Martial Masters/Red Snake: Difference between revisions

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=Move List=
=Move List=
==Quick Movelist==
==Quick Movelist==
Normal Attacks:
Normal Attacks:<br>
                              F+A
F+A<br>
                              DnF+C
DnF+C<br><br>


Special Attacks:
Special Attacks:<br>
                      Crouching B x3
Crouching B x3 <br>
                              A+B
A+B<br><br>


Advanced Attacks:
Advanced Attacks:<br>
Sun Chase                    F,QCF+A,U+P<br>
F,QCF+A,Dn+K<br>
F,QCF+C<br>
Snake Tongue                  QCF+P x2<br>
Snake Moon                    F,QCF+K<br>
Snake Water                  HCB+P,QCB+P<br>
HCF+K<br><br>


Sun Chase                    F,QCF+A,U+P
Deadly Attacks:<br>
                              F,QCF+A,Dn+K
Snake Dance                  QCFx2+P<br>
                              F,QCF+C
Snake Chaos                  QCFx2+K<br>
Snake Tongue                  QCF+P x2
Snake Moon                    F,QCF+K
Snake Water                  HCB+P,QCB+P
                              HCF+K
 
Deadly Attacks:
 
Snake Dance                  QCFx2+P
Snake Chaos                  QCFx2+K
==Shadow Moves==
==Shadow Moves==
 
Snake Dance              qcf + LK+HP              must connect (not blocked) to perform entire maneuver; launches opponent at end of maneuver<br>
 
Shadow Ravenous Fang    qcb + LK+HP<br>
 
Stagger Grab            hcf + LP+LK              connects close and is unblockable; small window for free attack after landing maneuver<br>
 
Shadow Moves
------------
Snake Dance              qcf + LK+HP              must connect (not blocked)
                                                    to perform entire  
                                                    maneuver; launches
                                                    opponent at end of
                                                    maneuver
Shadow Ravenous Fang    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
 
-------------
Charmer                  HP+HK                    can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
Charmer                  HP+HK                    can hit opponent for very
Hopping Spike            d + LP+LK                overhead<br>
                                                    minor damage; taunt  
Backroll and Jump        b + LP+LK                can follow with air attack<br>
                                                    fills Super Meter  
Single Fang              f + LP                  <br>
                                                    considerably
Venom Stab              df + HP <br>
Hopping Spike            d + LP+LK                overhead
Double Kick              d + HK                  first part must be blocked low<br>
Backroll and Jump        b + LP+LK                can follow with air attack
Bow Smash                d/u + LP/LK/HP/HK        pursue attack when opponent is on floor<br>
Single Fang              f + LP                   
Venom Stab              df + HP  
Double Kick              d + HK                  first part must be blocked
                                                    low
Bow Smash                d/u + LP/LK/HP/HK        pursue attack
                          when opponent is  
                          on floor


==Special Moves==
==Special Moves==
 
Ravenous Fang            qcf + P                  LP=short and 4 hits, HP=far and 8 hits<br>
Special Moves
-Finish                qcf + P<br>
-------------
Viper Blade              f, d, df + LP<br>
Ravenous Fang            qcf + P                  LP=short and 4 hits,  
-Hopping Spike          u + P                    Viper Blade must touch opponent to allow for this follow up; overhead <br>
                                                    HP=far and 8 hits
-Sneaky Trip            d + K                    Viper Blade must touch opponent to allow for this follow up; must be blocked low<br>
  Finish                qcf + P
Viper Rush              f, d, df + HP<br>
Viper Blade              f, d, df + LP          
Slither And Strike      hcb + P<br>
  Hopping Spike          u + P                    Viper Blade must touch
-Final Strike          qcb + P                  Slither and Strike must touch opponent to allow this follow up<br>
                                                    opponent to allow for
Scissor Takedown        hcf + K                  running throw that connects close and is unblockable; LK=runs short, HK=runs far<br>
                                                    this follow up; overhead  
  Sneaky Trip            d + K                    Viper Blade must touch
                                                    opponent to allow for
                                                    this follow up; must be
                                                    blocked low
Viper Rush              f, d, df + HP
Slither And Strike      hcb + P
  Final Strike          qcb + P                  Slither and Strike must
                                                    touch opponent to allow
                                                    this follow up
Scissor Takedown        hcf + K                  running throw that connects
                                                    close and is unblockable;
                                                    LK=runs short, HK=runs
                                                    far
Tail Whip Kick          f, d, df + K            LK=short and 2 hits,  
Tail Whip Kick          f, d, df + K            LK=short and 2 hits,  
                                                     HK=far and 3 hits
                                                     HK=far and 3 hits
==Super Moves==
==Super Moves==
 
