Martial Masters/Monk: Difference between revisions

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=Move List=
=Move List=
==Quick Movelist==
Normal Attack:
                            F+C
Special Attacks:
                      Crouching Bx2, Crouching A
                            A x4
Advanced Attackes:
T.Hold                      QCF+P or K
Hill Mover                  F,QCF+P
Explorer                    F,QCF+K
Heart Strike                QCB+P,A,F+P,F,QCF+K
Heart Smash                F,Dn,Bk,F+P
Trough Lock                F,Dn,Bk,F+K
Deadly Attacks:
T.Fall                      QCFx2+P
Monk Seal                  QCFx2+K
==Shadow Moves==
Shadow Moves
------------
Charging Spirit          qcf + LK+HP              must connect (not blocked)
                                                    to perform entire
                                                    maneuver; wall bounces
                                                    opponent
Running Bull            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
-------------
Yawn                    HP+HK                    can hit opponent for very
                                                    minor damage; taunt
                                                    fills Super Meter
                                                    considerably
Hopping Knee            d + LP+LK                overhead
Backroll and Jump        b + LP+LK                can follow with air attack
Hammer Fist              f + HP                  2 hits; both hits are
                                                    overheads unless
                                                    cancelled into
Crushing Foot            d/u + LP/LK/HP/HK        pursue attack
                          when opponent is
                          on floor


==Special Moves==
==Special Moves==
Special Moves
-------------
Cauldron Drop            qcf + P/K                LP=short, LK=medium,
                                                    HP=far, HK=very far;
                                                    overhead; can hit an
                                                    opponent on the ground;
                                                    will collide with
                                                    other projectiles as
                                                    both will be "destroyed"
                                                    in the process
Tremor                  f, d, df + P            LP=hits very close,
                                                    HP=has full screen
                                                    distance; must be
                                                    blocked low
Spirit Charge            qcb + P                  overhead
  Spirit Strike          P                        overhead
    Spirit Chop          f + P                    overhead
      Punt Kick          f, d, df + K
Heart Punch              hcb, f + P              connects close and is
                                                    unblockable; can be
                                                    cancelled into
Punt Kick                f, d, df + K            LK=short, HK=far
Ruthless Strangle        hcb, f + K              dash in must touch opponent
                                                    to perform maneuver;
                                                    unblockable; initial hop
                                                    of dash in can jump over
                                                    low attacks


==Super Moves==
==Super Moves==
Supers
------
Flaming Cauldron        qcf, qcf + P            each individual cauldron
                                                    can collide with
                                                    other projectiles as
                                                    both will be "destroyed"
                                                    in the process; all
                                                    cauldrons hit as
                                                    overheads; can hit an
                                                    opponent on the ground;
                                                    Monk has super armor
                                                    during the super
Crushing Mountain        qcf, qcf + K           
=Combos=
Preferred Throw: B+D
Crossups: j.B


=Combos=
Normals:
c.D - Second hit is High.
6C  - Both hits are High if not canceled into. Has Upper Body Super Armor.
Specials:
214P, P, 6P, 623K  - First hit hits high. (Others?)
236A/B/C/D  - Projectile, drops from the top of the screen. Hits High.
                Distance and recovery time increase with different buttons.
                Can hit OTG.
623A/C      - Hits low. A version is faster but only hits close.
                C version hits whole screen.
632146P      - Command Grab. Can be comboed into. Can be tech rolled.
623B/D      - D version is slower but more damage.
632146K      - Hopping Command Grab. Can be comboed into. Can be tech rolled.
                May hop over low hits.
Supers:
236236P  - 5-hit Projectile Drop. Must be blocked High. Can hit OTG.
            Can't be knocked out of the super, but can still take damage.
236236K  - Invincible on startup.
 
Running Command Grab: 6632146P/K
Can be used to greatly extend the range of his command grabs in a hurry.
 
 
Combos:
 
A, A, 2A 623B
2B, 2B, 2A 623B
(2B), 2B, 2A 236236K  - Needs to be close or in the corner.
 
2C, 623K
c.C 6C(1) 632146P  - Not really very useful
c.C 6C(1) 214A A 6A 623K  - Must Quick Cancel for this to connect.
c.C 6C 236B+C ...
f.D 236B+C ...
 
214P P 6P 236B+C ...
 
... 236236K, 236236P, 236P/K - Might be able to tech roll it outside of the
                              corner.
 
632146D, 66 2C, 623D - Only works on Drunken Master
 
B+D, 236A/C  - Seems to be untechable and works on everyone.
B+D, 2A  - Corner only, misses Reika. Good for a reset?
B+D, 623B  - Won't hit Reika/Crane/Monkey
B+D, 2C, 623B  - Only works Near Corner on Tiger/Monk/Saojin/Snake/Lotus
B+D, 236236K, 623B or 236236K - Corner only. Won't hit Reika.
A+D or B+D, 236236P *n  - Hits OTG. Spacing must be just right to loop it.
 
214B+C, ... c.D 6C(1) 632146P
214B+C, j.D, j.D, c.D 6C 236B+C ...
... 236B+C, 66 f.D, 623D, 623D, 2C, 623D  - Easy, fun.
... 236B+C, 66 f.D, 623D, 623D, 236236K, 236236K
... 236B+C, 66 f.D, 623D, 623D, 623B, 623D 214B+C(1), 623D, 2C, 623D
    -  Silly but very strong.
   
