Martial Masters/Lotus Master: Difference between revisions

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=Move List=
=Move List=
==Quick Movelist==
Normal Attack:
F+C (good for comboing into a QCF+C)
Special Attack:
Crouching A or B x3
Advanced Attacks:
Lotus Spell (Straight)      QCF+P
Lotus Spell (Upward)        QCF+K
Dancing Hawk                HCF+K
Phantom Wind                B,QCB+P,QCB+P,QCF+P,A
Guillotine                  In the Air QCF+P
Deadly Attacks:
Hawk                        QCFx2+P (Light P jumps close, HP jumps Far)
Lotus Secrets              QCFx2+K
Burning Lotus              QCB+P  (Catches opponent in air)
==Shadow Moves==
Lotus Rush              qcf + LK+HP              must connect (not blocked)
                                                    to perform entire
                                                    maneuver; wall bounces
                                                    opponent
Swallowing Lotus        qcb + LK+HP              absorbs projectiles; has
                                                    a vacuum effect; can
                                                    have two on the screen
                                                    at the same time
Stagger Grab            hcf + LP+LK              connects close and is
                                                    unblockable; small
                                                    window for free attack
                                                    after landing maneuver
         
Supers
------


==Throw Moves==
==Throw Moves==


==Command Moves==
==Command Moves==
 
Flame Toss              HP+HK                    can hit opponent for very
                                                    minor damage; taunt
                                                    fills Super Meter
                                                    considerably
Hopping Double Slash    d + LP+LK                overhead
Backroll and Jump        b + LP+LK                can follow with air attack
Dead Claw                f + HP                  2 hits and must be blocked
                                                    low; launches opponent
Short Dual Slide Kick    db + HK                  must be blocked low
Medium Dual Slide Kick  d + HK                  must be blocked low
Far Dual Slide Kick      df + HK                  must be blocked low
Pouncing Claw            d/u + LP/LK/HP/HK        pursue attack
                          when opponent is
                          on floor
==Special Moves==
==Special Moves==
Bloom                    qcf + P                  LP=appears stationary
                                                    close, HP=appears
                                                    stationary far; will
                                                    collide with other
                                                    projectiles as both
                                                    will be "destroyed" in
                                                    the process
Pouncing Claw            b, d, db + P            LP=short, HP=far; overhead
  Reaping Claw          qcb + P                  Pouncing Claw must touch
                                                    opponent for this follow
                                                    up to come out
    Sky Slash            qcf + P
      Air Double Claw    P
Lotus Catch              hcf + P in air            must touch opponent to
                                                    perform the entire
                                                    maneuver; unblockable;
                                                    can catch both airborne
                                                    and grounded opponents
Raising Bloom            qcf + K                  LK=short and upwards,
                                                    HK=far and upwards; will
                                                    collide with other
                                                    projectiles as both
                                                    will be "destroyed" in
                                                    the process
Thunderous Strikes      hcb + K                  LK=4 hits, HK=9 hits; must
                                                    touch opponent to
                                                    perform the entire
                                                    maneuver; unblockable


==Super Moves==
==Super Moves==
 
Death Touch              qcf, qcf + P            LP=short, HP=far; must
                                                    touch opponent to
                                                    perform the entire
                                                    maneuver; unblockable
Tower Of Flames          hcb + P                  LP=short, HP=far; catches
                                                    airborne opponent
Giant Bloom              qcf, qcf + K            absorbs projectiles
=Combos=
=Combos=
Crossups: j.A, j.C
Crossups: j.A, j.C

Revision as of 12:04, 9 December 2015

Introduction

Move List

Quick Movelist

Normal Attack: F+C (good for comboing into a QCF+C)

Special Attack: Crouching A or B x3

Advanced Attacks:

Lotus Spell (Straight) QCF+P Lotus Spell (Upward) QCF+K Dancing Hawk HCF+K Phantom Wind B,QCB+P,QCB+P,QCF+P,A Guillotine In the Air QCF+P

Deadly Attacks:

Hawk QCFx2+P (Light P jumps close, HP jumps Far) Lotus Secrets QCFx2+K Burning Lotus QCB+P (Catches opponent in air)


Shadow Moves

Lotus Rush qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; wall bounces
                                                   opponent

Swallowing Lotus qcb + LK+HP absorbs projectiles; has

                                                   a vacuum effect; can
                                                   have two on the screen
                                                   at the same time

Stagger Grab hcf + LP+LK connects close and is

                                                   unblockable; small
                                                   window for free attack
                                                   after landing maneuver


Supers


Throw Moves

Command Moves

Flame Toss HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Double Slash d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Dead Claw f + HP 2 hits and must be blocked

                                                   low; launches opponent

Short Dual Slide Kick db + HK must be blocked low Medium Dual Slide Kick d + HK must be blocked low Far Dual Slide Kick df + HK must be blocked low Pouncing Claw d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor

Special Moves

Bloom qcf + P LP=appears stationary

                                                   close, HP=appears 
                                                   stationary far; will 
                                                   collide with other 
                                                   projectiles as both 
                                                   will be "destroyed" in
                                                   the process

Pouncing Claw b, d, db + P LP=short, HP=far; overhead

 Reaping Claw           qcb + P                  Pouncing Claw must touch
                                                   opponent for this follow
                                                   up to come out
   Sky Slash            qcf + P
     Air Double Claw    P

Lotus Catch hcf + P in air must touch opponent to

                                                   perform the entire 
                                                   maneuver; unblockable;
                                                   can catch both airborne
                                                   and grounded opponents

Raising Bloom qcf + K LK=short and upwards,

                                                   HK=far and upwards; will
                                                   collide with other 
                                                   projectiles as both 
                                                   will be "destroyed" in
                                                   the process

Thunderous Strikes hcb + K LK=4 hits, HK=9 hits; must

                                                   touch opponent to 
                                                   perform the entire 
                                                   maneuver; unblockable

Super Moves

Death Touch qcf, qcf + P LP=short, HP=far; must

                                                   touch opponent to 
                                                   perform the entire
                                                   maneuver; unblockable

Tower Of Flames hcb + P LP=short, HP=far; catches

                                                   airborne opponent

Giant Bloom qcf, qcf + K absorbs projectiles

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