Martial Masters/Master Huang: Difference between revisions

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=Move List=
=Move List=
==Quick Movelist==
Normal Attacks:
f+C<br>
b+B<br>
<br>
Special Attacks:
Close C+D<br>
Crouching B, Crouching A<br>
<br>
Advanced Attacks:<br>
Hard Punch                  QCF+P<br>
Consequence Kick            QCB+K,QCF+K,QCB+K,B<br>
Ascending Dragon            F,QCF+K,Dn+K<br>
Straight Kick              QCF+K,Dn+K<br>
Swap Kick                  B,QCB+K,HCF+K<br>
Zen Kick                    HCB+C<br>
Shadowless Kick            In Air HCF+K<br>
<br>
Deadly Attacks:<br>
Buddha Strike              QCFx2+P<br>
Wind Strike                QCFx2+K<br>


==Shadow Moves==
==Shadow Moves==
Nimble Whirlwind         qcf + LK+HP              must connect (not blocked)  to perform entire  maneuver; launches opponent<br>
Nimble Whirlwind:    &nbsp;    236B+C        &nbsp;      must connect (not blocked)  to perform entire  maneuver; launches opponent<br>
Double Drill Kick        qcb + LK+HP<br>
Stagger Grab            hcf + LP+LK              connects close and isunblockable; small window for free attack after landing maneuver<br>


==Throw Moves==
Double Drill Kick:    &nbsp;  214B+C<br>   
 
Stagger Grab:        &nbsp;    41236A+B      &nbsp;        connects close and is unblockable; small window for free attack after landing maneuver<br>


==Command Moves==
==Command Moves==


Fan Wave                 HP+HK                    can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
Fan Wave:            &nbsp;    C+D      &nbsp;            can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
Hopping Fist             d + LP+LK                overhead<br>
 
Backroll and Jump       b + LP+LK                can follow with air attack<br>
Hopping Fist:        &nbsp;    2A+B      &nbsp;          overhead<br>
Step In Elbow           f + HP<br>
 
Snap Kick               b + LK <br>
Backroll and Jump:  &nbsp;    4A+B      &nbsp;          can follow with air attack<br>
Leg Drop                 d/u + LP/LK/HP/HK        pursue attack when opponent is on floor<br>
 
Step In Elbow:      &nbsp;    6C<br>
 
Snap Kick:          &nbsp;    4B<br>
 
Leg Drop:            &nbsp;    2/8+A/B/C/D  &nbsp;    pursue attack when opponent is on floor<br>


==Special Moves==
==Special Moves==


Surge Fist               qcf + P                  LP=short, HP=far<br>
Surge Fist:        &nbsp;      236P          &nbsp;        LP=short, HP=far<br>
Swift Push               hcb + LP after landing a close HP/HK that  connects (not  blocked)<br>
 
Turnover                 hcb + HP                connects close and is  unblockable; small  window for free attack  after landing maneuver<br>
Swift Push:        &nbsp;      63214A        &nbsp;    after landing a close C/D that  connects (not  blocked)<br>
Grasshopper             qcf + K                  LK=short, HK=far; must be blocked low<br>
 
--Air Axe Kick           d + K                    Grasshopper must connect to perform this follow up; overhead  <br>
Turnover:          &nbsp;      63214C        &nbsp;        connects close and is  unblockable; small  window for free attack  after landing maneuver<br>
Drill Kick               hcf + K in air           LK=short, HK=far and overhead<br>
 
Nimble Knee             f, d, df + K            LK=short, HK=far<br>
Grasshopper:      &nbsp;      236K          &nbsp;        LK=short, HK=far; must be blocked low<br>
--Air Axe Kick           d + K                    Nimble Knee must connect to perform this follow up; overhead<br>
&nbsp; --Air Axe Kick:    &nbsp;      2K            &nbsp;        Grasshopper must connect to perform this follow up; overhead  <br>
Whirlwind Kick         qcb + K<br>
 
Heavy Axe             qcf + K                  axe kick portion is an overhead<br>
Drill Kick:        &nbsp;      41236K in air &nbsp;          LK=short, HK=far and overhead<br>
--High Kicks           qcb + K                  Heavy Axe portion must connect (not blocked)  to perform this follow up<br>
 
---Final Kick         LK<br>
Nimble Knee:      &nbsp;      623K          &nbsp;  LK=short, HK=far<br>
Dragon Kick             b, d, db + K            LK=short, HK=far; overhead<br>
&nbsp; --Air Axe Kick:    &nbsp;      2K            &nbsp;        Nimble Knee must connect to perform this follow up; overhead<br>
--Drill Kick             hcf + K                  Dragon Kick must connect to perform this follow up<br>
 
