Martial Masters/Master Huang: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 30: Line 30:
Shadow Moves
Shadow Moves
------------
------------
Nimble Whirlwind        qcf + LK+HP              must connect (not blocked)
Nimble Whirlwind        qcf + LK+HP              must connect (not blocked) to perform entire maneuver; launches opponent
                                                    to perform entire  
                                                    maneuver; launches
                                                    opponent
Double Drill Kick        qcb + LK+HP
Double Drill Kick        qcb + LK+HP
Stagger Grab            hcf + LP+LK              connects close and is
Stagger Grab            hcf + LP+LK              connects close and isunblockable; small
                                                    unblockable; small
                                                     window for free attack
                                                     window for free attack
                                                     after landing maneuver
                                                     after landing maneuver
Line 64: Line 60:
-------------
-------------
Surge Fist              qcf + P                  LP=short, HP=far
Surge Fist              qcf + P                  LP=short, HP=far
Swift Push              hcb + LP after
Swift Push              hcb + LP after landing a close HP/HK that connects (not blocked)
                          landing a close
Turnover                hcb + HP                connects close and is unblockable; small window for free attack after landing maneuver
                          HP/HK that  
Grasshopper              qcf + K                  LK=short, HK=far; must be blocked low
                          connects (not
--Air Axe Kick          d + K                    Grasshopper must connect to perform this follow up; overhead   
                          blocked)
Drill Kick              hcf + K in air          LK=short, HK=far and overhead
Turnover                hcb + HP                connects close and is
                                                    unblockable; small
                                                    window for free attack
                                                    after landing maneuver
Grasshopper              qcf + K                  LK=short, HK=far; must be
                                                    blocked low
  Air Axe Kick          d + K                    Grasshopper must connect
                                                    to perform this follow
                                                    up; overhead   
Drill Kick              hcf + K in air          LK=short, HK=far and  
                                                    overhead
Nimble Knee              f, d, df + K            LK=short, HK=far
Nimble Knee              f, d, df + K            LK=short, HK=far
  Air Axe Kick          d + K                    Nimble Knee must connect
--Air Axe Kick          d + K                    Nimble Knee must connect to perform this follow up; overhead
                                                    to perform this follow  
Whirlwind Kick         qcb + K
                                                    up; overhead
Heavy Axe              qcf + K                  axe kick portion is an overhead
Whirlwind Kick           qcb + K
--High Kicks           qcb + K                  Heavy Axe portion must connect (not blocked) to perform this follow up
  Heavy Axe              qcf + K                  axe kick portion is an
---Final Kick          LK
                                                    overhead
  High Kicks           qcb + K                  Heavy Axe portion must
                                                    connect (not blocked)
                                                    to perform this
                                                    follow up
    Final Kick          LK
Dragon Kick              b, d, db + K            LK=short, HK=far; overhead
Dragon Kick              b, d, db + K            LK=short, HK=far; overhead
  Drill Kick            hcf + K                  Dragon Kick must connect
--Drill Kick            hcf + K                  Dragon Kick must connect
                                                     to perform this follow  
                                                     to perform this follow  
                                                     up
                                                     up
Line 135: Line 114:
Combos:
Combos:


(2B) 2B 2A 236P or 623D 2K
(2B) 2B 2A 236P or 623D 2K<br>
(2B) 2B 2A 214K 236K 236B+C ...
(2B) 2B 2A 214K 236K 236B+C ...<br>
2B 2A 4B 623D, 2K  - Strongest without bar, when possible.
2B 2A 4B 623D, 2K  - Strongest without bar, when possible.<br>
2B 2A 4B 214K 236K 236B+C ...
2B 2A 4B 214K 236K 236B+C ...<br>
5B 4B ...
5B 4B ...<br>


c.C(1) c.D 6C ...  - Basic combo starter
c.C(1) c.D 6C ...  - Basic combo starter<br>
c.C(1) c.D 63214A, 66 c.C(1) c.D 6C ...  - Advanced version, changes sides.
c.C(1) c.D 63214A, 66 c.C(1) c.D 6C ...  - Advanced version, changes sides.<br>
c.C(1) c.D 63214A, 66 c.C(1) c.D, 63214A, ...  - Extra Advanced version.  
c.C(1) c.D 63214A, 66 c.C(1) c.D, 63214A, ...  - Extra Advanced version<br>.  
     Must delay 63214A very late. Can be looped until the corner.
     Must delay 63214A very late. Can be looped until the corner.<br>


