Martial Masters/Scorpion: Difference between revisions

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=Move List=
=Move List=
==Quick Movelist==
==Quick Movelist==
Normal Attacks:
Normal Attacks:<br><br>
                              F+B
F+B<br>
                              F+D
F+D<br><br>
Special Attacks:
Special Attacks:<br>
                      Crouching B, Crouch A, Crouch C
Crouching B, Crouch A, Crouch C<br>
                              Crouch A, Crouch B
Crouch A, Crouch B<br><br>


Advanced Attacks:
Advanced Attacks:<br>
Rotating Kick                F,QCF+P<br>
Scorpion Kick                HCF+K, F,QCF+K<br>
Scorpion Attack              QCB+K, F+K<br>
Scopion Cut                  F,QCF+K,QCF+K<br>
Sleeping Scorpion            B,QCB+P or K,QCF+K<br><br>


Rotating Kick                F,QCF+P
Deadly Attacks:<br>
Scorpion Kick                HCF+K, F,QCF+K
Scorpion Slaughter            QCFx2+P<br>
Scorpion Attack              QCB+K, F+K
Deadly Kick                  QCFx2+K<br>
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==
Shadow Moves
------------
Ruthless Kicks          qcf + LK+HP              must connect (not blocked)
Ruthless Kicks          qcf + LK+HP              must connect (not blocked)
                                                     to perform entire  
                                                     to perform entire  
                                                     maneuver; wall bounces
                                                     maneuver; wall bounces
                                                     opponent
                                                     opponent<br>
Shadow Arc Dropkick      qcb + LK+HP
Shadow Arc Dropkick      qcb + LK+HP<br>
Stagger Grab            hcf + LP+LK              connects close and is
Stagger Grab            hcf + LP+LK              connects close and is
                                                     unblockable; small
                                                     unblockable; small
                                                     window for free attack
                                                     window for free attack
                                                     after landing maneuver
                                                     after landing maneuver<br>


==Throw Moves==
==Throw Moves==
Line 50: Line 41:
                                                     minor damage; taunt  
                                                     minor damage; taunt  
                                                     fills Super Meter  
                                                     fills Super Meter  
                                                     considerably
                                                     considerably<br>
Hopping Strike          d + LP+LK                overhead
Hopping Strike          d + LP+LK                overhead<br>
Backroll and Jump        b + LP+LK                can follow with air attack
Backroll and Jump        b + LP+LK                can follow with air attack<br>
Snap Axe                f + LK                  2 hits; second hit is an  
Snap Axe                f + LK                  2 hits; second hit is an overhead<br>
                                                    overhead
Pincher Kick            f + HK                  2 hits; overhead<br>
Pincher Kick            f + HK                  2 hits; overhead
Double Sting            d/u + LP/LK/HP/HK        2 hits; pursue attack when opponent is on floor<br>
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<br>
-------------
Predator Crash          b, d, db + P            LP=straight, HP=diagonally upward<br>
Aculeus Sting            f, d, df + P            LP=short and 2 hits;
-Hang Kick              qcf + K                  Predator Crash must touch opponent to allow for this follow up; overhead<br>
                                                    HP=far and 3 hits with
Predator Crash Fake      b, d, db + K<br>
                                                    first part being an
Desert Crawl            hcf + K                  both hits must be blocked low<br>
                                                    overhead
-Trap Kick              qcf + K                  can be activated after either hit of the DesertCrawl; overhead<br>
Predator Crash          b, d, db + P            LP=straight, HP=diagonally
Death Roll              hcb + K                  LK=short, HK=far<br>
                                                    upward
-Venomous Kick          f + K                    Death Roll must touch opponent to perform this follow up<br>
  Hang Kick              qcf + K                  Predator Crash must touch
Arc Dropkick            f, d, df + K            LK=short and 4 hits,HK=far and 5 hits<br>
                                                    opponent to allow for
-Captured Prey          qcf + LK                Arc Dropkick must connect (not blocked) to perform this follow up<br>
                                                    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
Merciless Feast          qcf, qcf + P            first part must connect
                                                     (not blocked) to
                                                     (not blocked) to
Line 96: Line 66:
Lethal Sting            qcf, qcf + K            overhead
Lethal Sting            qcf, qcf + K            overhead
=Combos=
=Combos=
Crossups: j.D
Crossups: j.D<br>
 
Combos:


5A 2A 2C 623B 236B
Combos:<br>
2B 2A 2C ...
5A 2A 2C 623B 236B<br>
2B/2A 2A 236236P ...
2B 2A 2C ...<br>
... 2C 63214D 236B+C ...
2B/2A 2A 236236P ...<br>
... 2C 63214D 236B+C ...<br><br>


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


6D 41236K or 623B ...
6D 41236K or 623B ...<br>
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.
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.<br><br>


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


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


... 63214D 236B+C, 623B, D/6D 623C, 66 (cross under) D 421P 236K  - Works anywhere that isn't close to the corner.
... 63214D 236B+C, 623B, D/6D 623C, 66 (cross under) D 421P 236K  - Works anywhere that isn't close to the corner.<br><br>
      
      
... 236B+C, 66C, D/6D 623C, D 421P 236K  - Works near the corner.
... 236B+C, 66C, D/6D 623C, D 421P 236K  - Works near the corner.<br>


... 236B+C, (623B or 66C), D/6D 623C, 623A, 236236P, D - For best damage, do the super as late as possible.
... 236B+C, (623B or 66C), D/6D 623C, 623A, 236236P, D - For best damage, do the super as late as possible.<br><br>


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


=Strategies=
=Strategies=


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

Revision as of 20:18, 26 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

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

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 DesertCrawl; 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

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

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