUTES05

The situation after a command throw

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.

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SETPLAY06

Setplay after a command throw

1 Forward dash > 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

2 forward dash > strike

Aim: • Catch an opponent pressing buttons to avoid a command throw • Catch a jump attempt

Options: • MP-based attacks • Drive Rush MP-based attacks

3 H Dégagé

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

4 Forward dash > wait and watch

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.

5 forward dash > shimmy

Aim: • Catch throw techs • Catch delayed throw techs

Basic sequence: forward dash > walk back slightly > confirm the whiffed throw > heavy-attack starter

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SETPLAY07

Okizeme basic mix-up

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

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ESSENTIAL ROUTES08

Pressure from raw DR

basic

DR > cr.MP

hit: > 4HP > M Renversé

On block, choose a command throw, strike, or shimmy.

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SETPLAY09

Corner Setplay

In the corner, the opponent cannot retreat, making Manon's strike / command-throw mix-up especially threatening.

Basic options:

① strike meaty

On hit, confirm into a Renversé route.

② Command throw

Increase Medal Level.

③ shimmy

Catch a throw-tech attempt.

④ DI

Use against Burnout or an opponent committed to blocking.

⑤ Wait and watch

Block an invincible reversal or Super Art, then use your strongest punish.

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ESSENTIAL ROUTES10

Adjust your plan to Medal Level

Lv1…2

First priority: gain Medals through Renversé or command throws.

Increasing the reward of your next command throw matters more than immediate damage alone.

Lv3

Balance combo damage with Medal gain.

Do not force command throws. Use strikes to catch jumps and button presses.

Lv4…5

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.

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ESSENTIAL ROUTES11

Practical Training Priorities

First priority

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

Next priorities

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

Advanced priorities

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

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ESSENTIAL ROUTES12

Recommended Training Mode Recordings

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.

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ESSENTIAL ROUTES13

Important notes

• 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.

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ESSENTIAL ROUTES14

Reference material

• 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

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ESSENTIAL ROUTES15

Quick reference

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

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.