63214C, 6, c.C(1) c.D 6C ...  - Can do all normal combos off the back throw.
63214C, 6, c.C(1) c.D 6C ...  - Can do all normal combos off the back throw.<br>
63214C, 6, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C 214K 236K 214K B
63214C, 6, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C 214K 236K 214K B<br>
     - Delaunch off command throw. Very small meter usage, can be looped.
     - Delaunch off command throw. Very small meter usage, can be looped.<br>
      
      
421K 41236K(2+), 236236P
421K 41236K(2+), 236236P<br>
421K 41236K(1), 4B ...  - Must only hit once with the dive.
421K 41236K(1), 4B ...  - Must only hit once with the dive.<br>
 
... 236B+C, (66) f.D, 421D, 4B, j.D, 623K 2K or 236236P
... 236B+C, f.D, 66 j.D, 4B, j.D, 623K 2K or 236236P  - More damage.
... 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P  - Near Corner.


... 236B+C, f.D, 66 j.D, j.D, 4B 623B 2K (wiff), 236P or 236236P/K
... 236B+C, (66) f.D, 421D, 4B, j.D, 623K 2K or 236236P <br>
     - Fancy version. Hard to do. 2K must wiff to be able to follow up.
... 236B+C, f.D, 66 j.D, 4B, j.D, 623K 2K or 236236P  - More damage.<br>
       236236P super does less damage but is easier to land.
... 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P  - Near Corner.<br>
<br>
... 236B+C, f.D, 66 j.D, j.D, 4B 623B 2K (wiff), 236P or 236236P/K<br>
     - Fancy version. Hard to do. 2K must wiff to be able to follow up.<br>
       236236P super does less damage but is easier to land.<br>




41236A+B, c.C(1) c.D 6C ...
41236A+B, c.C(1) c.D 6C ...<br>
41236A+B, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C ...  
41236A+B, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C ... <br>
     - Same as off command throw but a lot more damage.
     - Same as off command throw but a lot more damage.<br>




... ( c.C(1) c.D 6C 214K 236K 236B+C, crossup j.C, c.C(1) c.D 63214A, 66 )*n   
... ( c.C(1) c.D 6C 214K 236K 236B+C, crossup j.C, c.C(1) c.D 63214A, 66 )*n  <br>
     - Infinite Delaunch combo. Must have them facing into the corner.
     - Infinite Delaunch combo. Must have them facing into the corner.<br>
=Strategies=
=Strategies=


[[Category:Martial Masters]]
[[Category:Martial Masters]]

Revision as of 00:26, 10 December 2015

Introduction

Move List

Quick Movelist

Normal Attacks: f+C
b+B

Special Attacks: n Close C+D Crouching B, Crouching A

Advanced Attacks:

Hard Punch QCF+P Consequence Kick QCB+K,QCF+K,QCB+K,B Ascending Dragon F,QCF+K,Dn+K Straight Kick QCF+K,Dn+K Swap Kick B,QCB+K,HCF+K Zen Kick HCB+C Shadowless Kick In Air HCF+K

Deadly Attacks:

Buddha Strike QCFx2+P Wind Strike QCFx2+K

Shadow Moves

Shadow Moves


Nimble Whirlwind qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent Double Drill Kick qcb + LK+HP Stagger Grab hcf + LP+LK connects close and isunblockable; small

