Martial Masters/Saojin: Difference between revisions

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=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
F+C<br><br>


Special Attack:
Special Attack:<br>
                              A,A,B,C
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>


Punch & Fist                  QCF+P
Deadly Attacks:<br>
The Lady                      QCF+K
The Glory                    QCFx2+P<br>
Sudden Strike                QCB+P
Heart Breaker                QCB,QCB+P<br>
The Dance                    Dn,F,FDn+K
Nonsense                      F,QCF+P
 
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>
 
 
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
              
              
        
        
Line 48: Line 48:
Command Moves
Command Moves
-------------
-------------
Reading                  HP+HK                   can hit opponent for very
Reading                  HP+HK                   can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
                                                    minor damage; taunt  
Hopping Double Knees    d + LP+LK                overhead<br>
                                                    fills Super Meter  
Retreat and Jump        b + LP+LK                can follow with air attack<br>
                                                    considerably
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
                          when opponent is  
                          on floor
==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>
                                                    knocked down afer use
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
                                                    special move; if not
Chaos Flurry            f, d, df + P            LP=short, HP=far<br>
                                                    cancelled, Saojin will
Piercing Umbrella        qcb + P                  LP=short, HP=far<br>
                                                    be stunned for a bit
Dust Slide              qcf + K                  LK=short, HK=far; must be blocked low<br>
                                                    after maneuver
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
                                                    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==
==Super Moves==
Supers
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
                                                    blocked) to perform
                                                    entire maneuver
Umbrella Rush            qcb, qcb + P            first part must connect
                                                    (not blocked) to  
                                                    perform the entire
                                                    maneuver; wall bounce
    
    
=Combos=
=Combos=
Crossups: j.B, j.D
Crossups: j.B, j.D<br>
 
Normals:
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!
Specials:
236A    - Overhead. Knocks down on hit. Saojin becomes knocked down when used.
236C    - Can be canceled into any other special at any time.
623A/C
214A/C
623B  - Launches.
623D  - 3rd hit is High. First hit has Body, Head, and Air Guard Point.
236B/D  - D version slides farther. Can slide under many things.
41236D  - Grabs on hit. Builds a lot of meter.
Supers:
236236P  - Invincible startup.
214214P  - Invincible startup.
214B+C  - This shadow attack will actually remain active long after it leaves
          the screen. Because of this, it takes a while before you can use it
          again, and a very strong glitched loop is possible off it (see below
          and in the Advanced Gameplay section).


         
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>


A B C 6C 236C 623B 214D
... 236C 41236D  - Low damage, but gives a ton of meter. Good after 214B+C<br><br>
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  <br> - Builds more meter than it uses. Hard to use at mid screen.<br>


... 5C 6C 236C 214B+C, j.D, A B C 6C 236C 41236D 
... 236B+C, D, 623B, 623B, j.D, 214D or 236236P<br><br>
  - 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<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>


... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, (623B, j.D)*3, 214P
41236A+B, 6, A B C 6C 236C 41236D<br>
... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, ( (623B, j.D)*3 623B 214B+C )*n
41236A+B, 6, A B C 6C 236C 623B/D ...<br>
  -  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=
=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

Mmsaojin.gif

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

Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Crane
Drunk Master
Ghost Kick
Lotus Master
Master Huang
Monk
Monkey Boy
Reika
Red Snake
Saojin
Scorpion
Tiger