[Top 10] SF6 Manon Combos Showcase And Best Combo List

sf6 manon combos
Beautiful and elegant, the French fighter has arrived!


What are the best Street Fighter 6 Manon combos?

Manon is a brand-new character in Street Fighter 6, and she seems to be already beloved by the fanbase, although many worry she might be a problem.

Manon is a French Supermodel and a judoka who blends ballet dance moves into her fighting style.

She is a grappler with long limbs and she has a Medal Level system in which each time she lands a command grab successfully, her Medal Level goes up, and the next grab gets a power-up. So let’s jump into her combos!

 

10. Get Over Here

Start at: 1:28

When Manon is at a specific range, she can start fishing with her vacuum effect target combos.

In the clip, she tries to go for her stand fierce starter, which gets blocked, then immediately goes into Drive Rush for pressure, and hits her strong-forward target combo, successfully vacuuming the opponent into the scary threat of a command grab.

When to use this combo: Off a frame trap to suck the opponent in.

 

9. Neutral Jump Punish

Start at: 0:24

Manon has some of the best anti-airs in the game, and that’s for certain.

Here, she catches Cammy neutral jumping with her heavy wheel kick and juggling into the Dégagé.

When to use this combo: To catch the opponent neutral jumping.

 

8. Get Grabbed

Start at: 0:55

Out of a splendid Perfect Parry, Manon goes into her fierce-fierce target combo, which leaves her at +3 on hit, forcing the opponent to guess.

This is a true mix-up, and in the clip we see her catch Marisa with her command grab with success.

When to use this combo: Out of a Perfect Parry punish.

 

7. Anti-Air Into Grab

Start at: 1:17

Jumping on Manon is already established to be a very bad idea, but even more so if she has some Drive bars to spare.

Off her OD wheel kick, Manon can actually combo into her hit-grab move, which not only is crazy, but it also ups her Medal Level by 1.

When to use this combo: As an anti-air to up your Medal Level.

 

6. Super Confirm

Start at: 2:10

Manon’s normals are all minus on block, but because of their long-range, they can be thrown at the correct spacing to make them okay to use.

Her stand fierce can be hit-confirmed into her fierce-fierce target combo, but here we see her catching Cammy in neutral and actually confirming the button into a Level 3 Super Art.

When to use this combo: Off a counter poke hit-confirm in neutral.

 

5. Light Confirm

Start at: 1:16

Being able to confirm out of multiple lights linking into one another is essential for every Street Fighter character, especially for defensive situations.

In this beautiful combo, we see a light string into OD wheel kick being juggled into Manon’s Level 1 Super, seemingly even getting oki afterward.

When to use this combo: To interrupt the opponent’s pressure and turn the tides.

 

4. Don’t Jump On Manon

Start at: 1:18

It has become already clear that you really shouldn’t jump on Manon, given the amount of anti-air options.

Her anti-air game gets especially scary when she has at least 2 Super Bars because as we can see here can actually juggle her OD wheel kick into her Level 2 Super for big damage.

When to use this combo: For big, game-changing anti-airs.

 

3. Critical Art

Start at: 13:56

Unfortunately, her Critical Art, or the Level 3 Super even, is reactable after the flash, meaning you cannot use it as a regular command grab, unfortunately.

Nonetheless, it’s possible to simply cancel into it from several different options, such as this swift light string into wheel kick into Critical Art. 

When to use this combo: For a clutch comeback even in a burnout state.

 

2. Drive Impact

Start at: 1:44

How much mileage can Manon get off a Drive Impact? Well, the answer is surprising actually.

You see, Manon can cancel the start-up of her hit-grab into a kick launcher and she goes for a big corner combo here off the Drive Impact, including Drive Rush, the hit-grab kick launcher, and ending with a smashing level 5 hit-grab.

When to use this combo: For full-on Drive Impact punishes.

 

1. Full Jump Combo

Start at: 1:10

Manon is not exactly a combo-heavy character as her design is really unique, but she can still deliver quite the punch out of neutral jumps like these.

Jumping roundhouse into back fierce to Drive Rush cancel cancelled into crouch strong into back fierce again and ending with the hit-grab, now that’s a true, full Street Fighter 6 combo.

When to use this combo: From big jump-ins.

 

Manon is definitely one of the more unique characters in the Street Fighter 6 roster so far, as she isn’t as Drive Gauge hungry as the rest of the cast. In fact, she really doesn’t need the Drive System THAT much, when compared to some of the other characters.

Her Medal Levels are what her entire design is all about and they even migrate from round to round meaning that this is a true steamroller type of character that keeps getting more and more dangerous as time goes by.

She has great surprise tools with her overhead and low-hitting wheel kicks in neutral, a fantastic set of anti-air options, and she is built around sucking the opponent in and mixing them up until she can get her Medal Levels up and start steamrolling her foes.

 

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Andre walks the path of a fighting warrior to pursue self-improvement and to break his limits. His amazing power of creative writing and his unwavering love for games are the source of his willpower.
Gamer Since: 2003
Favorite Genre: PVP
Currently Playing: Street Fighter V: Champion Edition
Top 3 Favorite Games:Street Fighter X Tekken, Grand Theft Auto V, Assassin's Creed: Brotherhood