Blanka
Blanka
Cammy
Cammy
Chun-Li
Chun-Li
Dee Jay
Dee Jay
Dhalsim
Dhalsim
E. Honda
E. Honda
Guile
Guile
JP
JP
Jamie
Jamie
Juri
Juri
Ken
Ken
Kimberly
Kimberly
Lily
Lily
Luke
Luke
Manon
Manon
Marisa
Marisa
Rashid
Rashid
Ryu
Ryu
Zangief
Zangief
Manon
Street Fighter 6Manon
Platform
Moves
Click moves when in Tag mode to toggle them on or off.
Control scheme
Hover
May not be available for some moves.
Disabled in Tag mode.

Move List

Common Moves
Drive Impact
Glissade
Costs 1 Drive Gauge stock
Drive Reversal
Ecarte
Costs 2 Drive Gauge stocks
Drive Parry
Drive Parry
Costs Drive Gauge
Parry Drive Rush
Costs 0.5 Drive Gauge stock
Cancel Drive Rush
Costs 3 Drive Gauge stocks
Throws
Ouchi Gari
Uchi Mata
Unique Attacks
Reverence
Tomoe Derriere
Croisee
À Terre
En Haut
Temps Lié
Allonge
Special Moves
Manège Doré
Costs 2 Drive Gauge stocks
Rond-point
Costs 2 Drive Gauge stocks
Degagé
Costs 2 Drive Gauge stocks
Renversé
Costs 2 Drive Gauge stocks
Grand Fouetté
Super Arts
Arabesque
Costs 1 Super Art stock
Étoile
Costs 2 Super Art stocks
Pas de Deux
Costs 3 Super Art stocks