Snakebite                qcf, qcf + P   <br>         
Supers
Serpent Flurry          qcf, qcf + K            first part must connect (not blocked) to perform the entire maneuver<br>
------
Snakebite                qcf, qcf + P            
Serpent Flurry          qcf, qcf + K            first part must connect
                                                    (not blocked) to perform
                                                    the entire maneuver
=Combos=
=Combos=
Preferred Throw: A+D
Preferred Throw: A+D<br>
Crossups:  j.B
Crossups:  j.B<br>


Normals:
6A
Specials:
623A
  -> 8P  - High Hit
  -> 2K  - Low Hit
623C  - 3 Hit Rush
236A/C, 236P
63214P, 214P  - Invincible during back dash.
623B/D  - Invincible startup.
41236B/D  - Running Unblockable Strike. D version travels farther.
            Can't be performed during 214B+C unless it is hitting.
            Has Foot Invincibility.
Supers:
236236P  - Very short startup, travels across the screen. Invincible until
            recovery. Can't be tech-rolled.
236236K  - Invincible startup. Can't be tech-rolled.


Combos:
Combos:<br>
2A 2A 2A 236236P/K<br>
2A 2A 2A 236236P/K
2B 2B 2B 236236P/K<br><br>
2B 2B 2B 236236P/K


2A/2B 5A 5B  - Throw setup. Works on hit or block.
2A/2B 5A 5B  - Throw setup. Works on hit or block.<br>


2A/5C/c.D 3C (6A) 623A 8P/2K
2A/5C/c.D 3C (6A) 623A 8P/2K<br>
... 3C (6A) 623C(2) 236B+C ...
... 3C (6A) 623C(2) 236B+C ...<br>
... 3C (6A) 623C(2) 214B+C ...
... 3C (6A) 623C(2) 214B+C ...<br><br>


2D 236236P, 2P/K
2D 236236P, 2P/K<br>
2D(1) 214B+C or 236B+C ...
2D(1) 214B+C or 236B+C ...<br><br>


A+D, 66 f.D
A+D, 66 f.D<br>
A+D, 66 3C, 41236K  - Throw setup. Possible for them to reversal out.
A+D, 66 3C, 41236K  - Throw setup. Possible for them to reversal out.<br>
A+D, 236236P, 2P/K
A+D, 236236P, 2P/K<br>
A+D, 623D  - Corner.
A+D, 623D  - Corner.<br>
A+D, 66 623D  - May work on some characters at mid screen.
A+D, 66 623D  - May work on some characters at mid screen.<br>
A+D, 623A 8P  - Near Corner.
A+D, 623A 8P  - Near Corner.<br>


214B+C, 2D, 2C, 623D
214B+C, 2D, 2C, 623D<br>
... 214B+C, f.D, 66 f.D, 66 c.D 3C (6A) 623C(2) 214B+C ...  - Very strong loop.
... 214B+C, f.D, 66 f.D, 66 c.D 3C (6A) 623C(2) 214B+C ...  - Very strong loop.<br>
... 214B+C, f.D, f.D, 2A+B, c.D 3C (6A) 623C(2) 214B+C ...  - Corner version
... 214B+C, f.D, f.D, 2A+B, c.D 3C (6A) 623C(2) 214B+C ...  - Corner version<br><br>


... 236B+C, f.D, f.D, 66 f.D, 623D, f.D  - Corner
... 236B+C, f.D, f.D, 66 f.D, 623D, f.D  - Corner<br>
... 236B+C, f.D, 66 j.D, 623D, f.D, f.D  - Mid
... 236B+C, f.D, 66 j.D, 623D, f.D, f.D  - Mid<br><br>


41236A+B, 6, c.C/c.D 3C 6A 623A 8P
41236A+B, 6, c.C/c.D 3C 6A 623A 8P<br>
41236A+B, 6, c.C/c.D 3C 6A 623C(2) 236B+C, f.D, sj.D, 623K, f.D, 66 f.D
41236A+B, 6, c.C/c.D 3C 6A 623C(2) 236B+C, f.D, sj.D, 623K, f.D, 66 f.D<br><br>


... c.C/c.D 3C 6A 623C(2) 236B+C, 6, j.D (delaunch), C 3C 236236K or 623A 8P  
... c.C/c.D 3C 6A 623C(2) 236B+C, 6, j.D (delaunch), C 3C 236236K or 623A 8P - Delaunch combo. Must start from 41236A+B or crossup.<br>
    - Delaunch combo. Must start from 41236A+B or crossup.
      
