Martial Masters/Scorpion: Difference between revisions

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=Move List=
=Move List=
==Quick Movelist==
Normal Attacks:
                              F+B
                              F+D
Special Attacks:
                      Crouching B, Crouch A, Crouch C
                              Crouch A, Crouch B
Advanced Attacks:
Rotating Kick                F,QCF+P
Scorpion Kick                HCF+K, F,QCF+K
Scorpion Attack              QCB+K, F+K
Scopion Cut                  F,QCF+K,QCF+K
Sleeping Scorpion            B,QCB+P or K,QCF+K
Deadly Attacks
Scorpion Slaughter            QCFx2+P
Deadly Kick                  QCFx2+K
==Shadow Moves==
Shadow Moves
------------
Ruthless Kicks          qcf + LK+HP              must connect (not blocked)
                                                    to perform entire
                                                    maneuver; wall bounces
                                                    opponent
Shadow Arc Dropkick      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==
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==Command Moves==
==Command Moves==


Command Moves
-------------
Come On                  HP+HK                    can hit opponent for very
                                                    minor damage; taunt
                                                    fills Super Meter
                                                    considerably
Hopping Strike          d + LP+LK                overhead
Backroll and Jump        b + LP+LK                can follow with air attack
Snap Axe                f + LK                  2 hits; second hit is an
                                                    overhead
Pincher Kick            f + HK                  2 hits; overhead
Double Sting            d/u + LP/LK/HP/HK        2 hits; pursue attack
                          when opponent is
                          on floor
==Special Moves==
==Special Moves==
Special Moves
-------------
Aculeus Sting            f, d, df + P            LP=short and 2 hits;
                                                    HP=far and 3 hits with
                                                    first part being an
                                                    overhead
Predator Crash          b, d, db + P            LP=straight, HP=diagonally
                                                    upward
  Hang Kick              qcf + K                  Predator Crash must touch
                                                    opponent to allow for
                                                    this follow up; overhead
Predator Crash Fake      b, d, db + K
Desert Crawl            hcf + K                  both hits must be blocked
                                                    low
  Trap Kick              qcf + K                  can be activated after
                                                    either hit of the Desert
                                                    Crawl; overhead
Death Roll              hcb + K                  LK=short, HK=far
  Venomous Kick          f + K                    Death Roll must touch
                                                    opponent to perform this
                                                    follow up
Arc Dropkick            f, d, df + K            LK=short and 4 hits,
                                                    HK=far and 5 hits
  Captured Prey          qcf + LK                Arc Dropkick must connect
                                                    (not blocked) to perform
                                                    this follow up
==Super Moves==


==Super Moves==


Supers
------
Merciless Feast          qcf, qcf + P            first part must connect
                                                    (not blocked) to
                                                    perform entire maneuver
Lethal Sting            qcf, qcf + K            overhead
=Combos=
=Combos=
Crossups: j.D
Command Normals:
6B  - 2nd hit is High
6D  - Both hits are High
Specials:
623A/C        - Hopping Attacks. C version hits High. Immune to throws?
421A/C, 236K  - Wall dive.
421K          - Wall dive fake.
41236K, 236K  - Both hits of first part are Low. Second part is High.
                Can cancel either hit of the first part into the followup.
                Can be canceled on wiff.
623B/D, 236B
63214K, 6K
Supers:
236236P  - Can always be juggled after.
236236K  - Must be blocked High. Hits OTG.
Combos:
5A 2A 2C 623B 236B
2B 2A 2C ...
2B/2A 2A 236236P ...
... 2C 63214D 236B+C ...
c.C/5D 6B 623B or 41236K or 63214K ...
c.C/5D 6B, 236236P ...  - Try inputting the super early if you have trouble.
6D 41236K or 623B ...
5C/5D 6D 236236P ...  - You can't combo into the 6D but for some reason the
                        super only combos off 6D after a 5C or 5D.
... 236236P, 236236P, D  - Difficult to land the D outside the corner. Resets?
... 236236P, 236236P, 623A/C  <-- Might work? Take a look.
... 236236P, 623A
Any unrollable knockdown -> 236236K  - Strong OTG attack.
A+D, 2P/K  - Seems to be a free OTG hit.
A+D, 236236K
... 63214D 236B+C, 623B, D/6D 623C, 66 (cross under) D 421P 236K 
    - Works anywhere that isn't close to the corner.
   
