Martial Masters/Ghost Kick: Difference between revisions

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[[File:mmghostk.gif|right]]
=Introduction=
=Introduction=
'''Pros:''' <br>
Lots of solid moves.<br>
Very good AA.<br>
Big ass 6D poke.<br>
j.C is a huge crossup.<br><br>
'''Cons:''' <br>
Weak High/Low game. <br>
DPs aren't fully invincible. <br>
214P is worthless.<br>
<br>


=Move List=
=Move List=
==Quick Movelist==
Normal Attacks:<br>
f+A<br>
f+C<br>
f+D<br>
<br>
Special Attack:<br>
Crouching Bx3<br>
<br>
Advanced Attacks:<br>
Pearl Fight                F,QCF+K<br>
Immoral                    QCF+K<br>
Irritator                  QCB+P,F,QCF+P<br>
Spirit's Catch              B,QCB+P<br>
Ghost Transport            QCB+K,F,QCF+P<br>
<br>
Deadly Attacks:<br>
The Saints                  QCFx2+K<br>
Holy Dragon                QCBx2+K<br>
==Shadow Moves==
Shadow Riot Flash        qcf + LK+HP              must connect (not blocked) to perform entire maneuver; launches opponent <br>
Gatling Kicks            qcb + LK+HP<br>
Stagger Grab            hcf + LP+LK              connects close and is unblockable; small window for free attack after landing maneuver<br>


==Throw Moves==
==Throw Moves==
Line 7: Line 45:
==Command Moves==
==Command Moves==


Aggressive Pride        HP+HK                    can hit opponent for very minor damage; taunt fills Super Meter  considerably<br>
Hopping Knee            d + LP+LK                overhead<br>
Cartwheel and Jump      b + LP+LK                can follow with air attack <br>
Reaching Axe Kick        f + LP  <br>
Driving Headbutt        f + HP
Rolling Scissors        d + HP                  2 hits<br>
Flying Gut Kick          f + HK  <br>
Dirty Punt              d/u + LP/LK/HP/HK        pursue attack when opponent is  on floor<br>
==Special Moves==
==Special Moves==
 
Rumble Takedown          f, d, df + P            HP version jumps higher and further; catches opponents in air for an air throw<br>
Violent Kicks            qcb + P                  LP=6 hits, HP=10 hits<br>
-Riot Flash              f, d, df + P            LP=one flip, HP=two flips<br>
Supreme Crash            b, d, db + P            LP=short and 1 hit; HP=far and 2 hits; overhead<br>
Handstand Wallop        qcf + K                  LK=short and 2 hits, HK=far and 4 hits<br>
Corkscrew                f, d, df + K            LK=low and 5 hits, HK=high and 8 hits<br>
Leg Whip                qcb + K                  2 hits with both needing to be blocked low; launches opponent; can  follow with Rumble Takedown<br>
==Super Moves==
==Super Moves==
Horizontal Corkscrew    qcf, qcf + K<br>           
Tornado Corkscrew        qcb, qcb + K            has a slight vacuum  ffect<br>


=Combos=
=Combos=
Crossups: j.C
Combos:
2B 2B 623K ...<br>
2B 2B 2B 236236K<br>
2B 5A 6D ...<br>
5A 2B ...<br>
C/2C 6D ...
2C(1) 6A/6C ...  - Worthless??


... 6D 214K, 623D, 623P<br>
... 6D 623D, 214K, 623A  - Doesn't hit most characters but works better on some<br>
... 6D 236D 236B+C ...<br>
... 6D 214C 236B+C ...  - Slightly more damage.<br>
<br>
214P, 623A, 623P<br>
214P, 623C, 421P<br>
<br>
AA 623K, 4, 214K, 623A<br>
... 623B, 623A  - Near Corner<br>
623K, 623D, 623A  - Corner<br>
623K, 214214K  - Corner<br>
<br>
214K, 623D, 623A<br>
214K, 214214K<br>
214K, 214K  - Might need to use this on some from max distance.<br>
<br>
A+D, 214K, 623A  - Only combos on Tiger, works anywhere.<br>
A+D, 214K, 214214K  - Same.<br>
A+D, 214K, 6 623D, 623A  - Tiger only, near the corner.<br>
<br>
A+D, 623D, 623D, 623P  - Corner, only hits Monk/Tiger/Scorpion/Lotus.<br>
A+D, 623D, 214214K  - Corner, same.<br>
A+D, 236236K  - Near corner, also works on Snake/Drunken/Huang/SaoJin.<br>
<br>
B+D, 214214K  - Hits Monk/Tiger in the corner. Others?<br>
<br>
... 421C*n  - If they don't tech roll you can keep doing this. However, they can tech roll between any hit, so it's not an infinite. Only works on Reika/??<br>
2C(1) 214B+C, 236D, j.C, C 6D ...  Good to start off j.C crossup or 2A+B.<br>
<br>
2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ...  - More difficult but stronger.<br>
<br>
... 236B+C, j.D, 214K, 623D, 6 623D, 623A  - Anywhere, easy.<br>
... 236B+C, j.D, 623D, 623D, 623B, 623A  - Also works, easier in the corner.<br>
<br>
41236A+B, 2C, 6D ...<br>
=Strategies=
=Strategies=
Ghost Kick is focused on anti air and rushdown attacks, his objective is about cornering and juggling the opponent with his specials.


