This is most of what I know. I also wrote most of this at like, 2am so let me know if stuff doesn’t make sense.
Also, Chizuru’s DP will never crossup, it will always be blockable from the side that chizuru started at (although you can only IB it as a crossup). I’m not totally sure how it works but I’m gonna record a video showing this cause lots of people seem to be thinking it crosses up.
edit: here’s the video
Manaka
Partners
Manaka works decently with basically everyone, you can just pick whoever you want and probably find some good stuff with them, here are some picks I wanna highlight
Satsuki
6d can keep them away when you want them away, and it can also keep them blocking when you want to get in. If you’re trying to mix them up, your overheads are instant air j.b, and short hop (see below) j.c. This is probably the easiest assist to use, I’d probably recommend it for people new to Manaka.
Octavia
6d can compliment your zoning and gives a knockdown, 5d can make somethings kinda safe, can let you combo 5c into j.c for a knockdown, and is alright as an alpha counter. 5d also has a really obnoxious animation and can help make your overheads (short hop j.c in particular) harder to block if you cancel into it from something. This is what I use most of the time, it’s not amazing but it’s fun and solid, good example of how you can find something with anyone.
Rathty
6d gets you good damage in the corner, and is a good alpha counter, 5d gets you decent damage midscreen and a knockdown. If you get the opponent to block 6d, they’ll be blocking it for a while. If you open them out without Rathty’s help, you can combo 5c into 5d midscreen and try for oki, or do a swag corner combo with 6d. This is another one I’d recommend for beginners, pretty simple and it looks cool (because style matters).
Yuki
Yuki lets you shut down your opponent’s offence for a little bit, kinda. The snowflakes seem super good, but they’re actually not that scary and Manaka doesn’t really benefit from the combo stuff and the recharge is just too long to be worth it. If you want your opponent to stop and block for a bit, Satsuki is better.
Rina
Don’t every use this assist, you can get good damage off of it, but it’s ultra slow to recharge and doesn’t help you open people up. This is one of the only bad assists you can pick, so don’t do it.
Strategy
Manaka is a really weird character, she has a not very scary zoning game, a not very scary mix-up game, and not very scary pressure game that all combine to make a very confusing character. She’s kind of a jack of all trades, decent at none character. The idea is that you zone your opponent for a while, making them annoyed, then you let them get in on your terms. They assume it’s their turn to push buttons since you got to do it while they were a screen away, but then you hit them/force them to block somehow and start up pressure, they get mad/don’t believe this character could actually do real pressure/mix-ups and take damage. Then you get them full-screen and start chucking books. They really want to get back in end up running into books and hopefully lose.
Neutral
Book toss can be done at angles to blow up pretty much any approach. Either try and drive them back by throwing books in front of them, or try to invite them in by only covering jump/ground angles. The knockdown on the book toss makes it hard to whiff punish, but it also gives them a free mixup, so be careful.
Anti-air
5c is a pretty good anti-air, it moves Manaka back a bit and it’s got a pretty wide hitbox, you can either super or do a 214 bookshelf afterwards. 214 raw is air unblockable, but it’s really slow, punishable on block and it’ll miss deeper jump ins. Dash c is also air unblockable and you can use it to catch people trying to up back your dash mix-up, it’s also really punishable. J.a is a good air-to-air, j.c can work, but it’s often too slow. Also heavy book toss has a good anti-air arc.
Pressure
2b>2b moves you forward a bit and can’t be interrupted by anything other than supers or DPs. 2b can also go into 2a which is a lot safer to do if you think they might guard reversal. At any point during pressure you can go for instant air j.b which is a pretty fast overhead. If 2b hits you can go into 5c then 214 ender or super. If j.b hits you can only get a 214 or super on counter hit. If they try to backdash out of pressure you can try and go for a sweep to catch them.
Manaka also has a pseudo short hop, you do it by double jumping as low to the ground as possible. It’s not as good as the real short hops some characters have, but it’s useful anyway. Short hop into j.c is a slower overhead than instant air j.b, but it will give you a full combo on normal hit if you land it deep enough. Short hop into j.a doesn’t lead to as much damage, but it’s better for pressure in general, just make sure to cancel your j.a into a light book toss to keep them in block/hitstun, otherwise you wont do enough blockstun/hitstun to keep anything up.
Okizeme
If you end a combo with 214, you can dash up to get a three way mix-up started. From dash you can get a meaty low (a followup), overhead(b follow up), or air unblockable (c followup). The low is your 5a and leads to your normal combo, the overhead is j.b and leads to nothing unless counterhit, and the air unblockable is unique and leads to another 214 or a super. If they have a reversal it’s pretty easy to react to Manaka’s dash, if that happens you can either try to do the low really early to cancel out of your dash and block, or just give up dash oki for the match-up.
