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=Move List= | =Move List= | ||
==Quick Movelist== | |||
Normal Attacks: | |||
F+A | |||
DnF+C | |||
Special Attacks: | |||
Crouching B x3 | |||
A+B | |||
Advanced Attacks: | |||
Sun Chase F,QCF+A,U+P | |||
F,QCF+A,Dn+K | |||
F,QCF+C | |||
Snake Tongue QCF+P x2 | |||
Snake Moon F,QCF+K | |||
Snake Water HCB+P,QCB+P | |||
HCF+K | |||
Deadly Attacks: | |||
Snake Dance QCFx2+P | |||
Snake Chaos QCFx2+K | |||
==Shadow Moves== | |||
Shadow Moves | |||
------------ | |||
Snake Dance qcf + LK+HP must connect (not blocked) | |||
to perform entire | |||
maneuver; launches | |||
opponent at end of | |||
maneuver | |||
Shadow Ravenous Fang 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 | |||
------------- | |||
Charmer HP+HK can hit opponent for very | |||
minor damage; taunt | |||
fills Super Meter | |||
considerably | |||
Hopping Spike d + LP+LK overhead | |||
Backroll and Jump b + LP+LK can follow with air attack | |||
Single Fang f + LP | |||
Venom Stab df + HP | |||
Double Kick d + HK first part must be blocked | |||
low | |||
Bow Smash d/u + LP/LK/HP/HK pursue attack | |||
when opponent is | |||
on floor | |||
==Special Moves== | ==Special Moves== | ||
Special Moves | |||
------------- | |||
Ravenous Fang qcf + P LP=short and 4 hits, | |||
HP=far and 8 hits | |||
Finish qcf + P | |||
Viper Blade f, d, df + LP | |||
Hopping Spike u + P Viper Blade must touch | |||
opponent to allow for | |||
this follow up; overhead | |||
Sneaky Trip d + K Viper Blade must touch | |||
opponent to allow for | |||
this follow up; must be | |||
blocked low | |||
Viper Rush f, d, df + HP | |||
Slither And Strike hcb + P | |||
Final Strike qcb + P Slither and Strike must | |||
touch opponent to allow | |||
this follow up | |||
Scissor Takedown hcf + K running throw that connects | |||
close and is unblockable; | |||
LK=runs short, HK=runs | |||
far | |||
Tail Whip Kick f, d, df + K LK=short and 2 hits, | |||
HK=far and 3 hits | |||
==Super Moves== | ==Super Moves== | ||
Supers | |||
------ | |||
Snakebite qcf, qcf + P | |||
Serpent Flurry qcf, qcf + K first part must connect | |||
(not blocked) to perform | |||
the entire maneuver | |||
=Combos= | =Combos= | ||
Preferred Throw: A+D | |||
Crossups: j.B | |||
Normals: | |||
6A | |||
Specials: | |||
623A | |||
-> 8P - High Hit | |||
-> 2K - Low Hit | |||
623C - 3 Hit Rush | |||
236A/C, 236P | |||
63214P, 214P - Invincible during back dash. | |||
623B/D - Invincible startup. | |||
41236B/D - Running Unblockable Strike. D version travels farther. | |||
Can't be performed during 214B+C unless it is hitting. | |||
Has Foot Invincibility. | |||
Supers: | |||
236236P - Very short startup, travels across the screen. Invincible until | |||
recovery. Can't be tech-rolled. | |||
236236K - Invincible startup. Can't be tech-rolled. | |||
Combos: | |||
2A 2A 2A 236236P/K | |||
2B 2B 2B 236236P/K | |||
2A/2B 5A 5B - Throw setup. Works on hit or block. | |||
2A/5C/c.D 3C (6A) 623A 8P/2K | |||
... 3C (6A) 623C(2) 236B+C ... | |||
... 3C (6A) 623C(2) 214B+C ... | |||
2D 236236P, 2P/K | |||
2D(1) 214B+C or 236B+C ... | |||
A+D, 66 f.D | |||
A+D, 66 3C, 41236K - Throw setup. Possible for them to reversal out. | |||
A+D, 236236P, 2P/K | |||
A+D, 623D - Corner. | |||
A+D, 66 623D - May work on some characters at mid screen. | |||
A+D, 623A 8P - Near Corner. | |||
214B+C, 2D, 2C, 623D | |||
... 214B+C, f.D, 66 f.D, 66 c.D 3C (6A) 623C(2) 214B+C ... - Very strong loop. | |||
... 214B+C, f.D, f.D, 2A+B, c.D 3C (6A) 623C(2) 214B+C ... - Corner version | |||
... 236B+C, f.D, f.D, 66 f.D, 623D, f.D - Corner | |||
... 236B+C, f.D, 66 j.D, 623D, f.D, f.D - Mid | |||
