Martial Masters/Master Huang: Difference between revisions

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=Introduction=
=Introduction=


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Special Attacks:
Special Attacks:
n Close C+D
Close C+D<br>
Crouching B, Crouching A
Crouching B, Crouching A<br>


Advanced Attacks:
Advanced Attacks:


Hard Punch                  QCF+P
Hard Punch                  QCF+P<br>
Consequence Kick            QCB+K,QCF+K,QCB+K,B
Consequence Kick            QCB+K,QCF+K,QCB+K,B<br>
Ascending Dragon            F,QCF+K,Dn+K
Ascending Dragon            F,QCF+K,Dn+K<br>
Straight Kick              QCF+K,Dn+K
Straight Kick              QCF+K,Dn+K<br>
Swap Kick                  B,QCB+K,HCF+K
Swap Kick                  B,QCB+K,HCF+K<br>
Zen Kick                    HCB+C
Zen Kick                    HCB+C<br>
Shadowless Kick     In Air HCF+K
Shadowless Kick             In Air HCF+K<br>


Deadly Attacks:
Deadly Attacks:


Buddha Strike              QCFx2+P
Buddha Strike              QCFx2+P<br>
Wind Strike                QCFx2+K
Wind Strike                QCFx2+K<br>


==Shadow Moves==
==Shadow Moves==
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Command Moves
Command Moves
-------------
-------------
Fan Wave                HP+HK                    can hit opponent for very
Fan Wave                HP+HK                    can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
                                                    minor damage; taunt  
Hopping Fist            d + LP+LK                overhead<br>
                                                    fills Super Meter  
Backroll and Jump        b + LP+LK                can follow with air attack<br>
                                                    considerably
Step In Elbow            f + HP<br>
Hopping Fist            d + LP+LK                overhead
Snap Kick                b + LK <br>
Backroll and Jump        b + LP+LK                can follow with air attack
Leg Drop                d/u + LP/LK/HP/HK        pursue attack when opponent is on floor<br>
Step In Elbow            f + HP
Snap Kick                b + LK                  
Leg Drop                d/u + LP/LK/HP/HK        pursue attack
                          when opponent is  
                          on floor
==Special Moves==
==Special Moves==


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


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


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


=Combos=
=Combos=
Crossups: j.B, j.C
Crossups: j.B, j.C<br>




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... 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P  - Near Corner.<br>
... 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P  - Near Corner.<br>
<br>
<br>
... 236B+C, f.D, 66 j.D, j.D, 4B 623B 2K (wiff), 236P or 236236P/K<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>
  - 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>
236236P super does less damage but is easier to land.<br>



Revision as of 19:13, 26 December 2015


Introduction

Move List

Quick Movelist

Normal Attacks: f+C
b+B

Special Attacks: Close C+D
Crouching B, Crouching A

Advanced Attacks:

Hard Punch QCF+P
Consequence Kick QCB+K,QCF+K,QCB+K,B
Ascending Dragon F,QCF+K,Dn+K
Straight Kick QCF+K,Dn+K
Swap Kick B,QCB+K,HCF+K
Zen Kick HCB+C
Shadowless Kick In Air HCF+K

Deadly Attacks:

Buddha Strike QCFx2+P
Wind Strike QCFx2+K

Shadow Moves

Shadow Moves


Nimble Whirlwind qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Double Drill Kick qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and isunblockable; small window for free attack after landing maneuver

Throw Moves

Command Moves

Command Moves


Fan Wave HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Fist d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Step In Elbow f + HP
Snap Kick b + LK
Leg Drop d/u + LP/LK/HP/HK pursue attack when opponent is on floor

Special Moves

Special Moves


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

Super Moves

Awakening Spirit qcf, qcf + P
Dragon Rave qcf, qcf + K first part must connect (not blocked) to perform entire maneuver

Combos

Crossups: j.B, j.C


Combos:

(2B) 2B 2A 236P or 623D 2K
(2B) 2B 2A 214K 236K 236B+C ...
2B 2A 4B 623D, 2K - Strongest without bar, when possible.
2B 2A 4B 214K 236K 236B+C ...
5B 4B ...

c.C(1) c.D 6C ... - Basic combo starter
c.C(1) c.D 63214A, 66 c.C(1) c.D 6C ... - Advanced version, changes sides.
c.C(1) c.D 63214A, 66 c.C(1) c.D, 63214A, ... - Extra Advanced version
. Must delay 63214A very late. Can be looped until the corner.

63214C, 6, c.C(1) c.D 6C ... - Can do all normal combos off the back throw.
63214C, 6, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C 214K 236K 214K B
- Delaunch off command throw. Very small meter usage, can be looped.

421K 41236K(2+), 236236P
421K 41236K(1), 4B ... - Must only hit once with the dive.

... 236B+C, (66) f.D, 421D, 4B, j.D, 623K 2K or 236236P
... 236B+C, f.D, 66 j.D, 4B, j.D, 623K 2K or 236236P - More damage.
... 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P - Near Corner.

... 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.
236236P super does less damage but is easier to land.


41236A+B, c.C(1) c.D 6C ...
41236A+B, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C ...
- Same as off command throw but a lot more damage.


... ( c.C(1) c.D 6C 214K 236K 236B+C, crossup j.C, c.C(1) c.D 63214A, 66 )*n
- Infinite Delaunch combo. Must have them facing into the corner.

Strategies