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=Combos= | =Combos= | ||
Crossups: j.A, j.C | |||
Normals: | |||
6C - Launches | |||
1D/2D/3D - Controls the distance of his slide. | |||
Specials: | |||
236A/C - Projectile. Stays in place at a distance. | |||
236B/D - Projectile. Moves forwards and up. | |||
63214B/D - Unblockable rush attack. | |||
421A/C 214P 236P P - First hit is High. | |||
j.41236A/C - Diving Throw. Can be TKed. Grabs in the air or on the ground. | |||
Supers: | |||
63214A/C - Anti-Air grab. A version jumps vertical, C jumps diagonal. | |||
236236A/C - Unblockable strike. A version jumps short, C jumps far. | |||
236236K - Projectile. Untechrollable? | |||
Taunt: | |||
Can hit people in the air or if they are standing still. But otherwise, | |||
passes through without hitting. | |||
214B+C Shadow Special: | |||
Has Vacuum. Can have up to 2 on the screen at a time. Vacuum effect | |||
will stack with more than one on the screen. | |||
Unblockable Setup: | |||
214B+C, 63214D or 236236P | |||
Escapable via Guard Cancel. | |||
Combos: | |||
2A 2B 6C ... | |||
(2B) 2B 6C ... | |||
2B 2B 2B 6C 236236C | |||
c.C/c.D/2C 6C ... | |||
... 6C f.D | |||
... 6C 236C, Taunt - Builds decent meter. | |||
... 6C 63214C | |||
... 6C 236236K - Corner only. | |||
... 6C 214B+C, f.D, c.D, j.D - Deep Corner only. | |||
... 6C 214B+C, f.D, c.D 63214C - Deep Corner only. | |||
... 6C 214B+C, 236236K, 63214P - Deep Corner only. | |||
... 6C(1) 421A 214P 236P, f.C - Distance specific, might miss from far. | |||
... 6C(1) 421A 214P 236P, 66 c.C 6C or 236236K 2P/K - Works mid, but difficult. | |||
... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D, j.D - Near Corner. | |||
... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D 63214P - Near Corner. | |||
... 6C(1) 421A 236B+C ... | |||
... 236B+C, f.D, f.D, 66 c.D, 236D or 63214C | |||
41236A+B c.D 6C ... | |||
=Strategies= | =Strategies= | ||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Revision as of 12:01, 9 December 2015
Introduction
Move List
Throw Moves
Command Moves
Special Moves
Super Moves
Combos
Crossups: j.A, j.C
Normals:
6C - Launches 1D/2D/3D - Controls the distance of his slide.
Specials:
236A/C - Projectile. Stays in place at a distance. 236B/D - Projectile. Moves forwards and up. 63214B/D - Unblockable rush attack. 421A/C 214P 236P P - First hit is High. j.41236A/C - Diving Throw. Can be TKed. Grabs in the air or on the ground.
Supers:
63214A/C - Anti-Air grab. A version jumps vertical, C jumps diagonal. 236236A/C - Unblockable strike. A version jumps short, C jumps far. 236236K - Projectile. Untechrollable?
Taunt:
Can hit people in the air or if they are standing still. But otherwise, passes through without hitting.
214B+C Shadow Special:
Has Vacuum. Can have up to 2 on the screen at a time. Vacuum effect will stack with more than one on the screen.
Unblockable Setup:
214B+C, 63214D or 236236P Escapable via Guard Cancel.
Combos:
2A 2B 6C ... (2B) 2B 6C ... 2B 2B 2B 6C 236236C
c.C/c.D/2C 6C ...
... 6C f.D ... 6C 236C, Taunt - Builds decent meter. ... 6C 63214C
... 6C 236236K - Corner only. ... 6C 214B+C, f.D, c.D, j.D - Deep Corner only. ... 6C 214B+C, f.D, c.D 63214C - Deep Corner only. ... 6C 214B+C, 236236K, 63214P - Deep Corner only.
... 6C(1) 421A 214P 236P, f.C - Distance specific, might miss from far. ... 6C(1) 421A 214P 236P, 66 c.C 6C or 236236K 2P/K - Works mid, but difficult.
... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D, j.D - Near Corner. ... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D 63214P - Near Corner. ... 6C(1) 421A 236B+C ...
... 236B+C, f.D, f.D, 66 c.D, 236D or 63214C
41236A+B c.D 6C ...