Martial Masters/Saojin: Difference between revisions

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Crossups: j.B, j.D<br>
Crossups: j.B, j.D<br>


Normals:
Combos:<br>
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!
Combos:


A B C 6C 236C 623B 214D<br>
A B C 6C 236C 623B 214D<br>
Line 92: Line 86:
41236A+B, 6, A B C 6C 236C 41236D<br>
41236A+B, 6, A B C 6C 236C 41236D<br>
41236A+B, 6, A B C 6C 236C 623B/D ...<br>
41236A+B, 6, A B C 6C 236C 623B/D ...<br>
=Strategies=
=Strategies=


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

Revision as of 20:15, 26 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

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

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

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