Menat

Street Fighter/Menat



Menat (メナト, Menato; Arabic: منات; Egyptian: 𓏠𓈖𓇋𓏏𓋧) is a video game character from the Street Fighter series, debuting in the second DLC season of Street Fighter V. She is a young Egyptian fortune teller living in the Palazzo Mistero in Italy and serves as the Soul Power apprentice of Rose. In Ed’s character story in Street Fighter V, she is referred to as the Fortune Teller.

Menat

  Have you considered your destiny? Do you believe in fate?
~ Menat

Origin
Origin Street Fighter V
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter V
Voiced by Japanese: Aoi Yuuki, English: Erica Lindbeck
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age Unknown
Birthday November 12
Height 5'4"
Weight 112 lbs
Ethnicity Egyptian
Status Alive
Alignment Neutral Good
Archetype Understudy/Disciple
Occupation Fortune Teller
Time Period Modern
Language Italian/Egyptian Arabic
Combat Style Soul Power / Crystal Ball
Homeworld Earth
Relationships
Affiliations Rose
Enemies M. Bison

Background

This dropdown contains the synopsis of 's story. Read at your own risk as you may be spoiled otherwise!

Street Fighter V
Menat first appears behind Ed, warning him of the hardships he and another person will face. After battling Ed, she reiterates her warning before disappearing. Later, she meets Oro to share her predictions, which he already knows, and her crystal ball reveals M. Bison. Confronted by low-ranking Shadaloo soldiers and Aprile, Menat defeats them, warns them about Bison’s fate, and escapes.

Menat initially appears in Ed’s story in the same role, though their fight is not shown as she was not playable at the time. In G’s story, she is sent by Rose to confront him and, after being humiliated in defeat, asks Rose to avenge her. She is also seen sparring with her master Rose during Rose’s story and later assists her master with a bath after her battle with G.

Appearance

General Description: Menat is a slim, athletic woman with dark skin and bright emerald green eyes. She has a mystical, graceful presence consistent with her fortune-teller persona.

Facial Features: Menat has short dark purple hair styled in a bob with blunt bangs covering her entire forehead. She wears soft purple lipstick and matching eye shadow.

Clothing/Outfit:

  • Default Outfit: Dark purple short-sleeved leotard with gold and neon blue accents, purple sash draped over both shoulders forming a circular design that leaves her navel exposed, waist resembling a side belt, blue and gold necklace, gold tiara on her head, and thigh-high stockings with cutouts at the heels and toes.
  • First Alternate Costume: Long magenta hooded sleeveless revealing dress with gold accents, and a gold Egyptian-style necklace.
  • Second Alternate Costume: White mummified revealing suit with matching dark high thigh coverings, shoulder-length hair, traditional Egyptian headdress, and dark blue painted nails to match her lipstick.

Special Features: Menat’s Egyptian-inspired clothing, circular sashes, tiara, and mystical motifs are signature aspects of her design. Her outfits emphasize elegance, flexibility, and a fortune-teller aesthetic.

Alternate Forms/Disguises: Menat has her alternate costumes that change the outfit she's wearing along with colors.

Personality

  • Polite and Serious: Menat maintains a respectful and earnest demeanor when interacting with others, even while traveling the globe to deliver premonitions.
  • Childish and Energetic: At times, she displays a bubbly, playful, and youthful side, reflecting her lighter personality traits.
  • Occasionally Naive or Empty-Headed: Menat can appear somewhat naive or absent-minded, particularly when dealing with unfamiliar or trivial matters.
  • Easily Annoyed by Incompetence: She shows irritation toward those she deems careless, such as lower-ranked Shadaloo soldiers. Where she was trying to warn M. Bison of the future but the soldiers kept getting in the way, annoying her.

Goals

  • Deliver people's fates to warn them of potential bad futures (Ongoing).

Relationships

Rose

Menat holds a great deal of respect for Rose constantly wondering how she would view a situation and then imitating her voice and actions while calling her cool. When she loses to G she begs Rose to avenger her for the humiliating loss. When Rose returns exhausted from adventures she immediately gets the bath ready for her.

