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=Introduction=
=Introduction=
'''Pros:'''<br>
Good pokes. <br>
Strong throw game and unblockable setups. <br>
Strong frame advantage on many moves. <br>
An okay DP and 63214P is an invincible ground attack. <br>
Very very good supers and shadow attacks. <br>
Easy 100% loops with ~3 stocks.<br><br>
'''Cons:'''<br>
No special projectiles<br>
Some Specials have Slow Recovery<br>
One tier down of Crane<br>


=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>
-Finish                qcf + P<br>
Viper Blade              f, d, df + LP<br>
-Hopping Spike          u + P                    Viper Blade must touch opponent to allow for this follow up; overhead <br>
-Sneaky Trip            d + K                    Viper Blade must touch opponent to allow for this follow up; must be  blocked low<br>
Viper Rush              f, d, df + HP<br>
Slither And Strike      hcb + P<br>
-Final Strike          qcb + P                  Slither and Strike must touch opponent to allow this follow up<br>
Scissor Takedown        hcf + K                  running throw that connects close and is unblockable; LK=runs short, HK=runs far<br>
Tail Whip Kick          f, d, df + K            LK=short and 2 hits, HK=far and 3 hits<br>


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==
==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=


{{Navbox-MartialM}}
[[Category:Martial Masters]]
[[Category:Martial Masters]]

Latest revision as of 00:59, 23 January 2021

Mmredsnake.gif

Introduction

Pros:
Good pokes.
Strong throw game and unblockable setups.
Strong frame advantage on many moves.
An okay DP and 63214P is an invincible ground attack.
Very very good supers and shadow attacks.
Easy 100% loops with ~3 stocks.

Cons:
No special projectiles
Some Specials have Slow Recovery
One tier down of Crane

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

Game Navigation

General
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Crane
Drunk Master
Ghost Kick
Lotus Master
Master Huang
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