Martial Masters: Difference between revisions

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=Gameplay=
=Gameplay=
Throw                    LP+HK / LK+HK   <br>         
Throw                    LP+HK / LK+HK <br>         
connects close<br>
connects close<br><br>
Throw Escape            press LP+HK / LK+HK  just as the opponent  is throwing you  <br>   
Throw Escape            press LP+HK / LK+HK  just as the opponent  is throwing you  <br>  <br>
must use the same  combination that the opponent is using to throw you in order toescape<br>          
must use the same  combination that the opponent is using to throw you in order toescape<br>     <br>     
Forward Run              f, f, then hold f  to continue run <br>
Forward Run              f, f, then hold f  to continue run <br><br>
Dash Jump              uf                      <br>            
Dash Jump              uf                      <br><br> 
Halt                  b or stop holding f<br>
Halt                  b or stop holding f<br><br>
Dash Backward            b, b <br>
Dash Backward            b, b <br><br>
<br>
<br>
                    
                    
Block High              b<br>
Block High              b<br><br>
Block Low                db<br>
Block Low                db<br><br>
will not block overheads<br>
will not block overheads<br>
<br>
<br>
Super Jump              d, ub/u/uf <br>
Super Jump              d, ub/u/uf <br><br>
Low Dodge Overhead      d + LP+LK <br>
Low Dodge Overhead      d + LP+LK <br><br>
overhead<br>
overhead<br>
Backroll and Jump        b + LP+LK  <br>
Backroll and Jump        b + LP+LK  <br><br>
can follow with air attack<br>
can follow with air attack<br><br>
Pursue Attack            d/u + LP/LK/HP/HK<br>
Pursue Attack            d/u + LP/LK/HP/HK<br><br>
pursue attack when opponent is on floor<br>
pursue attack when opponent is on floor<br><br>
<br>
<br>
Taunt                    HP+HK<br>             
Taunt                    HP+HK<br>             
can hit opponent for veryminor damage; taunt fills Super Meter considerably<br>
can hit opponent for veryminor damage; taunt fills Super Meter considerably<br><br>
<br>
<br><br>
Instant Roll Forward    f + LP+LK after being knocked down and before you hit the floor<br>
Instant Roll Forward    f + LP+LK after being knocked down and before you hit the floor<br><br>
Instant Roll Backward    b + LP+LK after being knocked down and before you hit the floor<br>
Instant Roll Backward    b + LP+LK after being knocked down and before you hit the floor<br><br>
Delayed Roll Forward    hold f after being knocked down <br>
Delayed Roll Forward    hold f after being knocked down <br><br>
Delayed Roll Backward    hold b after being knocked down <br>
Delayed Roll Backward    hold b after being knocked down <br><br>
<br>
<br><br>


==Super Meter==
==Super Meter==


You can build the Super Meter by using special moves, touching your opponent<br>
You can build the Super Meter by using special moves, touching your opponent with attacks, taunting, and being hit by your opponent.  <br>
with attacks, taunting, and being hit by your opponent.  <br>
It is possible to have 9 stocks of meter.  <br><br>
It is possible to have 9 stocks of meter.  <br>
The following are maneuvers that require super meter stocks:<br>
The following are maneuvers that require super<br>
meter stocks:




*Guard Burst              HP+HK<br>  
*Guard Burst              HP+HK<br><br>
while blocking opponent's attack<br>  
while blocking opponent's attack<br><br> 
requires one super meter stock<br>
requires one super meter stock<br><br>
                                    
                                    




*Shadow Attack Launcher  qcf + LK+HP<br>
*Shadow Attack Launcher  qcf + LK+HP<br><br>
requires one super meter stock; must connect (not blocked) to perform entire maneuver;<br>
requires one super meter stock; must connect (not blocked) to perform entire maneuver;<br><br>
either  launches or wall bounces  opponent<br>
either  launches or wall bounces  opponent<br><br>
<br>                                             
<br>                                             
*Shadow Attack Rush      qcb + LK+HP<br>            
*Shadow Attack Rush      qcb + LK+HP<br><br>       
requires one super meter  stock<br>
requires one super meter  stock<br><br>
Stagger Grab            hcf + LP+LK<br>            
Stagger Grab            hcf + LP+LK<br><br>       
requires one super meter stock; connects close and is unblockable; small window for free attack after landing  maneuver<br>
requires one super meter stock; connects close and is unblockable; small window for free attack after landing  maneuver<br><br>


*Super<br>
*Super<br><br>
refer to character's  movelist<br>
refer to character's  movelist<br>
requires one super meter  stock<br>
requires one super meter  stock<br><br>


=Characters=
=Characters=

Revision as of 21:29, 20 February 2016

Martialmasterlogo.gif

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

789 u/b up u/f
456 = bk -- fw
123 d/b dn d/f

, = Link. Doesn't directly cancel, you must properly time the next move.
(2B) = Optional move, you might skip it for one reason or another.
... = Fill in the blank with whatever followup or starter is ideal.
f.D = The 'far' version of D.
c.D = The 'close' version of D.
j.D = The jumping version of D.
C/2C = C or 2C
AA = Anti-Air. Only works if this move hits against someone in the air.

Gameplay

Throw LP+HK / LK+HK
connects close

Throw Escape press LP+HK / LK+HK just as the opponent is throwing you

must use the same combination that the opponent is using to throw you in order toescape

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 veryminor 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



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 opponent's attack

requires one super meter 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 movelist
requires one super meter stock

Characters

File:MMCharaSelect.png

Tier List

S+ Crane
S Reika, Snake, Monkey Boy, Huang, SaoJin
A+ Monk, Tiger
A Lotus, Scorpion
B Ghost Kick, Drunken

The breakdowns are on character's pages

Font: http://forums.shoryuken.com/discussion/21557/martial-masters-anyone/p2

Secrets

Links