General Information

Name: Menat[1]

Nicknames: The Fortune Teller

Origin: Street Fighter V

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter V

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Ambidextrous

Age: Unknown

Blood Type: O[2]

Birthday: November 12[3]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Italy (With her master Rose

Story Role: Supporting Character, Student

Legacy: Local Legacy

Influence: Event Influence (Warns people of the future so they have a way to potentially resist and change it)

Language: Italian/Egyptian Arabic

Ethnicity: Egyptian[7]

Classification: Disciple, The Fortune Teller, Fighter

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Fortune Teller[8]

Ranking: Apprentice

Combat Style: Soul Power/Fighting Using Her Crystal Ball[9]

Affiliations: Rose

Enemies: M. Bison

Height: 5'4"[10]

Weight: 112 lbs[11]

Status: Alive

Alignment: Neutral Good (Menat's job is to go around and inform people of fates that she or Rose have foreseen)

Potential

Archetypal Tiering: Understudy

Codex Statistics

Grade: A

Tier: 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source

Attack Potency: Room level (Potency) (Noted that she has fought M. Bison before[19], who has fought and[20] defeated[21] Juri Han, who can blow up the inside of a building[22] and cause a jet plane to explode[23]. Fought against and defeated Ed[24], who fought and defeated Balrog[25], where Balrog's rival match is against Chun-Li, where he is able to fight and defeat her[26], who can[27] fight against[28], Juri Han. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[29], and broke three cinderblocks with one attack[30]. The Street Fighter cast can break[31] apart cars overtime with various hits[32]. They can also destroy metal barrels[33]. Along with destroy stone walls overtime[34]. Can destroy barrels in a single hit[35]. The Street Fighter cast can break[36] apart cars overtime with various hits[37]. They can also destroy metal barrels[38]. Along with destroy stone walls overtime[39]. Can fight and harm Sagat[40], who broke a large rock in half[41]. Can destroy barrels in a single hit[42], Can fight and harm Zangief[43], who overpowered a large bear[44]. Should be comparable to Adon[45], who broke a chunk off a statue's head[46]. Should be comparable to characters like Birdie, who bent a large piece of metal[47]. Can destroy barrels in a single hit[48]. The cast is able to destroy barrels with a single hit[49])

Durability: Room level

Striking Strength: Room Class (Potency) (Still shown to harm characters with her kicks[50] and her punches[51])

Lifting Strength: Superhuman (Menat is noted to not be physically strong[52], though she is still able to casually send opponents flying with her throws[53], along with catch and grab enemies while in mid air[54])

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[55]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[56]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[57])

Attack Speed: Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[58], even during the Alpha series[59])

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[60]. Can go through intense battles and long periods of training)

Range: Standard Melee, Tens of Meters with Crystal Ball & Projectiles from it

Intelligence: Unknown Intelligence

Knowledge: Master level (Noted that she has fought M. Bison before[61]. Fought against and defeated Ed[62]. Menat utilizes her dance-like movements to bewilder her opponents in combat, where despite not being physically strong, she can easily utilize her movements and her highly-specialized abilities to get past opponents[63]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[64]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[65]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[66]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[67]. Fighters get stronger as they learn various and more powerful techniques[68]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[69])


Powers and Techniques







Equipment

Left Eye of the Lion

  • Description: The Left Eye of the Lion is a floating crystal ball used by Menat as her primary weapon in combat. It allows her to project energy and manipulate her surroundings during battle.
  • Appearance: A polished, spherical crystal that hovers near Menat. It emits a faint glow and is capable of floating at varying distances from its wielder.
  • Usage: Menat controls the crystal remotely, using it to strike opponents, extend her reach, and perform complex movements in conjunction with her acrobatic fighting style.
  • Function: The orb acts as an extension of Menat’s Soul Power, enhancing her magical capabilities and enabling attacks from multiple angles without direct contact.
  • Notable Traits: The Left Eye of the Lion is central to Menat’s fighting style, allowing her to perform precise, ranged attacks and complement her fluid, dance-like combat movements.

Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

 
Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

 
 

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

 
 

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

 

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

 

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

 
  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

 

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

 

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

 

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

 

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

 

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

 

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

 

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

 

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

 

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

 

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

 

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

 

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

 

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

 

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

 

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

 

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

 
When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[230]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[231]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[232]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[233]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[234]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[235]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[236]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

 

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Divine Retribution

Menat performs a forward cartwheel and strikes the opponent with two quick kicks.

Judgement of Anubis

Menat slides into a split and attacks the opponent with the tip of her foot.

Khamun Kick

Menat leaps into the air, pauses mid-flight, and delivers a corkscrew-style descending kick.

Overflowing Nile

Menat pushes the opponent with her crystal ball, jumps, and strikes it with a dropkick onto their face. If the ball is unavailable, she uses telekinesis to achieve the same effect.

Pyramid Hopscotch

Menat lifts the opponent by the head, vaults upward, strikes her crystal ball with a knee to slam it into them, then stomps down on the opponent before landing. Without the ball, the knee hits directly while the rest of the throw remains the same.

Soul Sphere

Menat charges her crystal ball and fires it at the opponent. Variants include:

  • EX I: strikes the opponent’s feet, then pulls them with the ball for a follow-up hit.
  • EX II: attaches the orb to the opponent’s chest and drags them along.
  • EX III: anti-air, striking airborne opponents and driving them down with the ball.

Ankh

Menat calls back a lingering crystal ball, imbuing it with Soul Power to damage the opponent.

Guardian of the Sun

Menat grabs an airborne opponent using her crystal ball and tosses them after charging the ball with Soul Power. The EX version deals increased damage.

Soul Spark

Menat charges a crystal ball left on the field to produce a small energy explosion before retrieving it.

The Nefertem

Menat imbues her crystal ball with Soul Power and launches it at the opponent. She then enters a dancing stance, striking repeatedly from multiple directions, finishing with a backward bend that sends the opponent flying.

Left Eye of the Lion

After blocking, Menat curls and teleports behind the opponent, regardless of distance.

Sistrum of Fortune

Menat quickly dashes backward to evade and counterattacks with a powerful donkey kick that knocks down the opponent.

Soul Reflect

Menat generates a protective forcefield that absorbs or reflects projectiles depending on whether her crystal ball is available.

  • Kamal: created while standing.
  • Stella: created while crouching.

Soul Spiral

Menat channels Soul Power and slides toward the opponent, striking them with her crystal ball or hand.

Wisdom of Thoth

Menat summons six Soul Power orbs that can be fired individually or together to attack, juggle, extend combos, or defend.

Prophecy of Thoth

Menat creates another set of six orbs, which can all be fired simultaneously with lower energy cost. The variant Judgement of Thoth fires all orbs toward the opponent or rains them down from above.


Other

Standard Tactics: Menat will use her powers to look into the future to see how her opponent will attack while employing Soul Power based attacks with dance-like combat.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[241]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[242] and here[243]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles


Profiles
 
Menat

She's a fortune teller who uses Soul Power, a power that is meant to oppose our master, Lord Bison.

Check out her command list here!

  • Name: Menat
  • Height: 5'4"
  • Weight: 121 lbs
  • Blood Type: O
  • Birthdate: November 12
  • Birthplace: Egypt
  • Likes: Souvenirs from across the world, journaling
  • Dislikes: Foul-mouthed people, thrill rides
  • Fighting Style: Soul Power, fighting using her crystal ball

   

A mysterious fortune teller, who controls a crystal ball using Soul Power. She's currently studying under the famous Master of Palazzo Mistero. She's gone on a trip around the world in order to spread various fortunes. She's a very polite girl, but can be prone to becoming flustered.

Menat doesn't attack using Soul Power, but rather channels Soul Power through something, letting her attack her opponents from afar. Her dance-like movements can also bewilder her opponents. Though not physically strong, she can enjoy the fight using her highly-specialized abilities.