                                                   window for free attack
                                                   after landing maneuver


Throw Moves

Command Moves

Command Moves


Fan Wave HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Fist d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Step In Elbow f + HP Snap Kick b + LK Leg Drop d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor

Special Moves

Special Moves


Surge Fist qcf + P LP=short, HP=far Swift Push hcb + LP after landing a close HP/HK that connects (not blocked) Turnover hcb + HP connects close and is unblockable; small window for free attack after landing maneuver Grasshopper qcf + K LK=short, HK=far; must be blocked low --Air Axe Kick d + K Grasshopper must connect to perform this follow up; overhead Drill Kick hcf + K in air LK=short, HK=far and overhead Nimble Knee f, d, df + K LK=short, HK=far --Air Axe Kick d + K Nimble Knee must connect to perform this follow up; overhead Whirlwind Kick qcb + K Heavy Axe qcf + K axe kick portion is an overhead --High Kicks qcb + K Heavy Axe portion must connect (not blocked) to perform this follow up ---Final Kick LK Dragon Kick b, d, db + K LK=short, HK=far; overhead --Drill Kick hcf + K Dragon Kick must connect

                                                   to perform this follow 
                                                   up

Super Moves

Supers


Awakening Spirit qcf, qcf + P Dragon Rave qcf, qcf + K first part must connect

                                                   (not blocked) to
                                                   perform entire maneuver

Combos

Crossups: j.B, j.C

Normals:

j8.A, j8.B, j8.C, j8.D  - Neutral Jump normals.
c.D  - Second hit is High.
4B
6C

Specials:

236A/C
63214C  - Command Grab. Does no damage but can be comboed off of. Can't combo
          into.
63214A  - Must be comboed into from c.C or c.D. Normally crosses up. 
          Staggers on back hit, knocks down on front hit.

214K 236K 214K B
236B/D  - Hits Low.
 -> 2K  - Hits High.
623B/D  - Invincible Startup.
 -> 2K  - Hits High.
421B/D  - Hits High.
 -> 41236K  - 2nd hit and onward launches.
j.41236K

Supers:

236236P  - Very fast startup. Not invincible. Not techrollable?
214214K  - Not invincible?

Combos:

(2B) 2B 2A 236P or 623D 2K
(2B) 2B 2A 214K 236K 236B+C ...
2B 2A 4B 623D, 2K - Strongest without bar, when possible.
2B 2A 4B 214K 236K 236B+C ...
5B 4B ...

c.C(1) c.D 6C ... - Basic combo starter
c.C(1) c.D 63214A, 66 c.C(1) c.D 6C ... - Advanced version, changes sides.
c.C(1) c.D 63214A, 66 c.C(1) c.D, 63214A, ... - Extra Advanced version
.

   Must delay 63214A very late. Can be looped until the corner.

63214C, 6, c.C(1) c.D 6C ... - Can do all normal combos off the back throw.
63214C, 6, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C 214K 236K 214K B

   - Delaunch off command throw. Very small meter usage, can be looped.

421K 41236K(2+), 236236P
421K 41236K(1), 4B ... - Must only hit once with the dive.

... 236B+C, (66) f.D, 421D, 4B, j.D, 623K 2K or 236236P
... 236B+C, f.D, 66 j.D, 4B, j.D, 623K 2K or 236236P - More damage.
... 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P - Near Corner.

... 236B+C, f.D, 66 j.D, j.D, 4B 623B 2K (wiff), 236P or 236236P/K

   - Fancy version. Hard to do. 2K must wiff to be able to follow up.
236236P super does less damage but is easier to land.


41236A+B, c.C(1) c.D 6C ...
41236A+B, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C ...

   - Same as off command throw but a lot more damage.


... ( c.C(1) c.D 6C 214K 236K 236B+C, crossup j.C, c.C(1) c.D 63214A, 66 )*n

   - Infinite Delaunch combo. Must have them facing into the corner.

Strategies