Martial Masters/Red Snake: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 1: Line 1:
[[File:mmredsnake.gif|right]]
=Introduction=
=Introduction=



Revision as of 12:34, 10 January 2016

Mmredsnake.gif

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.

Strategies