Original on left. Street Fighter V

Trivia

Trivia

  • Menat has several notable distinctions in the series:
    • She is the first playable character from Egypt.
    • She is the second playable character whose home country is in Africa (after Elena).
    • She is the second playable fortune teller who uses Soul Power (after Rose).
  • Menat is the fifth newcomer in Street Fighter V (after Necalli, Rashid, Laura, and F.A.N.G) and the game's second new female fighter after Laura (Kolin previously appeared as an NPC in Street Fighter III).
  • In official Street Fighter media, Menat was first hinted at in Rose's Shadaloo C.R.I. profile and first appeared in Ed's character story, where she was initially listed as "fortune teller".
  • Menat's crystal ball, the Left Eye of the Lion, is likely connected to Red Earth. In the Japanese-only Street Fighter V Arcade Edition - A Visionary Book II, director Takayuki Nakayama states the crystal ball was created from a god-beast that once protected the phantom desert kingdom of Alanbird. The name of the crystal ball references the Egyptian deity Sekhmet, who carries a lioness appearance and the epithet "Eye of Ra". Red Earth features its own Sekhmet-inspired statue, Secmeto, a lion chimera-like god-beast whose name is a misromanization of Sekhmet, written the same in Katakana[246].
  • Menat is often compared to other characters due to similarities:
    • Viola from Soulcalibur V (skillset).
    • Eliza from Skullgirls (design, Egyptian origin, and Sekhmet-related powers).
    • Shiro Tokisada Amakusa from Samurai Shodown (playstyle and orb design).
    • Zafina from Tekken (Egyptian fortune teller).
  • Both Aoi Yūki and Erica Lindbeck have voiced Futaba Sakura in Persona 5, whose metaverse palace has an Ancient Egyptian theme.
  • Menat's Soul Power appears less potent than Rose's; Rose performs Super and Ultra Combos with ease in Street Fighter IV, while Menat's Soul Power-based Special Attacks and Critical Arts require more effort and movement.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[247]?

A: Akuma's punch causes the island to start collapsing[248], and specifically causes an explosion of this size in comparisson to the island[249], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[250]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[251], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[252]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[253] and cause a jet plane to explode[254], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[255]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[256]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[257], his ending in Alpha 3 has him easily kill M. Bison[258]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[259], and ends up winning[260], and him calling the Raging Demon a pitifully weak move[261]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[262], while Groan only plays when he's fighting Gen or Evil Ryu[263], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[264]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[265] suggest it to be equal[266] in power to[267] Akuma, several[268] characters[269] note[270] that[271] it isn't[272], as strong[273] as the[274] real Akuma[275]. The real Akuma even considers SiRN Akuma a mockery[276]. C. Viper notes the simulation is only passable as a simulation[277].

Battle Records

3 - 2 - 0


  • AS-Y - Fight[279]
    • Conditions: None.
    • Location: Shadaloo Base
  • Aprile - Fight[280]
    • Conditions: None.
    • Location: Shadaloo Base


  • G - Fight[282]
    • Conditions: None.
    • Location: America
    • Note: Menat was fighting him to test his skill as an errand from her master.

None.