41236A+B, 6, c.C/c.D 3C 6A 623A 8P | |||
41236A+B, 6, c.C/c.D 3C 6A 623C(2) 236B+C, f.D, sj.D, 623K, f.D, 66 f.D | |||
... c.C/c.D 3C 6A 623C(2) 236B+C, 6, j.D (delaunch), C 3C 236236K or 623A 8P | |||
- Delaunch combo. Must start from 41236A+B or crossup. | |||
... c.C/c.D 3C 6A 623C(2) 236B+C, ( 6, j.D (delaunch), C 3C (6A) 623B+C )*n ... | |||
- Blow a lot of meter for a little extra damage. | |||
=Strategies= | =Strategies= | ||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Revision as of 12:22, 9 December 2015
Introduction
Move List
Quick Movelist
Normal Attacks:
F+A DnF+C
Special Attacks:
Crouching B x3 A+B
Advanced Attacks:
Sun Chase F,QCF+A,U+P
F,QCF+A,Dn+K F,QCF+C
Snake Tongue QCF+P x2 Snake Moon F,QCF+K Snake Water HCB+P,QCB+P
HCF+K
Deadly Attacks:
Snake Dance QCFx2+P Snake Chaos QCFx2+K
Shadow Moves
Shadow Moves
Snake Dance qcf + LK+HP must connect (not blocked)
to perform entire maneuver; launches opponent at end of maneuver
Shadow Ravenous Fang 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
Charmer HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Spike d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Single Fang f + LP Venom Stab df + HP Double Kick d + HK first part must be blocked
low
Bow Smash d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Special Moves
Ravenous Fang qcf + P LP=short and 4 hits,
HP=far and 8 hits Finish qcf + P
Viper Blade f, d, df + LP
Hopping Spike u + P Viper Blade must touch opponent to allow for this follow up; overhead Sneaky Trip d + K Viper Blade must touch opponent to allow for this follow up; must be blocked low
Viper Rush f, d, df + HP Slither And Strike hcb + P
Final Strike qcb + P Slither and Strike must touch opponent to allow this follow up
Scissor Takedown hcf + K running throw that connects
close and is unblockable; LK=runs short, HK=runs far
Tail Whip Kick f, d, df + K LK=short and 2 hits,
HK=far and 3 hits
Super Moves
Supers
Snakebite qcf, qcf + P Serpent Flurry qcf, qcf + K first part must connect
(not blocked) to perform the entire maneuver
Combos
Preferred Throw: A+D Crossups: j.B
Normals:
6A
Specials:
623A -> 8P - High Hit -> 2K - Low Hit 623C - 3 Hit Rush 236A/C, 236P 63214P, 214P - Invincible during back dash. 623B/D - Invincible startup. 41236B/D - Running Unblockable Strike. D version travels farther. Can't be performed during 214B+C unless it is hitting. Has Foot Invincibility.
Supers:
236236P - Very short startup, travels across the screen. Invincible until recovery. Can't be tech-rolled. 236236K - Invincible startup. Can't be tech-rolled.
Combos:
2A 2A 2A 236236P/K 2B 2B 2B 236236P/K
2A/2B 5A 5B - Throw setup. Works on hit or block.
2A/5C/c.D 3C (6A) 623A 8P/2K ... 3C (6A) 623C(2) 236B+C ... ... 3C (6A) 623C(2) 214B+C ...
2D 236236P, 2P/K 2D(1) 214B+C or 236B+C ...
A+D, 66 f.D A+D, 66 3C, 41236K - Throw setup. Possible for them to reversal out. A+D, 236236P, 2P/K A+D, 623D - Corner. A+D, 66 623D - May work on some characters at mid screen. A+D, 623A 8P - Near Corner.
214B+C, 2D, 2C, 623D ... 214B+C, f.D, 66 f.D, 66 c.D 3C (6A) 623C(2) 214B+C ... - Very strong loop. ... 214B+C, f.D, f.D, 2A+B, c.D 3C (6A) 623C(2) 214B+C ... - Corner version
... 236B+C, f.D, f.D, 66 f.D, 623D, f.D - Corner ... 236B+C, f.D, 66 j.D, 623D, f.D, f.D - Mid
41236A+B, 6, c.C/c.D 3C 6A 623A 8P 41236A+B, 6, c.C/c.D 3C 6A 623C(2) 236B+C, f.D, sj.D, 623K, f.D, 66 f.D
... c.C/c.D 3C 6A 623C(2) 236B+C, 6, j.D (delaunch), C 3C 236236K or 623A 8P
- Delaunch combo. Must start from 41236A+B or crossup.
... c.C/c.D 3C 6A 623C(2) 236B+C, ( 6, j.D (delaunch), C 3C (6A) 623B+C )*n ...
- Blow a lot of meter for a little extra damage.