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=Move List= | =Move List= | ||
==Quick Movelist== | ==Quick Movelist== | ||
Normal Attacks: | Normal Attacks:<br> | ||
F+A<br> | |||
DnF+C<br><br> | |||
Special Attacks: | Special Attacks:<br> | ||
Crouching B x3 <br> | |||
A+B<br><br> | |||
Advanced Attacks: | Advanced Attacks:<br> | ||
Sun Chase F,QCF+A,U+P<br> | |||
F,QCF+A,Dn+K<br> | |||
F,QCF+C<br> | |||
Snake Tongue QCF+P x2<br> | |||
Snake Moon F,QCF+K<br> | |||
Snake Water HCB+P,QCB+P<br> | |||
HCF+K<br><br> | |||
Deadly Attacks:<br> | |||
Snake Dance QCFx2+P<br> | |||
Snake Chaos QCFx2+K<br> | |||
Deadly Attacks: | |||
Snake Dance QCFx2+P | |||
Snake Chaos QCFx2+K | |||
==Shadow Moves== | ==Shadow Moves== | ||
Snake Dance qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent at end of maneuver<br> | |||
Shadow Ravenous Fang qcb + LK+HP<br> | |||
Stagger Grab hcf + LP+LK connects close and is unblockable; small window for free attack after landing maneuver<br> | |||
Snake Dance qcf + LK+HP must connect (not blocked) | |||
Shadow Ravenous Fang qcb + LK+HP | |||
Stagger Grab hcf + LP+LK connects close and is | |||
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==Command Moves== | ==Command Moves== | ||
Charmer HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably<br> | |||
Charmer HP+HK can hit opponent for very | Hopping Spike d + LP+LK overhead<br> | ||
Backroll and Jump b + LP+LK can follow with air attack<br> | |||
Single Fang f + LP <br> | |||
Venom Stab df + HP <br> | |||
Hopping Spike d + LP+LK overhead | Double Kick d + HK first part must be blocked low<br> | ||
Backroll and Jump b + LP+LK can follow with air attack | Bow Smash d/u + LP/LK/HP/HK pursue attack when opponent is on floor<br> | ||
Single Fang f + LP | |||
Venom Stab df + HP | |||
Double Kick d + HK first part must be blocked | |||
Bow Smash d/u + LP/LK/HP/HK pursue attack | |||
==Special Moves== | ==Special Moves== | ||
Ravenous Fang qcf + P LP=short and 4 hits, HP=far and 8 hits<br> | |||
-Finish qcf + P<br> | |||
Viper Blade f, d, df + LP<br> | |||
Ravenous Fang qcf + P LP=short and 4 hits, | -Hopping Spike u + P Viper Blade must touch opponent to allow for this follow up; overhead <br> | ||
-Sneaky Trip d + K Viper Blade must touch opponent to allow for this follow up; must be blocked low<br> | |||
Viper Rush f, d, df + HP<br> | |||
Viper Blade f, d, df + LP | Slither And Strike hcb + P<br> | ||
-Final Strike qcb + P Slither and Strike must touch opponent to allow this follow up<br> | |||
Scissor Takedown hcf + K running throw that connects close and is unblockable; LK=runs short, HK=runs far<br> | |||
Viper Rush f, d, df + HP | |||
Slither And Strike hcb + P | |||
Scissor Takedown hcf + K running throw that connects | |||
Tail Whip Kick f, d, df + K LK=short and 2 hits, | Tail Whip Kick f, d, df + K LK=short and 2 hits, | ||
HK=far and 3 hits | HK=far and 3 hits | ||
==Super Moves== | ==Super Moves== | ||
Snakebite qcf, qcf + P <br> | |||
Serpent Flurry qcf, qcf + K first part must connect (not blocked) to perform the entire maneuver<br> | |||
Snakebite qcf, qcf + P | |||
Serpent Flurry qcf, qcf + K first part must connect | |||
=Combos= | =Combos= | ||
Preferred Throw: A+D | Preferred Throw: A+D<br> | ||
Crossups: j.B | Crossups: j.B<br> | ||
Combos: | Combos:<br> | ||
2A 2A 2A 236236P/K<br> | |||
2A 2A 2A 236236P/K | 2B 2B 2B 236236P/K<br><br> | ||
2B 2B 2B 236236P/K | |||
2A/2B 5A 5B - Throw setup. Works on hit or block. | 2A/2B 5A 5B - Throw setup. Works on hit or block.<br> | ||
2A/5C/c.D 3C (6A) 623A 8P/2K | 2A/5C/c.D 3C (6A) 623A 8P/2K<br> | ||
... 3C (6A) 623C(2) 236B+C ... | ... 3C (6A) 623C(2) 236B+C ...<br> | ||
... 3C (6A) 623C(2) 214B+C ... | ... 3C (6A) 623C(2) 214B+C ...<br><br> | ||
2D 236236P, 2P/K | 2D 236236P, 2P/K<br> | ||
2D(1) 214B+C or 236B+C ... | 2D(1) 214B+C or 236B+C ...<br><br> | ||
A+D, 66 f.D | A+D, 66 f.D<br> | ||
A+D, 66 3C, 41236K - Throw setup. Possible for them to reversal out. | A+D, 66 3C, 41236K - Throw setup. Possible for them to reversal out.<br> | ||
A+D, 236236P, 2P/K | A+D, 236236P, 2P/K<br> | ||
A+D, 623D - Corner. | A+D, 623D - Corner.<br> | ||
