Martial Masters/Monk: Difference between revisions

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=Move List=
=Move List=
==Quick Movelist==
==Quick Movelist==
Normal Attack:
Normal Attack:<br>
                            F+C
F+C<br>
 
<br>
Special Attacks:
Special Attacks:<br>
                      Crouching Bx2, Crouching A
Crouching Bx2, Crouching A<br>
                            A x4
A x4<br><br>
 
Advanced Attacks:<br>
Advanced Attackes:
T.Hold                      QCF+P or K<br>
 
Hill Mover                  F,QCF+P<br>
T.Hold                      QCF+P or K
Explorer                    F,QCF+K<br>
Hill Mover                  F,QCF+P
Heart Strike                QCB+P,A,F+P,F,QCF+K<br>
Explorer                    F,QCF+K
Heart Smash                F,Dn,Bk,F+P<br>
Heart Strike                QCB+P,A,F+P,F,QCF+K
Trough Lock                F,Dn,Bk,F+K<br>
Heart Smash                F,Dn,Bk,F+P
<br>
Trough Lock                F,Dn,Bk,F+K
Deadly Attacks:<br>
 
T.Fall                      QCFx2+P<br>
Deadly Attacks:
Monk Seal                  QCFx2+K<br>
 
T.Fall                      QCFx2+P
Monk Seal                  QCFx2+K
==Shadow Moves==
==Shadow Moves==


Shadow Moves
Charging Spirit          qcf + LK+HP              must connect (not blocked) to perform entire maneuver; wall bounces opponent<br>
------------
Running Bull            qcb + LK+HP<br>              
Charging Spirit          qcf + LK+HP              must connect (not blocked)
Stagger Grab            hcf + LP+LK              connects close and is unblockable; small window for free attack after landing maneuver<br>
                                                    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




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==Command Moves==
==Command Moves==
Command Moves
 
-------------
Yawn                    HP+HK                    can hit opponent for very
Yawn                    HP+HK                    can hit opponent for very
                                                     minor damage; taunt  
                                                     minor damage; taunt  
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==Special Moves==
==Special Moves==
Special Moves
 
-------------
Cauldron Drop            qcf + P/K                LP=short, LK=medium, HP=far, HK=very far;<br>
Cauldron Drop            qcf + P/K                LP=short, LK=medium,  
overhead; can hit an opponent on the ground;<br>
                                                    HP=far, HK=very far;
will collide with other projectiles as both will be "destroyed" in the process<br>
                                                    overhead; can hit an
Tremor                  f, d, df + P            LP=hits very close,HP=has full screen distance; must be blocked low<br>
                                                    opponent on the ground;
Spirit Charge            qcb + P                  overhead<br>
                                                    will collide with  
-Spirit Strike           P                        overhead<br>
                                                    other projectiles as  
--Spirit Chop           f + P                    overhead<br>
                                                    both will be "destroyed"
---Punt Kick             f, d, df + K<br>
                                                    in the process
Heart Punch              hcb, f + P              connects close and is unblockable;can be cancelled into<br>
Tremor                  f, d, df + P            LP=hits very close,  
Punt Kick                f, d, df + K            LK=short, HK=far<br>
                                                    HP=has full screen
Ruthless Strangle        hcb, f + K              dash in must touch opponent to perform maneuver; unblockable;<br>
                                                    distance; must be
initial hop of dash in can jump over low attacks<br>
                                                    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; <br>
Flaming Cauldron        qcf, qcf + P            each individual cauldron  
all cauldrons hit as overheads; can hit an opponent on the ground; Monk has super armor during the super<br>
                                                    can collide with  
Crushing Mountain        qcf, qcf + K<br>
                                                    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=
=Combos=
Preferred Throw: B+D
Preferred Throw: B+D
Crossups: j.B
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:
Combos:


A, A, 2A 623B
A, A, 2A 623B<br>
2B, 2B, 2A 623B
2B, 2B, 2A 623B<br>
(2B), 2B, 2A 236236K  - Needs to be close or in the corner.
(2B), 2B, 2A 236236K  - Needs to be close or in the corner.<br>
 
<br>
2C, 623K
2C, 623K<br>
c.C 6C(1) 632146P  - Not really very useful
c.C 6C(1) 632146P  - Not really very useful<br>
c.C 6C(1) 214A A 6A 623K  - Must Quick Cancel for this to connect.
c.C 6C(1) 214A A 6A 623K  - Must Quick Cancel for this to connect.<br>
c.C 6C 236B+C ...
c.C 6C 236B+C ...<br>
f.D 236B+C ...
f.D 236B+C ...<br>
 
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
214P P 6P 236B+C ...<br>
214B+C, j.D, j.D, c.D 6C 236B+C ...
<br>
... 236B+C, 66 f.D, 623D, 623D, 2C, 623D  - Easy, fun.
... 236236K, 236236P, 236P/K - Might be able to tech roll it outside of the corner.<br>
... 236B+C, 66 f.D, 623D, 623D, 236236K, 236236K
<br>
... 236B+C, 66 f.D, 623D, 623D, 623B, 623D 214B+C(1), 623D, 2C, 623D
632146D, 66 2C, 623D - Only works on Drunken Master<br>
    -  Silly but very strong.
<br>
   
B+D, 236A/C  - Seems to be untechable and works on everyone.<br>
... 236B+C, 66 f.D, 623D, 236236K, 236236K, 623B 214B+C(1), 623D, 623B, 236236K
B+D, 2A  - Corner only, misses Reika. Good for a reset?<br>
    - Massive damage!
B+D, 623B  - Won't hit Reika/Crane/Monkey<br>
B+D, 2C, 623B  - Only works Near Corner on Tiger/Monk/Saojin/Snake/Lotus<br>
B+D, 236236K, 623B or 236236K - Corner only. Won't hit Reika.<br>
A+D or B+D, 236236P *n  - Hits OTG. Spacing must be just right to loop it.<br>
<br>
214B+C, ... c.D 6C(1) 632146P<br>
214B+C, j.D, j.D, c.D 6C 236B+C ...<br>
... 236B+C, 66 f.D, 623D, 623D, 2C, 623D  - Easy, fun.<br>
... 236B+C, 66 f.D, 623D, 623D, 236236K, 236236K<br>
... 236B+C, 66 f.D, 623D, 623D, 623B, 623D 214B+C(1), 623D, 2C, 623D -  Silly but very strong.<br>
<br>
... 236B+C, 66 f.D, 623D, 236236K, 236236K, 623B 214B+C(1), 623D, 623B, 236236K - Massive damage!<br>


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


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

Revision as of 19:54, 26 December 2015

Introduction

Move List

Quick Movelist

Normal Attack:
F+C

Special Attacks:
Crouching Bx2, Crouching A
A x4

Advanced Attacks:
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

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

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

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

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:

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