Martial Masters: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 5: Line 5:


=Gameplay=
=Gameplay=
Throw                    LP+HK / LK+HK            connects close
Throw Escape            press LP+HK / LK+HK      must use the same
                          just as the opponent    combination that the
                          is throwing you          opponent is using
                                                    to throw you in order to
                                                    escape
                   
Forward Run              f, f, then hold f     
                          to continue run
  Dash Jump              uf                                   
  Halt                  b or stop holding f
Dash Backward            b, b
                 
Block High              b
Block Low                db                      will not block overheads
Super Jump              d, ub/u/uf
Low Dodge Overhead      d + LP+LK                overhead
Backroll and Jump        b + LP+LK                can follow with air attack
Pursue Attack            d/u + LP/LK/HP/HK        pursue attack
                          when opponent is
                          on floor
Taunt                    HP+HK                    can hit opponent for very
                                                    minor damage; taunt
                                                    fills Super Meter
                                                    considerably
Instant Roll Forward    f + LP+LK after being         
                          knocked down and
                          before you hit the
                          floor
Instant Roll Backward    b + LP+LK after being         
                          knocked down and
                          before you hit the
                          floor
Delayed Roll Forward    hold f after being         
                          knocked down
Delayed Roll Backward    hold b after being         
                          knocked down
+++++++++++++++++++
| 2.2 Super Meter |
+++++++++++++++++++
  You can build the Super Meter by using special moves, touching your opponent
with attacks, taunting, and being hit by your opponent.  It is possible
to have 9 stocks of meter.  The following are maneuvers that require super
meter stocks:
Guard Burst              HP+HK while blocking    requires one super meter
                          opponent's attack        stock
Shadow Attack Launcher  qcf + LK+HP              requires one super meter
                                                    stock; must connect
                                                    (not blocked) to perform
                                                    entire maneuver; either
                                                    launches or wall bounces
                                                    opponent
Shadow Attack Rush      qcb + LK+HP              requires one super meter
                                                    stock
Stagger Grab            hcf + LP+LK              requires one super meter
                                                    stock; connects close
                                                    and is unblockable;
                                                    small window for free
                                                    attack after landing
                                                    maneuver
Super                    refer to character's    requires one super meter
                          movelist                stoc


=Characters=
=Characters=

Revision as of 12:43, 9 December 2015

Introduction

Martial Masters (Chinese: 形意拳 Xíngyìqúan; Japanese name: シンイーケン, Shin-Ī Ken) is an arcade fighting game developed by IGS and released in 1999. The setting and characters draw inspiration from Hong Kong martial arts films, specifically Once Upon a Time in China, Drunken Master and Operation Scorpio.

Button Notations

Gameplay

Throw LP+HK / LK+HK connects close Throw Escape press LP+HK / LK+HK must use the same

                          just as the opponent     combination that the
                          is throwing you          opponent is using
                                                   to throw you in order to
                                                   escape
                   

Forward Run f, f, then hold f

                          to continue run 
 Dash Jump              uf                                    
 Halt                   b or stop holding f

Dash Backward b, b


Block High b Block Low db will not block overheads

Super Jump d, ub/u/uf Low Dodge Overhead d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Pursue Attack d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor

Taunt HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Instant Roll Forward f + LP+LK after being

                          knocked down and 
                          before you hit the
                          floor

Instant Roll Backward b + LP+LK after being

                          knocked down and 
                          before you hit the
                          floor

Delayed Roll Forward hold f after being

                          knocked down 

Delayed Roll Backward hold b after being

                          knocked down 


+++++++++++++++++++ | 2.2 Super Meter | +++++++++++++++++++

 You can build the Super Meter by using special moves, touching your opponent

with attacks, taunting, and being hit by your opponent. It is possible to have 9 stocks of meter. The following are maneuvers that require super meter stocks:


Guard Burst HP+HK while blocking requires one super meter

                          opponent's attack        stock


Shadow Attack Launcher qcf + LK+HP requires one super meter

                                                   stock; must connect 
                                                   (not blocked) to perform 
                                                   entire maneuver; either 
                                                   launches or wall bounces
                                                   opponent

Shadow Attack Rush qcb + LK+HP requires one super meter

                                                   stock

Stagger Grab hcf + LP+LK requires one super meter

                                                   stock; connects close 
                                                   and is unblockable; 
                                                   small window for free
                                                   attack after landing
                                                   maneuver

Super refer to character's requires one super meter

                          movelist                 stoc

Characters

Secrets

Links