... 236B+C, 66 f.D, 623D, 236236K, 236236K, 623B 214B+C(1), 623D, 623B, 236236K
    - Massive damage!


41236A+B, c.D 6C ...
=Strategies=
=Strategies=


[[Category:Martial Masters]]
[[Category:Martial Masters]]

Revision as of 12:25, 9 December 2015

Introduction

Move List

Quick Movelist

Normal Attack:

                           F+C

Special Attacks:

                     Crouching Bx2, Crouching A
                           A x4

Advanced Attackes:

T.Hold QCF+P or K Hill Mover F,QCF+P Explorer F,QCF+K Heart Strike QCB+P,A,F+P,F,QCF+K Heart Smash F,Dn,Bk,F+P Trough Lock F,Dn,Bk,F+K

Deadly Attacks:

T.Fall QCFx2+P Monk Seal QCFx2+K

Shadow Moves

Shadow Moves


Charging Spirit qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; wall bounces
                                                   opponent

Running Bull 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


Yawn HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Knee d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Hammer Fist f + HP 2 hits; both hits are

                                                   overheads unless 
                                                   cancelled into

Crushing Foot d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor


Special Moves

Special Moves


Cauldron Drop qcf + P/K LP=short, LK=medium,

                                                   HP=far, HK=very far;
                                                   overhead; can hit an
                                                   opponent on the ground;
                                                   will collide with 
                                                   other projectiles as 
                                                   both will be "destroyed"
                                                   in the process

Tremor f, d, df + P LP=hits very close,

                                                   HP=has full screen
                                                   distance; must be
                                                   blocked low

Spirit Charge qcb + P overhead

 Spirit Strike          P                        overhead
   Spirit Chop          f + P                    overhead
     Punt Kick          f, d, df + K

Heart Punch hcb, f + P connects close and is

                                                   unblockable; can be
                                                   cancelled into

Punt Kick f, d, df + K LK=short, HK=far Ruthless Strangle hcb, f + K dash in must touch opponent

                                                   to perform maneuver;
                                                   unblockable; initial hop
                                                   of dash in can jump over
                                                   low attacks

Super Moves

Supers


Flaming Cauldron qcf, qcf + P each individual cauldron

                                                   can collide with 
                                                   other projectiles as 
                                                   both will be "destroyed"
                                                   in the process; all 
                                                   cauldrons hit as 
                                                   overheads; can hit an
                                                   opponent on the ground;
                                                   Monk has super armor
                                                   during the super

Crushing Mountain qcf, qcf + K

Combos

Preferred Throw: B+D Crossups: j.B

Normals:

c.D - Second hit is High.
6C  - Both hits are High if not canceled into. Has Upper Body Super Armor.

Specials:

214P, P, 6P, 623K  - First hit hits high. (Others?)
236A/B/C/D   - Projectile, drops from the top of the screen. Hits High.
               Distance and recovery time increase with different buttons.
               Can hit OTG.
623A/C       - Hits low. A version is faster but only hits close.
               C version hits whole screen.
632146P      - Command Grab. Can be comboed into. Can be tech rolled.
623B/D       - D version is slower but more damage.
632146K      - Hopping Command Grab. Can be comboed into. Can be tech rolled.
               May hop over low hits.

Supers:

236236P  - 5-hit Projectile Drop. Must be blocked High. Can hit OTG. 
           Can't be knocked out of the super, but can still take damage.
236236K  - Invincible on startup.

Running Command Grab: 6632146P/K

Can be used to greatly extend the range of his command grabs in a hurry.


Combos:

A, A, 2A 623B 2B, 2B, 2A 623B (2B), 2B, 2A 236236K - Needs to be close or in the corner.

2C, 623K c.C 6C(1) 632146P - Not really very useful c.C 6C(1) 214A A 6A 623K - Must Quick Cancel for this to connect. c.C 6C 236B+C ... f.D 236B+C ...

214P P 6P 236B+C ...

... 236236K, 236236P, 236P/K - Might be able to tech roll it outside of the

                              corner.

632146D, 66 2C, 623D - Only works on Drunken Master

B+D, 236A/C - Seems to be untechable and works on everyone. B+D, 2A - Corner only, misses Reika. Good for a reset? B+D, 623B - Won't hit Reika/Crane/Monkey B+D, 2C, 623B - Only works Near Corner on Tiger/Monk/Saojin/Snake/Lotus B+D, 236236K, 623B or 236236K - Corner only. Won't hit Reika. A+D or B+D, 236236P *n - Hits OTG. Spacing must be just right to loop it.

214B+C, ... c.D 6C(1) 632146P 214B+C, j.D, j.D, c.D 6C 236B+C ... ... 236B+C, 66 f.D, 623D, 623D, 2C, 623D - Easy, fun. ... 236B+C, 66 f.D, 623D, 623D, 236236K, 236236K ... 236B+C, 66 f.D, 623D, 623D, 623B, 623D 214B+C(1), 623D, 2C, 623D

   -  Silly but very strong.
   

... 236B+C, 66 f.D, 623D, 236236K, 236236K, 623B 214B+C(1), 623D, 623B, 236236K

   - Massive damage!

41236A+B, c.D 6C ...

Strategies