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=Gameplay= | =Gameplay= | ||
Throw LP+HK / LK+HK | 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 | 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> | |||
*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
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
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