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=Move List= | =Move List= | ||
==Quick Movelist== | |||
Normal Attack: | |||
F+C | |||
Special Attack: | |||
A,A,B,C | |||
Advanced Attacks: | |||
Punch & Fist QCF+P | |||
The Lady QCF+K | |||
Sudden Strike QCB+P | |||
The Dance Dn,F,FDn+K | |||
Nonsense F,QCF+P | |||
Deadly Attacks: | |||
The Glory QCFx2+P | |||
Heart Breaker QCB,QCB+P | |||
==Shadow Moves== | |||
Shadow Moves | |||
------------ | |||
Blast Strikes qcf + LK+HP must connect (not blocked) | |||
to perform entire | |||
maneuver; launches | |||
opponent | |||
Curtain Call 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 | |||
------------- | |||
Reading HP+HK can hit opponent for very | |||
minor damage; taunt | |||
fills Super Meter | |||
considerably | |||
Hopping Double Knees d + LP+LK overhead | |||
Retreat and Jump b + LP+LK can follow with air attack | |||
Drilling Punch f + HP 2 hits | |||
Double Bash d/u + LP/LK/HP/HK pursue attack | |||
when opponent is | |||
on floor | |||
==Special Moves== | ==Special Moves== | ||
Special Moves | |||
------------- | |||
Windmill Punch qcf + LP overhead; Saojin is | |||
knocked down afer use | |||
Punch Flurry qcf + HP can cancel into any other | |||
special move; if not | |||
cancelled, Saojin will | |||
be stunned for a bit | |||
after maneuver | |||
Chaos Flurry f, d, df + P LP=short, HP=far | |||
Piercing Umbrella qcb + P LP=short, HP=far | |||
Dust Slide qcf + K LK=short, HK=far; must | |||
be blocked low | |||
Crafty Slide hcf + HK must connect (not | |||
blocked) to perform | |||
entire maneuver; must | |||
be blocked low | |||
Blast Palm f, d, df + LK launches opponent | |||
Double Blast f, d, df + HK last part is an overhead | |||
==Super Moves== | ==Super Moves== | ||
Supers | |||
------ | |||
Photo Op qcf, qcf + P strike must connect (not | |||
blocked) to perform | |||
entire maneuver | |||
Umbrella Rush qcb, qcb + P first part must connect | |||
(not blocked) to | |||
perform the entire | |||
maneuver; wall bounce | |||
=Combos= | |||
Crossups: j.B, j.D | |||
Normals: | |||
j8.A, j8.B, j8.C, j8.D - Neutral Jump normals. | |||
6C | |||
2A+B - In addition to being a normal overhead, it can crossup some characters | |||
who are crouching and on a few (like Reika) who are standing! | |||
Specials: | |||
236A - Overhead. Knocks down on hit. Saojin becomes knocked down when used. | |||
236C - Can be canceled into any other special at any time. | |||
623A/C | |||
214A/C | |||
623B - Launches. | |||
623D - 3rd hit is High. First hit has Body, Head, and Air Guard Point. | |||
236B/D - D version slides farther. Can slide under many things. | |||
41236D - Grabs on hit. Builds a lot of meter. | |||
Supers: | |||
236236P - Invincible startup. | |||
214214P - Invincible startup. | |||
214B+C - This shadow attack will actually remain active long after it leaves | |||
the screen. Because of this, it takes a while before you can use it | |||
again, and a very strong glitched loop is possible off it (see below | |||
and in the Advanced Gameplay section). | |||
Combos: | |||
A B C 6C 236C 623B 214D | |||
2B C 6C 236C 623D(2) 236B+C ... | |||
2B 2B 5D 236B+C ... - Might miss some characters | |||
... 236C 41236D - Low damage, but gives a ton of meter. Good after 214B+C | |||
... 5C 6C 236C 214B+C, j.D, A B C 6C 236C 41236D | |||
- Builds more meter than it uses. Hard to use at mid screen. | |||
... 236B+C, D, 623B, 623B, j.D, 214D or 236236P | |||
... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, (623B, j.D)*3, 214P | |||
... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, ( (623B, j.D)*3 623B 214B+C )*n | |||
- Glitched loops? Very strong damage. 100% with 3 stocks. | |||
41236A+B, 6, A B C 6C 236C 41236D | |||
41236A+B, 6, A B C 6C 236C 623B/D ... | |||
=Strategies= | =Strategies= | ||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Revision as of 12:39, 9 December 2015
Introduction
Move List
Quick Movelist
Normal Attack:
F+C
Special Attack:
A,A,B,C
Advanced Attacks:
Punch & Fist QCF+P The Lady QCF+K Sudden Strike QCB+P The Dance Dn,F,FDn+K Nonsense F,QCF+P
Deadly Attacks:
The Glory QCFx2+P Heart Breaker QCB,QCB+P
Shadow Moves
Shadow Moves
Blast Strikes qcf + LK+HP must connect (not blocked)
to perform entire maneuver; launches opponent
Curtain Call 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
Reading HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Double Knees d + LP+LK overhead Retreat and Jump b + LP+LK can follow with air attack Drilling Punch f + HP 2 hits Double Bash d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Special Moves
Windmill Punch qcf + LP overhead; Saojin is
knocked down afer use
Punch Flurry qcf + HP can cancel into any other
special move; if not cancelled, Saojin will be stunned for a bit after maneuver
Chaos Flurry f, d, df + P LP=short, HP=far Piercing Umbrella qcb + P LP=short, HP=far Dust Slide qcf + K LK=short, HK=far; must
be blocked low
Crafty Slide hcf + HK must connect (not
blocked) to perform entire maneuver; must be blocked low
Blast Palm f, d, df + LK launches opponent Double Blast f, d, df + HK last part is an overhead
Super Moves
Supers
Photo Op qcf, qcf + P strike must connect (not
blocked) to perform entire maneuver
Umbrella Rush qcb, qcb + P first part must connect
(not blocked) to perform the entire maneuver; wall bounce
Combos
Crossups: j.B, j.D
Normals:
j8.A, j8.B, j8.C, j8.D - Neutral Jump normals. 6C 2A+B - In addition to being a normal overhead, it can crossup some characters who are crouching and on a few (like Reika) who are standing!
Specials:
236A - Overhead. Knocks down on hit. Saojin becomes knocked down when used. 236C - Can be canceled into any other special at any time. 623A/C 214A/C 623B - Launches. 623D - 3rd hit is High. First hit has Body, Head, and Air Guard Point. 236B/D - D version slides farther. Can slide under many things. 41236D - Grabs on hit. Builds a lot of meter.
Supers:
236236P - Invincible startup. 214214P - Invincible startup.
214B+C - This shadow attack will actually remain active long after it leaves
the screen. Because of this, it takes a while before you can use it again, and a very strong glitched loop is possible off it (see below and in the Advanced Gameplay section).
Combos:
A B C 6C 236C 623B 214D 2B C 6C 236C 623D(2) 236B+C ... 2B 2B 5D 236B+C ... - Might miss some characters
... 236C 41236D - Low damage, but gives a ton of meter. Good after 214B+C
... 5C 6C 236C 214B+C, j.D, A B C 6C 236C 41236D
- Builds more meter than it uses. Hard to use at mid screen.
... 236B+C, D, 623B, 623B, j.D, 214D or 236236P
... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, (623B, j.D)*3, 214P ... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, ( (623B, j.D)*3 623B 214B+C )*n
- Glitched loops? Very strong damage. 100% with 3 stocks.
41236A+B, 6, A B C 6C 236C 41236D 41236A+B, 6, A B C 6C 236C 623B/D ...