(Created page with "=Introduction= =Move List= ==Throw Moves== ==Command Moves== ==Special Moves== ==Super Moves== =Combos= =Strategies= Category:Martial Masters") |
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=Move List= | =Move List= | ||
==Quick Movelist== | |||
Normal Attack: | |||
F+C | |||
Special Attacks: | |||
Crouching Bx2, Crouching A | |||
A x4 | |||
Advanced Attacks: | |||
S.Moon Roll QCF+P | |||
Chaser QCB+Px2 | |||
Rotators QCF+K | |||
S.Kick F,QCF+K | |||
Meteorite HCB+K | |||
Deadly Attacks: | |||
G.Moon Roll QCFx2+P | |||
Butterfly Strike QCFx2+K | |||
==Shadow Moves== | |||
Shadow Moves | |||
------------ | |||
Pressure Leap Kicks qcf + LK+HP must connect (not blocked) | |||
to perform entire | |||
maneuver; launches | |||
opponent | |||
Chi Storm qcb + LK+HP a fireball will collide | |||
with other projectiles | |||
as both will be | |||
"destroyed" in the | |||
process | |||
Stagger Grab hcf + LP+LK connects close and is | |||
unblockable; small | |||
window for free attack | |||
after landing maneuver | |||
==Throw Moves== | ==Throw Moves== | ||
==Command Moves== | ==Command Moves== | ||
Command Moves | |||
------------- | |||
Laugh And Point HP+HK can hit opponent for very | |||
minor damage; taunt | |||
fills Super Meter | |||
considerably | |||
Hopping Jump Kick d + LP+LK overhead | |||
Backroll and Jump b + LP+LK can follow with air attack | |||
Side Stance Palm f + HP | |||
Double Sweep d + HK both parts must be blocked | |||
low | |||
Double Foot Stomp d/u + LP/LK/HP/HK pursue attack | |||
when opponent is | |||
on floor | |||
==Special Moves== | ==Special Moves== | ||
Special Moves | |||
------------- | |||
Chi Blast qcf + P LP=slow, HP=fast; will | |||
collide with other | |||
projectiles as both | |||
will be "destroyed" in | |||
the process | |||
Trap Uppercut f, d, df + P first part must connect | |||
(not blocked) to perform | |||
the entire maneuver | |||
Pressure Elbow qcb + P LP=short, HP=far | |||
Iron Palms qcb + P | |||
Opening Fan qcf + K LK=short with last hit | |||
being an overhead; far | |||
with last two hits being | |||
overheads | |||
Leaping Double Kick f, d, df + K LK=short, HK=far; launches | |||
opponent | |||
Leap Frog hcb + K leap must touch opponent | |||
to perform entire | |||
maneuver; unblockable; | |||
staggers opponent | |||
==Super Moves== | |||
Supers | |||
------ | |||
Chi Bomb qcf, qcf + P LP=vertically up and down, | |||
HP=far toss; absorbs | |||
projectiles | |||
Swift Barrage qcf, qcf + K end parts of the Opening | |||
Fan maneuvers are | |||
overheads; launches | |||
opponent | |||
=Combos= | |||
Crossups: j.B | |||
Normals: | |||
c.D - Launches. | |||
6C | |||
Specials: | |||
214A/C | |||
-> 214P | |||
236A/C - Projectile. | |||
623P - Can always connect in a juggle. | |||
236B/D - Last hit of B is High. Last 2 hits of D are High. | |||
623B/D - Invincible startup. D version travels farther. | |||
63214K - Command Grab. Can combo after. | |||
Supers: | |||
236236A/C - Projectile. A Travels vertically, C travels horizontally. | |||
Can always connect in a juggle. | |||
236236K - Invincible startup. Launches. | |||
Combos: | |||
(2B) 2B 2A 6C 623D, 623K, 623P - Staple combo off a low. | |||
2B 2A 5A 5C 6C ... - May work up close on some characters. | |||
5C/5D 6C ... | |||
... 6C 623D, c.D, 236236A, 623C - Corner. | |||
... 6C 236236K, 623D, 623P or 236236P, 623P | |||
... 6C 214C 214P - Works when 623D will not hit. | |||
... 6C 214C 214P(1) 236B+C ... - Cancel into the shadow version quickly. | |||
... 6C 214C 214P(1) 236B+C 236236K, c.D, (236236P) | |||
- Kick Super will cause them to not launch after Shadow. | |||
6C 236A, 6C ... - Corner only. Extremely character and distance specific. | |||
Potentially more reps possible. | |||
c.D, 623K ... | |||
2D(1) 623D ... | |||
2D(1) 214C ... | |||
2D(2) 623C - May need to delay slightly on some characters. | |||
2D(2) 623B, 6C 623C - Huang only. | |||
... 623K, 623K, 623P - Staple strong combo finish. | |||
... 623K, c.C 623C - Alternate finish, better for those you can't hit normally | |||
... 623K, 623K, 236236A, 623C - Easy to hit, works anywhere. | |||
... 623K, c.D, 236236A, 623C - Alternate setup, good for the corner. | |||
... 623K, 236236K, 236236A, 623C - Near Corner Only, difficult timing. | |||
236D, 236236A, 623P - Corner only. | |||
63214K, pause, 66 5C 6C ... - Controls are reversed on hit so you must delay | |||
before dashing. | |||
... 236236A, 236236A, 236236A, ... - Super loop. Zzzzz. | |||
... 236B+C, c.D, c.D, 2C 623D or 623C - Easy combo. Hold back to avoid crossup | |||