A+D, 66 623D - May work on some characters at mid screen. | A+D, 66 623D - May work on some characters at mid screen.<br> | ||
A+D, 623A 8P - Near Corner. | A+D, 623A 8P - Near Corner.<br> | ||
214B+C, 2D, 2C, 623D | 214B+C, 2D, 2C, 623D<br> | ||
... 214B+C, f.D, 66 f.D, 66 c.D 3C (6A) 623C(2) 214B+C ... - Very strong loop. | ... 214B+C, f.D, 66 f.D, 66 c.D 3C (6A) 623C(2) 214B+C ... - Very strong loop.<br> | ||
... 214B+C, f.D, f.D, 2A+B, c.D 3C (6A) 623C(2) 214B+C ... - Corner version | ... 214B+C, f.D, f.D, 2A+B, c.D 3C (6A) 623C(2) 214B+C ... - Corner version<br><br> | ||
... 236B+C, f.D, f.D, 66 f.D, 623D, f.D - Corner | ... 236B+C, f.D, f.D, 66 f.D, 623D, f.D - Corner<br> | ||
... 236B+C, f.D, 66 j.D, 623D, f.D, f.D - Mid | ... 236B+C, f.D, 66 j.D, 623D, f.D, f.D - Mid<br><br> | ||
41236A+B, 6, c.C/c.D 3C 6A 623A 8P | 41236A+B, 6, c.C/c.D 3C 6A 623A 8P<br> | ||
41236A+B, 6, c.C/c.D 3C 6A 623C(2) 236B+C, f.D, sj.D, 623K, f.D, 66 f.D | 41236A+B, 6, c.C/c.D 3C 6A 623C(2) 236B+C, f.D, sj.D, 623K, f.D, 66 f.D<br><br> | ||
... c.C/c.D 3C 6A 623C(2) 236B+C, 6, j.D (delaunch), C 3C 236236K or 623A 8P | ... c.C/c.D 3C 6A 623C(2) 236B+C, 6, j.D (delaunch), C 3C 236236K or 623A 8P - Delaunch combo. Must start from 41236A+B or crossup.<br> | ||
... c.C/c.D 3C 6A 623C(2) 236B+C, ( 6, j.D (delaunch), C 3C (6A) 623B+C )*n ... | ... c.C/c.D 3C 6A 623C(2) 236B+C, ( 6, j.D (delaunch), C 3C (6A) 623B+C )*n ... - Blow a lot of meter for a little extra damage.<br> | ||
=Strategies= | =Strategies= | ||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Revision as of 20:12, 26 December 2015
Introduction
Move List
Quick Movelist
Normal Attacks:
F+A
DnF+C
Special Attacks:
Crouching B x3
A+B
Advanced Attacks:
Sun Chase F,QCF+A,U+P
F,QCF+A,Dn+K
F,QCF+C
Snake Tongue QCF+P x2
Snake Moon F,QCF+K
Snake Water HCB+P,QCB+P
HCF+K
Deadly Attacks:
Snake Dance QCFx2+P
Snake Chaos QCFx2+K
Shadow Moves
Snake Dance qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent at end of maneuver
Shadow Ravenous Fang 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
Charmer HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Spike d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Single Fang f + LP
Venom Stab df + HP
Double Kick d + HK first part must be blocked low
Bow Smash d/u + LP/LK/HP/HK pursue attack when opponent is on floor
Special Moves
Ravenous Fang qcf + P LP=short and 4 hits, HP=far and 8 hits
-Finish qcf + P
Viper Blade f, d, df + LP
-Hopping Spike u + P Viper Blade must touch opponent to allow for this follow up; overhead
-Sneaky Trip d + K Viper Blade must touch opponent to allow for this follow up; must be blocked low
Viper Rush f, d, df + HP
Slither And Strike hcb + P
-Final Strike qcb + P Slither and Strike must touch opponent to allow this follow up
Scissor Takedown hcf + K running throw that connects close and is unblockable; LK=runs short, HK=runs far
Tail Whip Kick f, d, df + K LK=short and 2 hits,
HK=far and 3 hits
Super Moves
Snakebite qcf, qcf + P
Serpent Flurry qcf, qcf + K first part must connect (not blocked) to perform the entire maneuver
Combos
Preferred Throw: A+D
Crossups: j.B
Combos:
2A 2A 2A 236236P/K
2B 2B 2B 236236P/K
2A/2B 5A 5B - Throw setup. Works on hit or block.
2A/5C/c.D 3C (6A) 623A 8P/2K
... 3C (6A) 623C(2) 236B+C ...
... 3C (6A) 623C(2) 214B+C ...
2D 236236P, 2P/K
2D(1) 214B+C or 236B+C ...
A+D, 66 f.D
A+D, 66 3C, 41236K - Throw setup. Possible for them to reversal out.
A+D, 236236P, 2P/K
A+D, 623D - Corner.
A+D, 66 623D - May work on some characters at mid screen.
A+D, 623A 8P - Near Corner.
214B+C, 2D, 2C, 623D
... 214B+C, f.D, 66 f.D, 66 c.D 3C (6A) 623C(2) 214B+C ... - Very strong loop.
... 214B+C, f.D, f.D, 2A+B, c.D 3C (6A) 623C(2) 214B+C ... - Corner version
... 236B+C, f.D, f.D, 66 f.D, 623D, f.D - Corner
... 236B+C, f.D, 66 j.D, 623D, f.D, f.D - Mid
41236A+B, 6, c.C/c.D 3C 6A 623A 8P
41236A+B, 6, c.C/c.D 3C 6A 623C(2) 236B+C, f.D, sj.D, 623K, f.D, 66 f.D
... c.C/c.D 3C 6A 623C(2) 236B+C, 6, j.D (delaunch), C 3C 236236K or 623A 8P - Delaunch combo. Must start from 41236A+B or crossup.
... c.C/c.D 3C 6A 623C(2) 236B+C, ( 6, j.D (delaunch), C 3C (6A) 623B+C )*n ... - Blow a lot of meter for a little extra damage.