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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Published data
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MANONMANON character artwork
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MATCHUP GUIDE

MANON Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Respect the medal threat without donating every approach

Manon wants a close decision where a strike discourages jumping and a command throw rewards staying still. Her medal progression makes that threat memorable, but a previous throw does not prove the next approach is already in range. Separate the approach, the strike, and the grab.

What to watch for

Target-combo contact

The Japanese assessment highlights standing-punch target combos as entries into a close decision. When one hits, pay attention to the resulting position. Do not treat that contact like a distant poke that simply ends in neutral.

Long kicks and anti-air reward

Standing heavy kick is singled out as a reaching tool, while the combo material includes anti-air conversion into medal gain. Repeated jumps to avoid the ground game can therefore advance the same resource you were trying to avoid.

How to deal with common situations

A dash follows her command throw

The setplay notes list another grab, a strike, and waiting for a reversal. They also warn that the repeat grab can lose to a fast challenge in some situations. Test the actual strength and distance rather than assuming either a guaranteed throw loop or a guaranteed escape.

She waits instead of grabbing

A pause can be there to block an invincible reversal. If your previous escape was punished, record that wait alongside the throw. Choose your next defense based on the branch you expect, not only the medal counter.

Distance-specific responses

Outside the long kick

Find the edge of standing heavy kick with your character. Try a whiff punish only after observing it miss; walking back indefinitely gives Manon room to advance without committing.

At the dash-in boundary

Watch whether Manon still needs movement to reach throw range. A dash is a useful practice cue, but the strike after it prevents one automatic response from solving every approach.

Close enough for the grab

Treat guarding a strike and escaping a command throw as different choices. Prepare a punish for a successful throw evasion so the correct read produces more than a reset.

Common mistakes

  • Jumping on every approach and feeding an anti-air conversion.
  • Confusing a repeat command throw with an unavoidable loop.
  • Using a reversal against a dash-and-wait recording.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Name the post-throw branch

    Record command throw into dash-grab, dash-strike, and dash-wait at one screen position. Check each setup first. Randomize the three and record which branch defeated your defensive choice.

  2. Turn an evaded grab into damage

    Record the approaching grab followed by guard after recovery. Test neutral jump and your chosen punish combo. Test backdash separately because the resulting reach is different; keep only a route that actually connects.

Draws on Manon’s assessment of target combos and anti-air reward, plus the command-throw setplay and defensive-choice sections. No medal damage or universal post-throw timing is asserted here. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
SA2 Étoile-61Test a punish that reaches at the recorded spacing.
SA1 Arabesque-49Test a punish that reaches at the recorded spacing.
L Dégagé-24Test a punish that reaches at the recorded spacing.
Tomoe Derrière-23Test a punish that reaches at the recorded spacing.
L Renversé(Attack changes according to Medal level)-23Test a punish that reaches at the recorded spacing.
M Renversé(Attack changes according to Medal level)-20Test a punish that reaches at the recorded spacing.
OD Renversé(Attack changes according to Medal level)-20Test a punish that reaches at the recorded spacing.
OD Rond-point-19Test a punish that reaches at the recorded spacing.
H Renversé(Attack changes according to Medal level)-16Test a punish that reaches at the recorded spacing.
L Rond-point-15Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

Watch MANON videos →