Whirlwind Kick:    &nbsp;      214K<br>
 
Heavy Axe:        &nbsp;    236K            &nbsp;      axe kick portion is an overhead<br>
&nbsp; --High Kicks:      &nbsp;    214K            &nbsp;      Heavy Axe portion must connect (not blocked)  to perform this follow up<br>
&nbsp;&nbsp; ---Final Kick:    &nbsp;    B<br>
 
Dragon Kick:      &nbsp;      421K          &nbsp;    LK=short, HK=far; overhead<br>
&nbsp; --Drill Kick:      &nbsp;      41236K        &nbsp;          Dragon Kick must connect to perform this follow up<br>


==Super Moves==
==Super Moves==


Awakening Spirit         qcf, qcf + P <br>
Awakening Spirit:  &nbsp;      236236P <br>
Dragon Rave             qcf, qcf + K            first part must connect (not blocked) to perform entire maneuver<br>
Dragon Rave:        &nbsp;      236236K      &nbsp;      first part must connect (not blocked) to perform entire maneuver<br>


=Combos=
=Combos=
Crossups: j.B, j.C<br>
2B,2B,2A~236A<br>
2B,2A~4B~236C<br>
cl.C(1),cl.D~4B~236C<br>
2B,2A~4B~623D,2K<br>


Basic meterless hit confirms, works on the whole cast.


Combos:
2B,2B~214D,236D,214D,5B > Pursuit<br>
cl.C(1),cl.D~214D,236D,214D,5B > Pursuit<br>


(2B) 2B 2A 236P or 623D 2K<br>
Combo with very good corner carry ending in pursuit.
(2B) 2B 2A 214K 236K 236B+C ...<br>
2B 2A 4B 623D, 2K  - Strongest without bar, when possible.<br>
2B 2A 4B 214K 236K 236B+C ...<br>
5B 4B ...<br>


c.C(1) c.D 6C ...  - Basic combo starter<br>
2B,2A~63214A > run > cl.C(1),cl.D~214D,214D,236D<br>
c.C(1) c.D 63214A, 66 c.C(1) c.D 6C ...  - Advanced version, changes sides.<br>
c.C(1) c.D 63214A, 66 c.C(1) c.D, 63214A, ...  - Extra Advanced version<br>.
Must delay 63214A very late. Can be looped until the corner.<br>


63214C, 6, c.C(1) c.D 6C ...  - Can do all normal combos off the back throw.<br>
Combo using Huang's command grab
63214C, 6, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C 214K 236K 214K B<br>
- Delaunch off command throw. Very small meter usage, can be looped.<br>
   
421K 41236K(2+), 236236P<br>
421K 41236K(1), 4B ...  - Must only hit once with the dive.<br>


... 236B+C, (66) f.D, 421D, 4B, j.D, 623K 2K or 236236P <br>
2B,2A~214D,236D~SAL > far.D > jf.D > 4B~421B > 236C<br>
... 236B+C, f.D, 66 j.D, 4B, j.D, 623K 2K or 236236P  - More damage.<br>
cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > 623B,2K<br>
... 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P  - Near Corner.<br>
<br>
... 236B+C, f.D, 66 j.D, j.D, 4B 623B 2K (wiff), 236P or 236236P/K  - Fancy version. Hard to do. 2K must wiff to be able to follow up.<br>
236236P super does less damage but is easier to land.<br>


Combos with a single use of Shadow Attack Launcher (SAL).


41236A+B, c.C(1) c.D 6C ...<br>
cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > cl.D~SAR > 4B~[623K,2K]xN<br>
41236A+B, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C ... <br>
- Same as off command throw but a lot more damage.<br>


Shadow Attack Rush (SAR) extension to a SAL combo ending in a DP corner loop, opponent must be in the corner for the cl.D~SAR to connect. On Master Huang, Monkey Boy, Drunken Master, Red Snake, and Saojin the [623K,2K] on the corner alternates strengths starting with 623D. For Scorpion, Ghost Kick, and Tiger it alternates strengths starting with 623B. The loop doesn't work on Lotus Master and Monk. On Reika the [[623D,2K > 623B,K]x3 > cl.D~SAR > 4B] can be looped infinitely.


... ( c.C(1) c.D 6C 214K 236K 236B+C, crossup j.C, c.C(1) c.D 63214A, 66 )*n  <br>
Corner: [cl.C(1),cl.D~421B,41236D]xN<br>
- Infinite Delaunch combo. Must have them facing into the corner.<br>
 
Corner infinite, the 421B is very delayed, works on Master Huang, Drunken Master, Crane, Ghost Kick, and Reika.
 
Corner: [cl.C(1),cl.D~421D,41236B]xN<br>
 
Slightly different version of the above corner infinite that works on Scorpion and Monk.