References

  1. Street Fighter V The Character Guides Character Guide 237: Menat
  2. Street Fighter V The Character Guides Character Guide 237: Menat
  3. Street Fighter V The Character Guides Character Guide 237: Menat
  4. Street Fighter Memorial Archives Beyond the World
  5. Final Fight Arcade Intro
  6. Street Fighter Memorial Archives Beyond the World
  7. Street Fighter V The Character Guides Character Guide 237: Menat
  8. Street Fighter V Menat Story
  9. Street Fighter V The Character Guides Character Guide 237: Menat
  10. Street Fighter V The Character Guides Character Guide 237: Menat
  11. Street Fighter V The Character Guides Character Guide 237: Menat
  12. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  13. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  14. Street Fighter Alpha 3 Game Manual Page 8
  15. Street Fighter VI Trainng Tutorial
  16. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  17. Sakura Ganbaru!, Volume 1, Chapter 1
  18. Street Fighter V The Character Guides Character Guide 237: Menat
  19. Street Fighter V Arcade Edition G Story Mode
  20. Ultra Street Fighter IV M. Bison Ending
  21. Street Fighter V SFIV M. Bison Arcade Ending
  22. Super Street Fighter 4 Juri OVA
  23. Super Street Fighter 4 Juri OVA
  24. Street Fighter V Menat Story
  25. Street Fighter V Ed Story
  26. Super Street Fighter IV Balrog Rival Match
  27. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  28. Super Street Fighter IV - Juri VS Chun Li Cinematic
  29. Street Fighter 1987
  30. Street Fighter 1987
  31. Street Fighter II: The World Warrior Car Minigame
  32. Street Fighter IV: Arcade Edition Car Minigame
  33. Street Fighter II
  34. Street Fighter II Turbo 16-Bit
  35. Street Fighter II
  36. Street Fighter II: The World Warrior Car Minigame
  37. Street Fighter IV: Arcade Edition Car Minigame
  38. Street Fighter II
  39. Street Fighter II Turbo 16-Bit
  40. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  41. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  42. Street Fighter II
  43. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  44. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  45. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  46. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  47. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  48. Street Fighter IV: Arcade Edition
  49. Street Fighter V: Arcade Edition
  50. Street Fighter V Menat Move List
  51. Street Fighter V Menat Move List
  52. Street Fighter V The Character Guides Character Guide 237: Menat
  53. Street Fighter V Menat Move List
  54. Street Fighter V Menat Move List
  55. Street Fighter Alpha Super Combos
  56. Street Fighter IV Dan Ending
  57. Street Fighter Alpha 3 - Sagat Story
  58. Street Fighter 2: Champion Edition
  59. Street Fighter Alpha 3 Guile's Sonic Boom
  60. Street Fighter 2: Turbo Game Manual Page 10
  61. Street Fighter V Arcade Edition G Story Mode
  62. Street Fighter V Menat Story
  63. Street Fighter V The Character Guides Character Guide 237: Menat
  64. Street Fighter 2: Turbo Game Manual Page 10
  65. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  66. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  67. Street Fighter Alpha 3 Game Manual Page 8
  68. Street Fighter VI Training Tutorial
  69. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  70. Street Fighter 1 Fighter Defeated Cutscene
  71. Street Fighter 1 Ending
  72. Street Fighter 1 Minigame
  73. Street Fighter 1 Minigame
  74. Street Fighter VI Karate Minigame
  75. Street Fighter VI Karate Minigame
  76. Street Fighter VI Karate Minigame
  77. Street Fighter VI Scrap Heap Minigame
  78. Street Fighter VI Scrap Heap 2 Minigame
  79. Street Fighter 6 All Jump Animations
  80. Street Fighter III 3rd Strike Game Manual Page 14
  81. Street Fighter 2: Turbo Game Manual Page 10
  82. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  83. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  84. Street Fighter Alpha 3 Game Manual Page 8
  85. Street Fighter VI Training Tutorial
  86. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  87. Street Fighter V Perfect Parry
  88. Street Fighter 6 Perfect Parry
  89. Street Fighter V Stun Animation
  90. Street Fighter Series
  91. Street Fighter III 3rd Impact Game Manual Page 15
  92. Street Fighter VI Ball Block Blitz
  93. Street Fighter Alpha Game Manual page 4
  94. Street Fighter III 3rd Impact Game Manual Page 14
  95. Street Fighter IV Game Manual Page 12
  96. Street Fighter 6 Perfect Parry
