Martial Masters/Saojin: Difference between revisions

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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


=Combos=
... 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 ...

Strategies