If you have them cornered and end with 214, you’ll be right on top of them and can get a much better mix-up between 5a for low, j.b for overhead, and 5c for anti-air (5a is also air unblockable, if you time the meaty correctly I think it’ll beat upbacking, this goes for dashing too). Since you’re on top of them and don’t have to dash up, you can properly bait and punish DPs/supers if the matchup calls for it.
Also you can go for a short hop into book toss, you want the books to hit on top of the opponent right before they wake up so they have to wake up into the book shrapnel, then start your mix-up/pressure. If they’re in the corner and you’re feeling fancy you can throw the books slightly behind them so the book goes off screen, it’ll look like you just fucked up your oki, but if they try to punish you they’ll get hit by the book shrapnel (assuming the random splash works out). This also loses to supers and DPs.
Defense
Manaka’s book shelf counter move seems like it would be pretty decent, but it has too much start-up to catch people it’s super punishable. You will probably only use this move on accident or against someone who doesn’t understand how it works. Manaka’s bookshelf super (214214) is her reversal and is one of the better reversal supers in the game. It’s air unblockable and on hit or block it’ll push your opponent away from you. 2b has some kind of guard point, but it’s very unreliable, you’re better off forgetting it exists. Manaka’s backdash is pretty good for getting space, but it will put you in low emotion very quickly so watch out.
Normals
I do not have any framedata, if I say something is safe or gives advantage, I’m basing it on experience, so I might be full of shit sometimes.
5a
Standing low, chains into 5b and 2b. Good for starting pressure.
5b
Good decent range poke.
5c
Your goto anti-air, doesn’t chain into anything but you get a super or 214 after on any hit
2a
Pretty good hitbox, chains into 2b and 5b. Pushes you back kinda far on block so it can kill your pressure.
2b
Low, chains into 5c, 2c, or it’s followup. Stays active for a while and where you get most of your pressure from. It also has some guard point, but I don’t think I’ve ever seen anyone actually guard point something, so I wouldn’t try to use it for that.
2b followup
Low, chains back into 2b or into 5c.
2c
Sweep, unsafe on block, if 2b connects at max range you wont be able to combo into 5c, so this is your better option. This also moves you pretty far and can low profile some stuff.
bc
Hip check, holding forward lets you go into dash on hit, block, or even whiff. Gives a wall bounce if you’re close to the corner.
j.a
Good air-to-air, decent air-to-ground. cancel into light book toss on block to keep them in blockstun/hitstun.
j.b
Can be done as soon as you leave the ground for a really fast overhead. Doesn’t give you much of a combo on normal hit, on counter hit you can get a super or a 214.
j.c
Good air-to-ground, one of your better short hop normals. Delay the button press and make the animation play out despite whiffing and then do a low/throw.
throws
Nothing special, you can combo off of backthrow with some assists, but it’s not that amazing. Manaka’s awful walk speed makes actually getting in range for throws a lot harder than you’d think.
Specials
236 + a/b/c
book toss, super good projectile, use it for zoning.
214 + a/b/c
book shelf, use it as an ender, stronger versions are more damaging but slower. The c version is usually too slow to connect. If you’re using it as anti-air use the a version.
623 + a/b/c
book shelf counter, this move is awful don’t use it. Has too much start-up to be a reversal, the recovery way too much risk to ever be worth it.
236236 + ab
Projectile super, hold down ab to throw the books higher and make it track. You probably don’t want to actually use this in combos outside of doing some extra damage in the corner.
214214 +ab
bookshelf super, the super you actually want to do most of the time, does more damage the further from the corner you are. If you’re in low emotion you can hold forward to start dashing forward and carry them further.
Combos
5a>2b>2b>5c>214a
bnb, you can start it off of some other stuff, most notably j.c and j.a>j/236a
replace 214a with 214214ab to carry them into the corner and do more damage midscreen.
Replace 214a with 236236ab in the corner to do more damage.
5a>2b>2b>bc (hold forward)>c followup> 5c> 214a
corner extension 1, more damage, but harder to do, timing might very depending on character
5a>2b>2b>bc (hold forward)>a followup>5c>214a
corner extension 2, less damage but easier, timing changes a little depending on character
5a>2b>2b>bc (hold forward)>c followup>6d (rathty assist)> 66> c followup > 214a
partner corner extension.