... 236B+C, 66C, D/6D 623C, D 421P 236K  - Works near the corner.
... 236B+C, (623B or 66C), D/6D 623C, 623A, 236236P, D
    - For best damage, do the super as late as possible.
41236A+B, c.C 6B 623B 236B
41236A+B, c.C 6B 63214D 236B+C ...
41236A+B, c.C 6B 236236P, 236236P, D  - Very strong but needs 3 bars to do it.


=Strategies=
=Strategies=


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

Revision as of 12:40, 9 December 2015

Introduction

Move List

Quick Movelist

Normal Attacks:

                             F+B
                             F+D

Special Attacks:

                      Crouching B, Crouch A, Crouch C
                             Crouch A, Crouch B

Advanced Attacks:

Rotating Kick F,QCF+P Scorpion Kick HCF+K, F,QCF+K Scorpion Attack QCB+K, F+K Scopion Cut F,QCF+K,QCF+K Sleeping Scorpion B,QCB+P or K,QCF+K

Deadly Attacks

Scorpion Slaughter QCFx2+P Deadly Kick QCFx2+K

Shadow Moves

Shadow Moves


Ruthless Kicks qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; wall bounces
                                                   opponent

Shadow Arc Dropkick 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


Come On HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Strike d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Snap Axe f + LK 2 hits; second hit is an

                                                   overhead

Pincher Kick f + HK 2 hits; overhead Double Sting d/u + LP/LK/HP/HK 2 hits; pursue attack

                          when opponent is 
                          on floor

Special Moves

Special Moves


Aculeus Sting f, d, df + P LP=short and 2 hits;

                                                   HP=far and 3 hits with
                                                   first part being an
                                                   overhead

Predator Crash b, d, db + P LP=straight, HP=diagonally

                                                   upward
 Hang Kick              qcf + K                  Predator Crash must touch
                                                   opponent to allow for
                                                   this follow up; overhead

Predator Crash Fake b, d, db + K Desert Crawl hcf + K both hits must be blocked

                                                   low
 Trap Kick              qcf + K                  can be activated after
                                                   either hit of the Desert
                                                   Crawl; overhead

Death Roll hcb + K LK=short, HK=far

 Venomous Kick          f + K                    Death Roll must touch
                                                   opponent to perform this
                                                   follow up

Arc Dropkick f, d, df + K LK=short and 4 hits,

                                                   HK=far and 5 hits
 Captured Prey          qcf + LK                 Arc Dropkick must connect
                                                   (not blocked) to perform
                                                   this follow up

Super Moves

Supers


Merciless Feast qcf, qcf + P first part must connect

                                                   (not blocked) to
                                                   perform entire maneuver

Lethal Sting qcf, qcf + K overhead

Combos

Crossups: j.D

Command Normals:

6B  - 2nd hit is High
6D  - Both hits are High

Specials:

623A/C        - Hopping Attacks. C version hits High. Immune to throws?
421A/C, 236K  - Wall dive.
421K          - Wall dive fake.
41236K, 236K  - Both hits of first part are Low. Second part is High.
                Can cancel either hit of the first part into the followup.
                Can be canceled on wiff.
623B/D, 236B
63214K, 6K

Supers:

236236P  - Can always be juggled after.
236236K  - Must be blocked High. Hits OTG.


Combos:

5A 2A 2C 623B 236B 2B 2A 2C ... 2B/2A 2A 236236P ... ... 2C 63214D 236B+C ...

c.C/5D 6B 623B or 41236K or 63214K ... c.C/5D 6B, 236236P ... - Try inputting the super early if you have trouble.

6D 41236K or 623B ... 5C/5D 6D 236236P ... - You can't combo into the 6D but for some reason the

                       super only combos off 6D after a 5C or 5D.

... 236236P, 236236P, D - Difficult to land the D outside the corner. Resets? ... 236236P, 236236P, 623A/C <-- Might work? Take a look. ... 236236P, 623A Any unrollable knockdown -> 236236K - Strong OTG attack.

A+D, 2P/K - Seems to be a free OTG hit. A+D, 236236K

... 63214D 236B+C, 623B, D/6D 623C, 66 (cross under) D 421P 236K

   - Works anywhere that isn't close to the corner.
   

... 236B+C, 66C, D/6D 623C, D 421P 236K - Works near the corner.

... 236B+C, (623B or 66C), D/6D 623C, 623A, 236236P, D

   - For best damage, do the super as late as possible.

41236A+B, c.C 6B 623B 236B 41236A+B, c.C 6B 63214D 236B+C ... 41236A+B, c.C 6B 236236P, 236236P, D - Very strong but needs 3 bars to do it.

Strategies