this post was submitted on 27 Sep 2023
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Street Fighter

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Ask me stuff. I'm 1400MR and there's a ton of other stuff I intentionally left out because I wanted to put in the absolute minimum to keep any part of this from being overwhelming/bloated.

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[โ€“] Zarxrax@lemmy.world 3 points 1 year ago (2 children)

I play with modern controls, and I like how Manon plays, but I feel like she is kind of gimped because certain special moves are not accessible when using modern controls, and for seemingly no reason. Do you think Manon is still feasible with modern controls?

[โ€“] NAM@lemmy.ml 2 points 1 year ago* (last edited 1 year ago)

If you can do the motions for her supers and her command grab with any kind of competence, just play Classic. She loses some really important stuff in Modern with almost zero benefit, because none of the things you'll be relying on Modern for are gonna be things you use as reactions.

Of note, from a list of her missing tools:

  • Stand MK is a great tool for whiff punishing from further out than Stand MP, AND it hits with a low hitbox so it's insanely useful against Marisa and Zangief, since those two only have armor on their torsos when they're doing their charged attacks.
  • Crouch MP leads to the same combos as Stand MP/MK, has even crazier range, and is still pretty safe to whiff in neutral.
  • Her big wheel kick thing (QCF K) is both an incredibly useful combo ender for oki on the heavy version, while the medium version actually does the most damage, AND it functions nicely as an anti-air, AND you can cancel the first hit of the heavy version into level 3 super from disgustingly far away.
  • A lot of better players than me really like to use Stand HK as a long-reaching poke.
  • You just do not have the overhead without spending meter for it. ONLY being able to go low, with the move that makes you absolutely explode on block makes it just a "KILL ME NOW" button. The medium version also being gone means you can't counter Juri fireballs on reaction, so you'll just have to hold that shit. The medium version is also great corner carry as a combo ender.
  • I don't know which version of command grab it lets you have, but if it's not the light one, you are severely crippled in terms of where you can threaten your core gameplan. Having to spend meter for OD just to get some extended range is again unnecessarily limiting, because all 3 versions are fast enough that no human can react to them once they're coming out. They all do the same damage, just with different startup speeds and travel distances.

All this on top of the fact that if you aren't using the motions at all, your giant scary command grab damage is significantly nerfed. I highly recommend you do not play her with Modern controls if you can get your hands to do any of her stuff in Classic.

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