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=Move List= | =Move List= | ||
==Quick Movelist== | ==Quick Movelist== | ||
Normal Attacks: | Normal Attacks:<br> | ||
f+A | f+A<br> | ||
f+C | f+C<br> | ||
f+D | f+D<br> | ||
<br> | |||
Special Attack: | Special Attack:<br> | ||
Crouching Bx3 | Crouching Bx3<br> | ||
<br> | |||
Advanced Attacks: | Advanced Attacks:<br> | ||
Pearl Fight F,QCF+K<br> | |||
Pearl Fight F,QCF+K | Immoral QCF+K<br> | ||
Immoral QCF+K | Irritator QCB+P,F,QCF+P<br> | ||
Irritator QCB+P,F,QCF+P | Spirit's Catch B,QCB+P<br> | ||
Spirit's Catch B,QCB+P | Ghost Transport QCB+K,F,QCF+P<br> | ||
Ghost Transport QCB+K,F,QCF+P | <br> | ||
Deadly Attacks:<br> | |||
Deadly Attacks: | The Saints QCFx2+K<br> | ||
The Saints QCFx2+K | Holy Dragon QCBx2+K<br> | ||
Holy Dragon QCBx2+K | |||
==Shadow Moves== | ==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> | |||
Shadow Riot Flash qcf + LK+HP must connect (not blocked) | |||
Gatling Kicks qcb + LK+HP | |||
Stagger Grab hcf + LP+LK connects close and is | |||
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==Command Moves== | ==Command Moves== | ||
Aggressive Pride HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably<br> | |||
Aggressive Pride HP+HK can hit opponent for very | 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> | |||
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 | Driving Headbutt f + HP | ||
Rolling Scissors d + HP 2 hits | Rolling Scissors d + HP 2 hits<br> | ||
Flying Gut Kick f + HK | Flying Gut Kick f + HK <br> | ||
Dirty Punt d/u + LP/LK/HP/HK pursue attack | 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> | |||
Rumble Takedown f, d, df + P HP version jumps higher | 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> | |||
Violent Kicks qcb + P LP=6 hits, HP=10 hits | |||
Supreme Crash b, d, db + P LP=short and 1 hit; | |||
Handstand Wallop qcf + K LK=short and 2 hits, | |||
Corkscrew f, d, df + K LK=low and 5 hits, | |||
Leg Whip qcb + K 2 hits with both needing | |||
==Super Moves== | ==Super Moves== | ||
Horizontal Corkscrew qcf, qcf + K | Horizontal Corkscrew qcf, qcf + K | ||
Tornado Corkscrew qcb, qcb + K has a slight vacuum | Tornado Corkscrew qcb, qcb + K has a slight vacuum <br> | ||
affect | affect<br> | ||
=Combos= | =Combos= | ||
Crossups: j.C | Crossups: j.C | ||
Combos: | Combos: | ||
2B 2B 623K ...<br> | |||
2B 2B 623K ... | 2B 2B 2B 236236K<br> | ||
2B 2B 2B 236236K | 2B 5A 6D ...<br> | ||
2B 5A 6D ... | 5A 2B ...<br> | ||
5A 2B ... | |||
C/2C 6D ... | C/2C 6D ... | ||
2C(1) 6A/6C ... - Worthless?? | 2C(1) 6A/6C ... - Worthless?? | ||
... 6D 214K, 623D, 623P | ... 6D 214K, 623D, 623P<br> | ||
... 6D 623D, 214K, 623A - Doesn't hit most characters but works better on some | ... 6D 623D, 214K, 623A - Doesn't hit most characters but works better on some<br> | ||
... 6D 236D 236B+C ... | ... 6D 236D 236B+C ...<br> | ||
... 6D 214C 236B+C ... - Slightly more damage. | ... 6D 214C 236B+C ... - Slightly more damage.<br> | ||
<br> | |||
214P, 623A, 623P | 214P, 623A, 623P<br> | ||
214P, 623C, 421P | 214P, 623C, 421P<br> | ||
<br> | |||
AA 623K, 4, 214K, 623A | AA 623K, 4, 214K, 623A<br> | ||
... 623B, 623A - Near Corner | ... 623B, 623A - Near Corner<br> | ||
623K, 623D, 623A - Corner | 623K, 623D, 623A - Corner<br> | ||
623K, 214214K - Corner | 623K, 214214K - Corner<br> | ||
<br> | |||
214K, 623D, 623A | 214K, 623D, 623A<br> | ||
214K, 214214K | 214K, 214214K<br> | ||
214K, 214K - Might need to use this on some from max distance. | 214K, 214K - Might need to use this on some from max distance.<br> | ||
<br> | |||
A+D, 214K, 623A - Only combos on Tiger, works anywhere. | A+D, 214K, 623A - Only combos on Tiger, works anywhere.<br> | ||
A+D, 214K, 214214K - Same. | A+D, 214K, 214214K - Same.<br> | ||
A+D, 214K, 6 623D, 623A - Tiger only, near the corner. | 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. | A+D, 623D, 623D, 623P - Corner, only hits Monk/Tiger/Scorpion/Lotus.<br> | ||
A+D, 623D, 214214K - Corner, same. | A+D, 623D, 214214K - Corner, same.<br> | ||
A+D, 236236K - Near corner, also works on Snake/Drunken/Huang/SaoJin. | A+D, 236236K - Near corner, also works on Snake/Drunken/Huang/SaoJin.<br> | ||
<br> | |||
B+D, 214214K - Hits Monk/Tiger in the corner. Others? | 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 | ... 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> | |||
2C(1) 214B+C, 236D, j.C, C 6D ... | <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> | |||
2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ... - More difficult but stronger. | <br> | ||
41236A+B, 2C, 6D ...<br> | |||
... 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= | =Strategies= | ||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Revision as of 19:38, 26 December 2015
Introduction
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
affect
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 ...