  97. Street Fighter Alpha Game Manual page 4
  98. Street Fighter III 3rd Strike Game Manual Page 15
  99. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  100. Street Fighter VI Training Tutorial
  101. Street Fighter Alpha Game Manual page 7
  102. Street Fighter Alpha 3 Game Manual Page 12
  103. Street Fighter Alpha 3 Game Manual Page 12
  104. Street Fighter VI Training Tutorial
  105. Street Fighter VI Training Tutorial
  106. Street Fighter V F.A.N.G. Gameplay
  107. Street Fighter V F.A.N.G. Gameplay
  108. Street Fighter 6 World Tour Kimberly Cutscenes
  109. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  110. Street Fighter 6 World Tour Akuma Mastery
  111. Street Fighter IV Game Manual Page 12
  112. Street Fighter Alpha Super Combos
  113. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  114. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  115. Street Fighter IV Game Manual Page 16
  116. Street Fighter 6 World Tour Lily Hawk Cutscenes
  117. Street Fighter 6 World Tour Lily Hawk Cutscenes
  118. Street Fighter VI Training Tutorial
  119. Street Fighter V Movie: A Shadow Falls
  120. Street Fighter Alpha 3 Game Over/Bad Ending
  121. Street Fighter V Karin Story
  122. Street Fighter V Karin Story
  123. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  124. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  125. Super Street Fighter IV - Juri OVA
  126. Super Street Fighter IV - Juri OVA
  127. Super Street Fighter IV - Juri OVA
  128. Super Street Fighter IV - Juri OVA
  129. Street Fighter IV Game Manual Page 15
  130. Street Fighter IV Game Manual Page 16
  131. Ultra Street Fighter IV Ryu Move List
  132. Street Fighter IV Game Manual Page 15
  133. Ultra Street Fighter IV Ryu Move List
  134. Street Fighter IV Game Manual Pages 15-16
  135. Street Fighter IV Game Manual Page 16
  136. Street Fighter IV Game Manual Page 16
  137. Sakura Ganbaru!, Volume 1, Chapter 1
  138. Street Fighter V Official Online Manual
  139. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  140. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  141. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  142. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  143. Street Fighter V Menat Story Ending
  144. Winter Street, U.S.A. | Street Fighter III: New Generation
  145. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  146. Frosty Boulevard | Street Fighter V
  147. Holly Jolly Beatdown | Street Fighter V
  148. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  149. Volcanic Rim | Street Fighter IV
  150. Street Fighter III: 2nd Impact Akuma Move List
  151. Street Fighter V Kolin's Crtical Art
  152. Street Fighter Blanka Electricity
  153. Ultra Street Fighter IV C. Viper vs Dan
  154. Street Fighter V: A Shadow Falls
  155. Street Fighter V: A Shadow Falls
  156. Street Fighter V: A Shadow Falls
  157. Street Fighter V Movie: A Shadow Falls
  158. Street Fighter V Movie: A Shadow Falls
  159. Street Fighter V F.A.N.G. Gameplay
  160. Street Fighter V F.A.N.G. Gameplay
  161. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  162. Street Fighter V Necalli Story Mode
  163. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  164. Street Fighter VI Akuma Moveset
  165. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  166. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  167. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  168. Street Fighter V Menat Story Ending
  169. Street Fighter V Menat Move List
  170. Street Fighter V Menat Move List
  171. Street Fighter V Menat Move List
  172. Street Fighter V Menat Move List
  173. Street Fighter V Menat Move List
  174. Street Fighter V The Character Guides Character Guide 237: Menat
  175. Street Fighter V Menat Move List
  176. Street Fighter V Menat Move List
  177. Street Fighter V Menat Story
  178. Street Fighter V Menat Story
  179. Street Fighter V G Story
  180. Street Fighter V Menat Story
  181. Street Fighter V Menat Move List
  182. Street Fighter V Menat Move List
  183. Street Fighter V Ed's Story
  184. Street Fighter V Menat Move List
  185. Street Fighter V Menat Move List
  186. Street Fighter V Menat Move List
  187. Street Fighter V Menat Move List
  188. Street Figter Alpha 3 Rose Arcade
  189. Street Fighter V Website The Character Guides Character Guide 006: Rose
  190. Street Fighter All About Zero 3 Page 84 Rose Profile
  191. Street Fighter Alpha Rose Arcade Ending
  192. Street Fighter Alpha 2 Rose Arcade Ending
  193. Street Fighter 6 World Tour M. Bison Dialogue