Advanced Combos

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Guides

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FGMoves
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Basic Info: How to play Manon Manon is a well-rounded character with quick, balletic kicks that let her dictate the flow of a match, and powerful judo throws that she can use to break through someone's guard once she's closed in. When vying for position, make use of the varying ranges of Manon's kick attacks to poke your opponent, and once you've sufficiently restricted their movement with anti-air attacks, look for opportunities to close in on them. Once you've gained some ground, use combination attacks to draw your opponent toward you and then throw them so you can deal damage, raise your medal level, and keep your pressure going. Renversé is highly versatile, useful both in combos or when using its follow-up as a poke. Special Move: Manége Doré (HCB+P) Grab your opponent at close range, disrupt their balance, and toss them to the ground with a powerful throw. Landing this move will raise your medal level, and the move's effect will change depending on that level. Ah, yes. This is a throw most lovely indeed. It includes a step forward before the throw, giving it exquisite range. It is a simply fantastique option for slipping through an opponent's guard up close or at mid-range. And each time you successfully throw someone with it, the throw itself becomes more refined. It increases what is called your "medal level" and does more damage depending on how high said level is. Your medal level can go up to 5, and doesn't reset between rounds. Perform as many throws as you can so that you might keep the match moving in your favor. (Overdrive) This move excels in both reach and execution speed. Should you find yourself unsure whether you're close enough to land the grab, opt for the Overdrive version. Make good use of it so that you might raise your medal level. Special Move: Rond Point (QCF+K) A swift, upwards kick performed while spinning. Useful in combos or, if done early, as an anti-air attack. This move is excellent against jumping opponents and in combos from normal moves. The light and medium ones are fast, making them your primary anti-air choices. But should you react quickly, landing the heavy one will allow you to do a follow-up after. When using it in combos, you'll want to do it from light attacks if you're up close. This will make your opponent more likely to keep their guard tight, making throws more effective. If it hits, approach and make them guess between a strike and a throw. (Overdrive) This will launch your opponent into the air if it hits, making following up child's play. What a splendid thing indeed, being able to create a combo whether on the ground or in the air! Do be mindful of Drive Gauge, but I suggest you be proactive about using this both in combos and as an anti-air option. Special Move: Dégagé (QCB+K) A powerful thrusting kick performed with all the grace of ballet. Useful for catching opponents by surprise and slipping through their guard. The behavior of this move differs depending on the strength of the button used. Light has you move forward with a low attack that cannot be blocked standing. It is quite useful as a surprise attack against distant opponents, but it does come with its risks. Medium is best used in combos, I imagine. It is quite useful for combos from medium attacks, or as a follow-up attack on opponents who have been launched into the air. Heavy performs an overhead that cannot be blocked crouching. It is difficult to counterattack even if blocked, making it a fine option for infiltrating someone's guard. If your timing is true, it can also be used to attack while avoiding an opponent's sweeps. (Overdrive) This powers up the overhead attack that cannot be blocked crouching, allowing you to follow it with a light attack should it hit. Useful for both combos and breaking through an opponent's guard, it is a maneuver of truly impressive efficiency. Special Move: Renversé (QCF+P) Spin toward your opponent and grab them before sending them flying. Landing this move will raise your medal level, and the move's effect will change depending on that level. Strike, grapple, throw. A lovely move in all respects. Connecting with this move raises your medal level. The light and medium versions will connect from heavy attacks with little difficulty, but you'll need to find a sufficient opening if you are to land the devastating heavy version. Connect from attacks following a Drive Rush may prove easiest. And should you hold the button while performing it, you will move without attacking, producing a feint. It can be used to advance through an opponent's projectiles, so I suggest you learn to use it well. Doing a Manége Doré from a feint could be a powerful choice. Ah, and one more thing: if you press a kick before the attack executes, it will change to a kicking move called Grand Fouetté. It boasts incredible reach and you can perform a follow-up should it connect. Use it to check your opponent from afar. (Overdrive) You will be able to evade any attacks not aimed at your feet until the moment you attack. This makes it effective not only against projectiles, but other moves as well. Should the enemy not attempt to attack you, it would be best to switch to a feint. Also, you will be able to follow Grand Fouetté with more moves than you would normally, so should an opponent be left open, use it to perform as devastating a combo as possible. Super Art: Arabesque (QCFQCF+K) A kick performed while sliding forward along the ground that sen s your opponent flying. This move is invincible on startup, making it useful as a way to turn the tables. This move can be used to switch places with your opponent, provided you hit from close enough. Whether you use it in combos or leverage its invincibility to stop someone's offense, it's the perfect move to turn to when you're cornered. Super Art: Étoile (QCBQCB+K) Launch your opponent into the air with a quick one-two combination of kicks, and follow up with a powerful leaping kick. This move executes quickly, making it useful as an anti-air attack or as a way to combo airborne opponents. This move is swift, making it useful both in combos and as an anti-air attack. It's particularly exquisite when used on those who have been launched into the air. Be sure your aim is true so you can, as the name suggests, shine like the star you are. Super Art: Pas de Deux (QCFQCF+P) Attack as though performing a ballet dance and then smash your opponent into the ground with a devastating slam. Can be used to slip through an opponent's guard at close range and deal tons of damage all at once. A highly artistic throw, this could be considered akin to a dance duet in ballet. Its damage is truly magnifique, so do all you can to land it when it counts most. You might use it to start a combo against a grounded opponent when you have them on their heels, but you may also use its invincibility to respond against incoming attacks. Strategy: Fundamentals 1 What you must understand is that my style revolves around beautiful and precise movements. As such, it is of utmost importance that moves be performed efficiently. To begin… Yes, let's have you memorize ways to check your opponent. Medium attacks are likely the easiest to use for that purpose. Crouching medium punch is suitable for defeating your opponent's own pokes, and standing medium punch moves you forward, making it a wonderful way to attack and approach all at once. Another fine choice would be your standing medium kick, which recovers quickly and excels when used against attacks targeting your own feet. These will be your main tools when engaging with your opponent from a neutral position. Ah, and do keep in mind that your standing and crouching medium punch can be used to create sequences into special moves. Should you choose to engage with a heavy attack, make use of your far-reaching standing heavy kick. It leaves you quite open, but it's easy to connect with given how much space it takes up, and if you manage to hit an opponent during the recovery of one of their attacks, you'll be able to perform a follow-up attack as well. Strategy: Fundamentals 2 Judo teaches us that the key to victory lies in responding to your opponent's offense with flexibility. As such, let us begin by learning how to respond to those who jump in at you, as well as those who would engage you up close. Should someone jump at you, first hit them with a crouching heavy punch. Then, follow it up with an Allongé (D+HP,HP) to bring them crashing back to the ground. If special moves are more your forte, there's also Rond-point. It's a tad more difficult to pull off than crouching heavy punch, but it's wonderfully effective should you manage it. No matter which you choose, once you hit, move in and start your turn. Now, in situations where you are being pressured by your opponent up close, first you should try to take the wind out of their sails with Drive Parries or Drive Reversals. Or, if you accept the risks, you could also attempt Arabesque or Étoile. Strategy: Advanced 1 Once you've grasped the basics, you should come across more, opportunities to approach your opponent, which is when the real match begins. Use strikes to open up your opponent to throws, which will raise your medal level. To touch more on the topic of strikes, well, first you'll want to use your light attacks to keep your opponent from moving freely. Crouching light kick hits low, and can be followed up with a light punch. From there you could go for a Manége Doré, which is what you're truly aiming for. But you could also cancel an attack into a heavy or Overdrive Dégagé to best someone's crouching block. And if you land a light attack, combo into Rond-point. One might also explore other options, such as En Haut. The second hit beats an opponent's crouching block and can be canceled into special moves. Make them aware of this possibility so you can stop after the first hit to do Manége Doré instead. Understanding how strikes and throws relate to and complement each other will refine your entire offensive mindset. Strategy: Advanced 2 Taking the fight to your opponent is a fine way to do things, but it's also possible to bring your opponents into a range at which you can grab them. You'll want to memorize all the ways to convert your attacks into offensive opportunities. Let us begin with Temps Lié (HP,HP), which can be done from a standing heavy punch. If it hits, it will draw an opponent to your side, giving you an advantageous position. From here, you can push your offense with a strike or a throw. But be forewarned: if blocked, you will be open to getting counterattacked. Only perform it after confirming that the standing heavy punch connected. You have ample time to confirm the hit, so practice all you can to learn it. Next we have Å Terre (MP,MK), which is done from a standing medium punch. This move is so swift that you can use it to counter even the smallest of an opponent's openings and then draw them in close to you. Should an opponent attempt to check you with an attack and miss, seize the opportunity to turn things in your favor.
Created 2023.06.04