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=Move List= | =Move List= | ||
==Quick Movelist== | |||
Normal Attacks: | |||
F+A | |||
F+C | |||
F+D | |||
Special Attack: | |||
Crouching Bx3 | |||
Advanced Attacks: | |||
Pearl Fight F,QCF+K | |||
Immoral QCF+K | |||
Irritator QCB+P,F,QCF+P | |||
Spirit's Catch B,QCB+P | |||
Ghost Transport QCB+K,F,QCF+P | |||
Deadly Attacks: | |||
The Saints QCFx2+K | |||
Holy Dragon QCBx2+K | |||
==Shadow Moves== | |||
Shadow Moves | |||
------------ | |||
Shadow Riot Flash qcf + LK+HP must connect (not blocked) | |||
to perform entire | |||
maneuver; launches | |||
opponent | |||
Gatling Kicks qcb + LK+HP | |||
Stagger Grab hcf + LP+LK connects close and is | |||
unblockable; small | |||
window for free attack | |||
after landing maneuver | |||
==Throw Moves== | ==Throw Moves== | ||
==Command Moves== | ==Command Moves== | ||
Command Moves | |||
------------- | |||
Aggressive Pride HP+HK can hit opponent for very | |||
minor damage; taunt | |||
fills Super Meter | |||
considerably | |||
Hopping Knee d + LP+LK overhead | |||
Cartwheel and Jump b + LP+LK can follow with air attack | |||
Reaching Axe Kick f + LP | |||
Driving Headbutt f + HP | |||
Rolling Scissors d + HP 2 hits | |||
Flying Gut Kick f + HK | |||
Dirty Punt d/u + LP/LK/HP/HK pursue attack | |||
when opponent is | |||
on floor | |||
==Special Moves== | |||
Special Moves | |||
------------- | |||
Rumble Takedown f, d, df + P HP version jumps higher | |||
and further; catches | |||
opponents in air for | |||
an air throw | |||
Violent Kicks qcb + P LP=6 hits, HP=10 hits | |||
Riot Flash f, d, df + P LP=one flip, HP=two flips | |||
Supreme Crash b, d, db + P LP=short and 1 hit; | |||
HP=far and 2 hits; | |||
overhead | |||
Handstand Wallop qcf + K LK=short and 2 hits, | |||
HK=far and 4 hits | |||
Corkscrew f, d, df + K LK=low and 5 hits, | |||
HK=high and 8 hits | |||
Leg Whip qcb + K 2 hits with both needing | |||
to be blocked low; | |||
launches opponent; can | |||
follow with Rumble | |||
Takedown | |||
==Super Moves== | ==Super Moves== | ||
Supers | |||
------ | |||
Horizontal Corkscrew qcf, qcf + K | |||
Tornado Corkscrew qcb, qcb + K has a slight vacuum | |||
affect | |||
=Combos= | =Combos= | ||
Crossups: j.C | |||
Normals: | |||
6A | |||
6C | |||
6D | |||
Specials: | |||
214A/C - Rapid hit attack. C version hits more times. Only cancelable on hit. | |||
-> 623A - Leaves them in the air (no juggle). | |||
-> 623C - Knocks down. Can't be tech-rolled. | |||
623A/C - Anti-air grab. Knocks down, can't be tech rolled. Always connects. | |||
421A/C - Hits High. C version hits twice. CAN be tech rolled. | |||
236B/D | |||
214K - Launches. | |||
623B/D - Invincible startup? Launches. | |||
Supers: | |||
236236K - Short invincibility on startup. | |||
214214K - Not invincible on startup? | |||
Note: 623D won't connect fully on small characters at times, | |||
so you must alter your combos on them. | |||
Combos: | |||
2B 2B 623K ... | |||
2B 2B 2B 236236K | |||
2B 5A 6D ... | |||
5A 2B ... | |||
C/2C 6D ... | |||
2C(1) 6A/6C ... - Worthless?? | |||
... 6D 214K, 623D, 623P | |||
... 6D 623D, 214K, 623A - Doesn't hit most characters but works better on some | |||
... 6D 236D 236B+C ... | |||
... 6D 214C 236B+C ... - Slightly more damage. | |||
214P, 623A, 623P | |||
214P, 623C, 421P | |||
AA 623K, 4, 214K, 623A | |||
... 623B, 623A - Near Corner | |||
623K, 623D, 623A - Corner | |||
623K, 214214K - Corner | |||
214K, 623D, 623A | |||
214K, 214214K | |||
214K, 214K - Might need to use this on some from max distance. | |||
A+D, 214K, 623A - Only combos on Tiger, works anywhere. | |||
A+D, 214K, 214214K - Same. | |||
A+D, 214K, 6 623D, 623A - Tiger only, near the corner. | |||
A+D, 623D, 623D, 623P - Corner, only hits Monk/Tiger/Scorpion/Lotus. | |||
A+D, 623D, 214214K - Corner, same. | |||
A+D, 236236K - Near corner, also works on Snake/Drunken/Huang/SaoJin. | |||
B+D, 214214K - Hits Monk/Tiger in the corner. Others? | |||
... 421C*n - If they don't tech roll you can keep doing this. However, they | |||