  194. Street Fighter Alpha 3 MAX Rose Arcade
  195. All About Street Fighter Zero 3 Page 85 Rose Alpha 3 Story
  196. Street Fighter Alpha 3 Rose Move List
  197. Ultra Street Fighter IV Rose Move List
  198. Street Fighter Alpha Rose Intro Animation
  199. Street Fighter Alpha Rose Move List
  200. Street Fighter Alpha Rose Move List
  201. Street Fighter V: Champion Edition Rose Gameplay Trailer
  202. Street Fighter Alpha 3 MAX Rose vs. M. Bison Intro
  203. Street Fighter Alpha 3 MAX Rose Arcade
  204. Street Fighter Alpha 3 MAX Rose Arcade
  205. Street Fighter Alpha Rose Move List
  206. Ultra Street Fighter IV Rose Move List
  207. Street Fighter V Rose Move List
  208. Street Fighter V Rose Move List
  209. Ultra Street Fighter IV Rose Move List
  210. Street Fighter V Rose Move List
  211. All About Street Fighter Zero 3 Page 85 Rose Alpha 3 Story
  212. All About Street Fighter Zero 3 Page 85 Rose Alpha 3 Story
  213. Street Fighter V Rose Move List
  214. Street Fighter Alpha Rose Move List
  215. Street Fighter Alpha Rose Move List
  216. Street Fighter V Rose Move List
  217. Street Fighter Alpha Rose Move List
  218. Street Fighter All About Zero 3 Page 84 Rose Profile
  219. Street Fighter V: Champion Edition Rose Gameplay Trailer
  220. Street Fighter Alpha Rose Win Animation
  221. Street Fighter V: Champion Edition Rose Gameplay Trailer
  222. Street Fighter V: Champion Edition Rose Gameplay Trailer
  223. Street Fighter V: Champion Edition Rose Gameplay Trailer
  224. Street Fighter V: Champion Edition Rose Gameplay Trailer
  225. Street Fighter Alpha Rose Arcade Ending
  226. Ultra Street Fighter IV Rose Move List
  227. Ultra Street Fighter IV Rose Move List
  228. Street Fighter Alpha 2 Rose Arcade Ending
  229. Ultra Street Fighter IV Rose Move List
  230. Street Fighter VI Training Tutorial
  231. Street Fighter VI Training Tutorial
  232. Street Fighter VI Training Tutorial
  233. Street Fighter VI Training Tutorial
  234. Street Fighter VI Training Tutorial
  235. Street Fighter VI Training Tutorial
  236. Street Fighter VI Training Tutorial
  237. Street Fighter Alpha Game Manual page 4
  238. Street Fighter IV Game Manual Page 15
  239. Street Fighter IV Game Manual Page 16
  240. Street Fighter 6 Online Manual
  241. Street Fighter III Third Impact Game Manual Page 18
  242. Street Fighter IV Game Manual Page 12
  243. Street Fighter VI Online Manual
  244. Street Fighter V The Character Guides Character Guide 237: Menat
  245. Street Fighter V The Character Guides Character Guide 237: Menat
  246. (彼女の持つ水晶玉は「獅子の左目」と言い、幻の砂漢王国アランバードを守護していたとされる神獣から生み出された物です。諸設あるのですが、ある人物の子孫であるメナトと相性が良いの) Takayuki Nakayama's comment from Street Fighter V Arcade Edition - A Visionary Book II
  247. Street Fighter Alpha 2 Ryu Arcade Ending
  248. Street Fighter Alpha 2 Ryu Arcade Ending
  249. Street Fighter Alpha 2 Ryu Arcade Ending
  250. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  251. Street Fighter IV Aftermath
  252. Street Fighter 4 - Intro: Chun Li
  253. Super Street Fighter 4 Juri OVA
  254. Super Street Fighter 4 Juri OVA
  255. Street Fighter V - E. Honda Arcade Mode Ending
  256. Final Fight Revenge Haggar Super Attack
  257. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  258. Street Fighter Alpha 3 Akuma Ending
  259. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  260. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  261. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  262. Street Fighter Alpha 3 OST Feel the Cool
  263. Street Fighter Alpha 3 OST Groan
  264. Street Fighter Alpha 3 Game Over
  265. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  266. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  267. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  268. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  269. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  270. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  271. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  272. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  273. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  274. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  275. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  276. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  277. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  278. Street Fighter V Menat Story
  279. Street Fighter V Menat Story
  280. Street Fighter V Menat Story
  281. Street Fighter V Rose Story Mode
  282. Street Fighter V G Story Mode