=Strategies=
=Strategies=
Master Huang its the typical chinese hero and main protagonist as the optimist and serious challenge seeker from 70's and 80's Martial Arts Movies...
Master Huang its the typical chinese hero and main protagonist as the optimist and serious challenge seeker from 70's and 80's Martial Arts Movies...


He is a balanced rushdown characters but don't have a good counter-reversal move and its focused in offensive at medium distance  
He is a balanced rushdown characters but don't have a good counter-reversal move and its focused in offensive at medium distance
 
=References=
[https://twitter.com/totu_q/status/1315986433421660161?s=20 Video examples of most of the combos on this page.]
 
{{Navbox-MartialM}}
[[Category:Martial Masters]]
[[Category:Martial Masters]]

Latest revision as of 02:36, 23 February 2021

Mmmhuang.gif

Introduction

Pros:
Shittons of damage off everything.
Very tricky high/low/throw game.
Huge loops.
Can infinite half the cast from anywhere.
Dive kick gives him good air control and crossups.
Very good shadow attacks.

Cons:
No true reversal attacks
Lack of special projectiles

Move List

Shadow Moves

Nimble Whirlwind:   236B+C   must connect (not blocked) to perform entire maneuver; launches opponent

Double Drill Kick:   214B+C

Stagger Grab:   41236A+B   connects close and is unblockable; small window for free attack after landing maneuver

Command Moves

Fan Wave:   C+D   can hit opponent for very minor damage; taunt fills Super Meter considerably

Hopping Fist:   2A+B   overhead

Backroll and Jump:   4A+B   can follow with air attack

Step In Elbow:   6C

Snap Kick:   4B

Leg Drop:   2/8+A/B/C/D   pursue attack when opponent is on floor

Special Moves

Surge Fist:   236P   LP=short, HP=far

Swift Push:   63214A   after landing a close C/D that connects (not blocked)

Turnover:   63214C   connects close and is unblockable; small window for free attack after landing maneuver

Grasshopper:   236K   LK=short, HK=far; must be blocked low
  --Air Axe Kick:   2K   Grasshopper must connect to perform this follow up; overhead

Drill Kick:   41236K in air   LK=short, HK=far and overhead

Nimble Knee:   623K   LK=short, HK=far
  --Air Axe Kick:   2K   Nimble Knee must connect to perform this follow up; overhead

Whirlwind Kick:   214K

Heavy Axe:   236K   axe kick portion is an overhead
  --High Kicks:   214K   Heavy Axe portion must connect (not blocked) to perform this follow up
   ---Final Kick:   B

Dragon Kick:   421K   LK=short, HK=far; overhead
  --Drill Kick:   41236K   Dragon Kick must connect to perform this follow up

Super Moves

Awakening Spirit:   236236P
Dragon Rave:   236236K   first part must connect (not blocked) to perform entire maneuver

Combos

2B,2B,2A~236A
2B,2A~4B~236C
cl.C(1),cl.D~4B~236C
2B,2A~4B~623D,2K

Basic meterless hit confirms, works on the whole cast.

2B,2B~214D,236D,214D,5B > Pursuit
cl.C(1),cl.D~214D,236D,214D,5B > Pursuit

Combo with very good corner carry ending in pursuit.

2B,2A~63214A > run > cl.C(1),cl.D~214D,214D,236D

Combo using Huang's command grab

2B,2A~214D,236D~SAL > far.D > jf.D > 4B~421B > 236C
cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > 623B,2K

Combos with a single use of Shadow Attack Launcher (SAL).

cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > cl.D~SAR > 4B~[623K,2K]xN

Shadow Attack Rush (SAR) extension to a SAL combo ending in a DP corner loop, opponent must be in the corner for the cl.D~SAR to connect. On Master Huang, Monkey Boy, Drunken Master, Red Snake, and Saojin the [623K,2K] on the corner alternates strengths starting with 623D. For Scorpion, Ghost Kick, and Tiger it alternates strengths starting with 623B. The loop doesn't work on Lotus Master and Monk. On Reika the [[623D,2K > 623B,K]x3 > cl.D~SAR > 4B] can be looped infinitely.

Corner: [cl.C(1),cl.D~421B,41236D]xN

Corner infinite, the 421B is very delayed, works on Master Huang, Drunken Master, Crane, Ghost Kick, and Reika.

Corner: [cl.C(1),cl.D~421D,41236B]xN

Slightly different version of the above corner infinite that works on Scorpion and Monk.

Strategies

Master Huang its the typical chinese hero and main protagonist as the optimist and serious challenge seeker from 70's and 80's Martial Arts Movies...

He is a balanced rushdown characters but don't have a good counter-reversal move and its focused in offensive at medium distance

References

Video examples of most of the combos on this page.

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