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=Introduction= | =Introduction= | ||
'''Pros:'''<br> | |||
Scary strong high/low mixups. <br> | |||
Strong throws. <br> | |||
Huge pokes. Very good projectiles. <br> | |||
Good shadow attacks. <br> | |||
Pound the Ground to punish anything at a distance. <br> | |||
Most life of any character.<br><br> | |||
'''Cons:'''<br> | |||
Big target.<br><br> | |||
=Move List= | =Move List= |
Revision as of 21:39, 20 February 2016
Introduction
Pros:
Scary strong high/low mixups.
Strong throws.
Huge pokes. Very good projectiles.
Good shadow attacks.
Pound the Ground to punish anything at a distance.
Most life of any character.
Cons:
Big target.
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 ...