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[[File:mmsaojin.gif|right]] | |||
=Introduction= | =Introduction= | ||
'''Pros:''' <br> | |||
Builds a lot of meter. <br> | |||
214B+C Shadow Attack is great for pressure, escape, anything. <br> | |||
Both supers are decent. <br> | |||
Easy combos. <br> | |||
214P is a high damage poke. <br> | |||
100% loop for cheap off anything. <br> | |||
2A+B can crossup. <br> | |||
DP isn't foot invincible, but it doesn't leave the ground so it can be canceled to 214B+C on block.<br><br> | |||
'''Cons:''' <br> | |||
Nothing off throw. <br> | |||
DP only has very short invincibility and is not invincible on the foot.<br> | |||
=Move List= | =Move List= | ||
==Quick Movelist== | ==Quick Movelist== | ||
Normal Attack: | Normal Attack:<br> | ||
F+C<br><br> | |||
Special Attack: | Special Attack:<br> | ||
A,A,B,C<br><br> | |||
Advanced Attacks: | Advanced Attacks:<br> | ||
Punch & Fist QCF+P<br> | |||
The Lady QCF+K<br> | |||
Sudden Strike QCB+P<br> | |||
The Dance Dn,F,FDn+K<br> | |||
Nonsense F,QCF+P<br><br> | |||
Deadly Attacks:<br> | |||
The Glory QCFx2+P<br> | |||
Heart Breaker QCB,QCB+P<br> | |||
Deadly Attacks: | |||
The Glory QCFx2+P | |||
Heart Breaker QCB,QCB+P | |||
==Shadow Moves== | ==Shadow Moves== | ||
Blast Strikes qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent <br> | |||
Curtain Call qcb + LK+HP <br> | |||
Stagger Grab hcf + LP+LK connects close and is unblockable; small window for free attack after landing maneuver<br> | |||
Blast Strikes qcf + LK+HP must connect (not blocked) | |||
Curtain Call qcb + LK+HP | |||
Stagger Grab hcf + LP+LK | |||
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Command Moves | Command Moves | ||
------------- | ------------- | ||
Reading HP+HK | Reading HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably<br> | ||
Hopping Double Knees d + LP+LK overhead<br> | |||
Retreat and Jump b + LP+LK can follow with air attack<br> | |||
Drilling Punch f + HP 2 hits<br> | |||
Hopping Double Knees d + LP+LK overhead | Double Bash d/u + LP/LK/HP/HK pursue attack when opponent is on floor<br> | ||
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 | |||
==Special Moves== | ==Special Moves== | ||
Special Moves | Special Moves | ||
------------- | ------------- | ||
Windmill Punch qcf + LP overhead; Saojin is | Windmill Punch qcf + LP overhead; Saojin is knocked down afer use<br> | ||
Punch Flurry qcf + HP can cancel into any other special move;<br> | |||
Punch Flurry qcf + HP can cancel into any other | if not cancelled, Saojin will be stunned for a bit after<br> maneuver | ||
Chaos Flurry f, d, df + P LP=short, HP=far<br> | |||
Piercing Umbrella qcb + P LP=short, HP=far<br> | |||
Dust Slide qcf + K LK=short, HK=far; must be blocked low<br> | |||
Crafty Slide hcf + HK must connect (not blocked) to perform entire maneuver; must be blocked low<br> | |||
Chaos Flurry f, d, df + P LP=short, HP=far | Blast Palm f, d, df + LK launches opponent<br> | ||
Piercing Umbrella qcb + P LP=short, HP=far | Double Blast f, d, df + HK last part is an overhead<br> | ||
Dust Slide qcf + K LK=short, HK=far; must | |||
Crafty Slide hcf + HK must connect (not | |||
Blast Palm f, d, df + LK launches opponent | |||
Double Blast f, d, df + HK last part is an overhead | |||
==Super Moves== | ==Super Moves== | ||
Photo Op qcf, qcf + P strike must connect (not blocked) to perform entire maneuver<br> | |||
Umbrella Rush qcb, qcb + P first part must connect (not blocked) to perform the entire maneuver; wall bounce<br> | |||
Photo Op qcf, qcf + P strike must connect (not | |||
Umbrella Rush qcb, qcb + P first part must connect | |||
=Combos= | =Combos= | ||
Crossups: j.B, j.D | Crossups: j.B, j.D<br> | ||
Combos:<br> | |||
Combos: | A B C 6C 236C 623B 214D<br> | ||
2B C 6C 236C 623D(2) 236B+C ...<br> | |||
2B 2B 5D 236B+C ... - Might miss some characters<br><br> | |||
... 236C 41236D - Low damage, but gives a ton of meter. Good after 214B+C<br><br> | |||
... 236C 41236D - | ... 5C 6C 236C 214B+C, j.D, A B C 6C 236C 41236D <br> - Builds more meter than it uses. Hard to use at mid screen.<br> | ||
... | ... 236B+C, D, 623B, 623B, j.D, 214D or 236236P<br><br> | ||
... 236B+C, D, 623B, 623B, j.D, | ... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, (623B, j.D)*3, 214P<br> | ||
... 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.<br><br> | |||
41236A+B, 6, A B C 6C 236C 41236D<br> | |||
41236A+B, 6, A B C 6C 236C 623B/D ...<br> | |||
=Strategies= | =Strategies= | ||
Saojin its another comic relief character and with attraction of the protagonist, she is a ground rushdown character but with few poking and otg options | |||
{{Navbox-MartialM}} | |||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Latest revision as of 01:00, 23 January 2021
Introduction
Pros:
Builds a lot of meter.
214B+C Shadow Attack is great for pressure, escape, anything.
Both supers are decent.
Easy combos.
214P is a high damage poke.
100% loop for cheap off anything.
2A+B can crossup.
DP isn't foot invincible, but it doesn't leave the ground so it can be canceled to 214B+C on block.
Cons:
Nothing off throw.
DP only has very short invincibility and is not invincible on the foot.
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
Saojin its another comic relief character and with attraction of the protagonist, she is a ground rushdown character but with few poking and otg options