can tech roll between any hit, so it's not an infinite. | |||
Only works on Reika/?? | |||
2C(1) 214B+C, 236D, j.C, C 6D ... | |||
- Good to start off j.C crossup or 2A+B. | |||
2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ... - More difficult but stronger. | |||
... 236B+C, j.D, 214K, 623D, 6 623D, 623A - Anywhere, easy. | |||
... 236B+C, j.D, 623D, 623D, 623B, 623A - Also works, easier in the corner. | |||
41236A+B, 2C, 6D ... | |||
=Strategies= | =Strategies= | ||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Revision as of 12:15, 9 December 2015
Introduction
Move List
Quick Movelist
Normal Attacks:
F+A F+C F+D
Special Attack:
Crouching Bx3
Advanced Attacks:
Pearl Fight F,QCF+K Immoral QCF+K Irritator QCB+P,F,QCF+P Spirit's Catch B,QCB+P Ghost Transport QCB+K,F,QCF+P
Deadly Attacks: The Saints QCFx2+K Holy Dragon QCBx2+K
Shadow Moves
Shadow Moves
Shadow Riot Flash qcf + LK+HP must connect (not blocked)
to perform entire maneuver; launches opponent
Gatling Kicks qcb + LK+HP Stagger Grab hcf + LP+LK connects close and is
unblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Command Moves
Aggressive Pride HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Knee d + LP+LK overhead Cartwheel and Jump b + LP+LK can follow with air attack Reaching Axe Kick f + LP Driving Headbutt f + HP Rolling Scissors d + HP 2 hits Flying Gut Kick f + HK Dirty Punt d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Special Moves
Rumble Takedown f, d, df + P HP version jumps higher
and further; catches opponents in air for an air throw
Violent Kicks qcb + P LP=6 hits, HP=10 hits
Riot Flash f, d, df + P LP=one flip, HP=two flips
Supreme Crash b, d, db + P LP=short and 1 hit;
HP=far and 2 hits; overhead
Handstand Wallop qcf + K LK=short and 2 hits,
HK=far and 4 hits
Corkscrew f, d, df + K LK=low and 5 hits,
HK=high and 8 hits
Leg Whip qcb + K 2 hits with both needing
to be blocked low; launches opponent; can follow with Rumble Takedown
Super Moves
Supers
Horizontal Corkscrew qcf, qcf + K Tornado Corkscrew qcb, qcb + K has a slight vacuum
affect
Combos
Crossups: j.C
Normals:
6A 6C 6D
Specials:
214A/C - Rapid hit attack. C version hits more times. Only cancelable on hit. -> 623A - Leaves them in the air (no juggle). -> 623C - Knocks down. Can't be tech-rolled. 623A/C - Anti-air grab. Knocks down, can't be tech rolled. Always connects. 421A/C - Hits High. C version hits twice. CAN be tech rolled. 236B/D 214K - Launches. 623B/D - Invincible startup? Launches.
Supers:
236236K - Short invincibility on startup. 214214K - Not invincible on startup?
Note: 623D won't connect fully on small characters at times,
so you must alter your combos on them.
Combos:
2B 2B 623K ... 2B 2B 2B 236236K 2B 5A 6D ... 5A 2B ...
C/2C 6D ... 2C(1) 6A/6C ... - Worthless??
... 6D 214K, 623D, 623P ... 6D 623D, 214K, 623A - Doesn't hit most characters but works better on some ... 6D 236D 236B+C ... ... 6D 214C 236B+C ... - Slightly more damage.
214P, 623A, 623P 214P, 623C, 421P
AA 623K, 4, 214K, 623A ... 623B, 623A - Near Corner 623K, 623D, 623A - Corner 623K, 214214K - Corner
214K, 623D, 623A 214K, 214214K 214K, 214K - Might need to use this on some from max distance.
A+D, 214K, 623A - Only combos on Tiger, works anywhere. A+D, 214K, 214214K - Same. A+D, 214K, 6 623D, 623A - Tiger only, near the corner.
A+D, 623D, 623D, 623P - Corner, only hits Monk/Tiger/Scorpion/Lotus. A+D, 623D, 214214K - Corner, same. A+D, 236236K - Near corner, also works on Snake/Drunken/Huang/SaoJin.
B+D, 214214K - Hits Monk/Tiger in the corner. Others?
... 421C*n - If they don't tech roll you can keep doing this. However, they
can tech roll between any hit, so it's not an infinite. Only works on Reika/??
2C(1) 214B+C, 236D, j.C, C 6D ...
- Good to start off j.C crossup or 2A+B.
2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ... - More difficult but stronger.
... 236B+C, j.D, 214K, 623D, 6 623D, 623A - Anywhere, easy. ... 236B+C, j.D, 623D, 623D, 623B, 623A - Also works, easier in the corner.
41236A+B, 2C, 6D ...