... 236B+C, 214P, c.D, c.D, 2C, 623B, 623C | |||
... 236B+C, 214P, c.D, c.D, 2C, 623B, 236236A, 623C - Extra damage. | |||
... 236B+C, 214P, c.D 214A(wiff), c.D 214A(wiff), 623B, 2C, 623C or 236236A.. | |||
- Slightly better meter gain but basically the same. | |||
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623D, 623C | |||
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623B,236236A,66 623P | |||
- Mid screen versions. Very stylish, lots of crossunders. Builds a lot of | |||
meter. | |||
41236A+B, C 6C ... | |||
=Strategies= | =Strategies= | ||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Revision as of 12:37, 9 December 2015
Introduction
Move List
Quick Movelist
Normal Attack:
F+C
Special Attacks:
Crouching Bx2, Crouching A A x4
Advanced Attacks:
S.Moon Roll QCF+P Chaser QCB+Px2 Rotators QCF+K S.Kick F,QCF+K Meteorite HCB+K
Deadly Attacks:
G.Moon Roll QCFx2+P Butterfly Strike QCFx2+K
Shadow Moves
Shadow Moves
Pressure Leap Kicks qcf + LK+HP must connect (not blocked)
to perform entire maneuver; launches opponent
Chi Storm qcb + LK+HP a fireball will collide
with other projectiles as both will be "destroyed" in the process
Stagger Grab hcf + LP+LK connects close and is
unblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Command Moves
Laugh And Point HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Jump Kick d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Side Stance Palm f + HP Double Sweep d + HK both parts must be blocked
low
Double Foot Stomp d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Special Moves
Chi Blast qcf + P LP=slow, HP=fast; will
collide with other projectiles as both will be "destroyed" in the process
Trap Uppercut f, d, df + P first part must connect
(not blocked) to perform the entire maneuver
Pressure Elbow qcb + P LP=short, HP=far
Iron Palms qcb + P
Opening Fan qcf + K LK=short with last hit
being an overhead; far with last two hits being overheads
Leaping Double Kick f, d, df + K LK=short, HK=far; launches
opponent
Leap Frog hcb + K leap must touch opponent
to perform entire maneuver; unblockable; staggers opponent
Super Moves
Supers
Chi Bomb qcf, qcf + P LP=vertically up and down,
HP=far toss; absorbs projectiles
Swift Barrage qcf, qcf + K end parts of the Opening
Fan maneuvers are overheads; launches opponent
Combos
Crossups: j.B
Normals:
c.D - Launches. 6C
Specials:
214A/C -> 214P 236A/C - Projectile. 623P - Can always connect in a juggle. 236B/D - Last hit of B is High. Last 2 hits of D are High. 623B/D - Invincible startup. D version travels farther. 63214K - Command Grab. Can combo after.
Supers:
236236A/C - Projectile. A Travels vertically, C travels horizontally. Can always connect in a juggle. 236236K - Invincible startup. Launches.
Combos:
(2B) 2B 2A 6C 623D, 623K, 623P - Staple combo off a low. 2B 2A 5A 5C 6C ... - May work up close on some characters. 5C/5D 6C ...
... 6C 623D, c.D, 236236A, 623C - Corner. ... 6C 236236K, 623D, 623P or 236236P, 623P ... 6C 214C 214P - Works when 623D will not hit. ... 6C 214C 214P(1) 236B+C ... - Cancel into the shadow version quickly. ... 6C 214C 214P(1) 236B+C 236236K, c.D, (236236P)
- Kick Super will cause them to not launch after Shadow.
6C 236A, 6C ... - Corner only. Extremely character and distance specific.
Potentially more reps possible.
c.D, 623K ...
2D(1) 623D ... 2D(1) 214C ... 2D(2) 623C - May need to delay slightly on some characters. 2D(2) 623B, 6C 623C - Huang only.
... 623K, 623K, 623P - Staple strong combo finish. ... 623K, c.C 623C - Alternate finish, better for those you can't hit normally ... 623K, 623K, 236236A, 623C - Easy to hit, works anywhere. ... 623K, c.D, 236236A, 623C - Alternate setup, good for the corner. ... 623K, 236236K, 236236A, 623C - Near Corner Only, difficult timing.
236D, 236236A, 623P - Corner only.
63214K, pause, 66 5C 6C ... - Controls are reversed on hit so you must delay
before dashing.
... 236236A, 236236A, 236236A, ... - Super loop. Zzzzz.
... 236B+C, c.D, c.D, 2C 623D or 623C - Easy combo. Hold back to avoid crossup ... 236B+C, 214P, c.D, c.D, 2C, 623B, 623C ... 236B+C, 214P, c.D, c.D, 2C, 623B, 236236A, 623C - Extra damage.
... 236B+C, 214P, c.D 214A(wiff), c.D 214A(wiff), 623B, 2C, 623C or 236236A..
- Slightly better meter gain but basically the same.
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623D, 623C ... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623B,236236A,66 623P
- Mid screen versions. Very stylish, lots of crossunders. Builds a lot of meter.
41236A+B, C 6C ...