      
... c.C/c.D 3C 6A 623C(2) 236B+C, ( 6, j.D (delaunch), C 3C (6A) 623B+C )*n ...  
... c.C/c.D 3C 6A 623C(2) 236B+C, ( 6, j.D (delaunch), C 3C (6A) 623B+C )*n ... - Blow a lot of meter for a little extra damage.<br>
    - Blow a lot of meter for a little extra damage.
=Strategies=
=Strategies=


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

Revision as of 20:12, 26 December 2015

Introduction

Move List

Quick Movelist

Normal Attacks:
F+A
DnF+C

Special Attacks:
Crouching B x3
A+B

Advanced Attacks:
Sun Chase F,QCF+A,U+P
F,QCF+A,Dn+K
F,QCF+C
Snake Tongue QCF+P x2
Snake Moon F,QCF+K
Snake Water HCB+P,QCB+P
HCF+K

Deadly Attacks:
Snake Dance QCFx2+P
Snake Chaos QCFx2+K

Shadow Moves

Snake Dance qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent at end of maneuver
Shadow Ravenous Fang 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

Charmer HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Spike d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Single Fang f + LP
Venom Stab df + HP
Double Kick d + HK first part must be blocked low
Bow Smash d/u + LP/LK/HP/HK pursue attack when opponent is on floor

Special Moves

Ravenous Fang qcf + P LP=short and 4 hits, HP=far and 8 hits
-Finish qcf + P
Viper Blade f, d, df + LP
-Hopping Spike u + P Viper Blade must touch opponent to allow for this follow up; overhead
-Sneaky Trip d + K Viper Blade must touch opponent to allow for this follow up; must be blocked low
Viper Rush f, d, df + HP
Slither And Strike hcb + P
-Final Strike qcb + P Slither and Strike must touch opponent to allow this follow up
Scissor Takedown hcf + K running throw that connects close and is unblockable; LK=runs short, HK=runs far
Tail Whip Kick f, d, df + K LK=short and 2 hits,

                                                   HK=far and 3 hits

Super Moves

Snakebite qcf, qcf + P
Serpent Flurry qcf, qcf + K first part must connect (not blocked) to perform the entire maneuver

Combos

Preferred Throw: A+D
Crossups: j.B


Combos:
2A 2A 2A 236236P/K
2B 2B 2B 236236P/K

2A/2B 5A 5B - Throw setup. Works on hit or block.

2A/5C/c.D 3C (6A) 623A 8P/2K
... 3C (6A) 623C(2) 236B+C ...
... 3C (6A) 623C(2) 214B+C ...

2D 236236P, 2P/K
2D(1) 214B+C or 236B+C ...

A+D, 66 f.D
A+D, 66 3C, 41236K - Throw setup. Possible for them to reversal out.
A+D, 236236P, 2P/K
A+D, 623D - Corner.
A+D, 66 623D - May work on some characters at mid screen.
A+D, 623A 8P - Near Corner.

214B+C, 2D, 2C, 623D
... 214B+C, f.D, 66 f.D, 66 c.D 3C (6A) 623C(2) 214B+C ... - Very strong loop.
... 214B+C, f.D, f.D, 2A+B, c.D 3C (6A) 623C(2) 214B+C ... - Corner version

... 236B+C, f.D, f.D, 66 f.D, 623D, f.D - Corner
... 236B+C, f.D, 66 j.D, 623D, f.D, f.D - Mid

41236A+B, 6, c.C/c.D 3C 6A 623A 8P
41236A+B, 6, c.C/c.D 3C 6A 623C(2) 236B+C, f.D, sj.D, 623K, f.D, 66 f.D

... c.C/c.D 3C 6A 623C(2) 236B+C, 6, j.D (delaunch), C 3C 236236K or 623A 8P - Delaunch combo. Must start from 41236A+B or crossup.

... c.C/c.D 3C 6A 623C(2) 236B+C, ( 6, j.D (delaunch), C 3C (6A) 623B+C )*n ... - Blow a lot of meter for a little extra damage.

Strategies