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

Latest revision as of 00:58, 23 January 2021

Mmghostk.gif

Introduction

Pros:
Lots of solid moves.
Very good AA.
Big ass 6D poke.
j.C is a huge crossup.

Cons:
Weak High/Low game.
DPs aren't fully invincible.
214P is worthless.

Move List

Quick Movelist

Normal Attacks:
f+A
f+C
f+D

Special Attack:
Crouching Bx3

Advanced Attacks:
Pearl Fight F,QCF+K
Immoral QCF+K
Irritator QCB+P,F,QCF+P
Spirit's Catch B,QCB+P
Ghost Transport QCB+K,F,QCF+P

Deadly Attacks:
The Saints QCFx2+K
Holy Dragon QCBx2+K

Shadow Moves

Shadow Riot Flash qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Gatling Kicks 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

Aggressive Pride HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Knee d + LP+LK overhead
Cartwheel and Jump b + LP+LK can follow with air attack
Reaching Axe Kick f + LP
Driving Headbutt f + HP Rolling Scissors d + HP 2 hits
Flying Gut Kick f + HK
Dirty Punt d/u + LP/LK/HP/HK pursue attack when opponent is on floor

Special Moves

Rumble Takedown f, d, df + P HP version jumps higher and further; catches opponents in air for an air throw
Violent Kicks qcb + P LP=6 hits, HP=10 hits
-Riot Flash f, d, df + P LP=one flip, HP=two flips
Supreme Crash b, d, db + P LP=short and 1 hit; HP=far and 2 hits; overhead
Handstand Wallop qcf + K LK=short and 2 hits, HK=far and 4 hits
Corkscrew f, d, df + K LK=low and 5 hits, HK=high and 8 hits
Leg Whip qcb + K 2 hits with both needing to be blocked low; launches opponent; can follow with Rumble Takedown

Super Moves

Horizontal Corkscrew qcf, qcf + K
Tornado Corkscrew qcb, qcb + K has a slight vacuum ffect

Combos

Crossups: j.C

Combos: 2B 2B 623K ...
2B 2B 2B 236236K
2B 5A 6D ...
5A 2B ...

C/2C 6D ... 2C(1) 6A/6C ... - Worthless??

... 6D 214K, 623D, 623P
... 6D 623D, 214K, 623A - Doesn't hit most characters but works better on some
... 6D 236D 236B+C ...
... 6D 214C 236B+C ... - Slightly more damage.

214P, 623A, 623P
214P, 623C, 421P

AA 623K, 4, 214K, 623A
... 623B, 623A - Near Corner
623K, 623D, 623A - Corner
623K, 214214K - Corner

214K, 623D, 623A
214K, 214214K
214K, 214K - Might need to use this on some from max distance.

A+D, 214K, 623A - Only combos on Tiger, works anywhere.
A+D, 214K, 214214K - Same.
A+D, 214K, 6 623D, 623A - Tiger only, near the corner.

A+D, 623D, 623D, 623P - Corner, only hits Monk/Tiger/Scorpion/Lotus.
A+D, 623D, 214214K - Corner, same.
A+D, 236236K - Near corner, also works on Snake/Drunken/Huang/SaoJin.

B+D, 214214K - Hits Monk/Tiger in the corner. Others?

... 421C*n - If they don't tech roll you can keep doing this. However, they can tech roll between any hit, so it's not an infinite. Only works on Reika/??
2C(1) 214B+C, 236D, j.C, C 6D ... Good to start off j.C crossup or 2A+B.

2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ... - More difficult but stronger.

... 236B+C, j.D, 214K, 623D, 6 623D, 623A - Anywhere, easy.
... 236B+C, j.D, 623D, 623D, 623B, 623A - Also works, easier in the corner.

41236A+B, 2C, 6D ...

Strategies

Ghost Kick is focused on anti air and rushdown attacks, his objective is about cornering and juggling the opponent with his specials.

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