Martial Masters/Crane: Difference between revisions

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=Combos=
=Combos=
Crossups: j.B, j.2C
Normals:
6A  - Second hit is High.
j.2C
Specials:
236A/C, 236A/C, 236A/C
623A/C  - Invincible Startup. Launches.
  -> 2P  - Knocks down.
214A/C  - Projectile. Can be stopped by physical hits.
63214A/C - Unblockable Strike.
623B/D  - D version knocks down, but launches airborne enemies.
j.214A/B/C  - Air projectile. A = Most Horizontal, C = Most Vertical.
              Always connects.
Supers:
236236P  - Invincible startup.
214214P  - Projectile super. Always connects.
Note: Can cancel jumping normals into air pins.
Combos:
2B 2A 6A 236A 236C 236C  - Weak, but easy.
2B 2A 6A 236A 236C 236B+C ...
2B 2A 6A(2) 623A 2P
2B 2A 6A(1) 623C, 623C 2P  - Near the corner you can land both hits of 6A.
2B 2A 6A 623C, 236236P
2B 2A 6A 623C, 623C, 214214P
c.C 6A ...
2C 6A ...
2D 236B+C, j.2C, 623C 2C
j.2C (crossup), c.C 623B, B A 6A(1) 623C, 623C 2P
    - Weird crossup combo, very hard to do.
j.2C (crossup), c.C 623B, B A 6A 623C, 236236P  - Obvious stronger finish.
j.B (crossup), A 6A(1) 623B ...  - Same combo from j.B instead.
... 623C, 623C, 214214P  - Might not work at mid screen on some.
63214P, 214214P  - Big damage off the unblockable.
214B+C (blocked), 63214P, 623C 2P  - Basic combo off unblockable setup.
... 236B+C, 66 C 623D, j.2C, 623D, 623C 2P or 623C, 214214P  - Works anywhere.
... 236B+C, 66 c.D, 623D, j.2C, 4, 623D, 623C 2P or 623C, 214214P - Corner
... 236B+C, 66 c.D, 623D, j.2C, j.2C, 623C 2P or 236236P  - Easier Corner combo
... 236B+C, 6, j.C, c.C 6A ...  - Delaunch, only works on Reika.
41236A+B, c.C 6A ...
41236A+B, c.C 6A(1) 623B, B A 6A(1) 623C, 623C 2P
  - Crossup combo, very hard to do.
... 6A(1) 214B+C, (j.C, c.C, 6A(1) 214B+C)*n
    - Infinite, won't work on Reika or against some crouchers?
   
... 236B+C, (j.2C), 623D, j7.214B, ( 623D,  j7.214B )*n  - Infinite
... 6A(1) 623B, A 6A(1) 623B, ...
    - Infinite. Must be deep in the corner. Only works on Reika reliably. Can
      randomly work on Scorpion/Huang.
      Extremely hard to do.
     
... 6A(1) 623B, A 6A(1) 623B, B A 6A ...
    - Deep corner. Unreliable. Can work on Scorpion, Ghost Kick, ?


=Strategies=
=Strategies=


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

Revision as of 13:15, 10 December 2015

Introduction

Move List

Quick Movelist

Normal Attacks: f+A In Air d+C

Special Attack: Crouching B, Crouching A

Advanced attacks:

Sky Travel (QCF+P)x3 Crane's Wing F, QCF+P, Dn+P Crane's Needle QCB+P In Air QCB+P or B Crane's Strike HCB+P Crane's Shadow F,QCF+K

Deadly Attacks:

Holy Needle QCBx2+P Holy Phantom QCFx2+P

Shadow Moves

Shadow Moves


Majestic Thrust qcf + LK+HP must connect (not blocked) to perform entire maneuver; small launch of opponent at end of maneuver Dart Rain qcb + LK+HP Stagger Grab hcf + LP+LK connects close and is unblockable; small window for free attack after landing maneuver


Throw Moves

Command Moves

Command Moves


Hair Groom HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably Hopping Bladed Hand d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Heavenly Spin d + HP in air up to 5 hits Crescent Swipe f + LP 2 hits with second hit being an overhead Double Uppercut d + HP 2 hits Double Stomp d/u + LP/LK/HP/HK pursue attack when opponent is on floor

Special Moves

Special Moves


Spread Wing qcf + P LP=short, HP=far

 Closing Wing           qcf + P                  LP=short, HP=far
   Final Wing           qcf + P                  LP=short, HP=far

Majestic Flight f, d, df + P LP=short and 2 hits,

                                                   HP=far and 2 hits
 Landing                d + P                    second part must touch
                                                   opponent to allow for
                                                   this follow up

Sneaky Dart qcb + P projectile can be

                                                   destroyed by a well
                                                   timed physical attack

Air Sneaky Dart qcb + P/LK in air LP=far, LK=medium,

                                                   HP= short and steepest
                                                   angle; projectile
                                                   can be destroyed by a
                                                   well timed physical
                                                   attack

Flapping Thrust hcb + P LP=short, HP=far;

                                                   unblockable

Shouting Crane f, d, df + K LK=short and 5 hits,

                                                   HK=far and 6 hits

Super Moves

Supers


Take Flight qcf, qcf + P Deadly Darts qcb, qcb + P

Combos

Crossups: j.B, j.2C

Normals:

6A  - Second hit is High.
j.2C

Specials:

236A/C, 236A/C, 236A/C
623A/C   - Invincible Startup. Launches.
 -> 2P   - Knocks down.
214A/C   - Projectile. Can be stopped by physical hits.
63214A/C - Unblockable Strike.
623B/D   - D version knocks down, but launches airborne enemies.
j.214A/B/C  - Air projectile. A = Most Horizontal, C = Most Vertical.
              Always connects.

Supers:

236236P  - Invincible startup.
214214P  - Projectile super. Always connects.

Note: Can cancel jumping normals into air pins.


Combos:

2B 2A 6A 236A 236C 236C - Weak, but easy. 2B 2A 6A 236A 236C 236B+C ... 2B 2A 6A(2) 623A 2P 2B 2A 6A(1) 623C, 623C 2P - Near the corner you can land both hits of 6A. 2B 2A 6A 623C, 236236P 2B 2A 6A 623C, 623C, 214214P

c.C 6A ... 2C 6A ...

2D 236B+C, j.2C, 623C 2C

j.2C (crossup), c.C 623B, B A 6A(1) 623C, 623C 2P

   - Weird crossup combo, very hard to do.

j.2C (crossup), c.C 623B, B A 6A 623C, 236236P - Obvious stronger finish. j.B (crossup), A 6A(1) 623B ... - Same combo from j.B instead.


... 623C, 623C, 214214P - Might not work at mid screen on some.

63214P, 214214P - Big damage off the unblockable. 214B+C (blocked), 63214P, 623C 2P - Basic combo off unblockable setup.

... 236B+C, 66 C 623D, j.2C, 623D, 623C 2P or 623C, 214214P - Works anywhere. ... 236B+C, 66 c.D, 623D, j.2C, 4, 623D, 623C 2P or 623C, 214214P - Corner ... 236B+C, 66 c.D, 623D, j.2C, j.2C, 623C 2P or 236236P - Easier Corner combo ... 236B+C, 6, j.C, c.C 6A ... - Delaunch, only works on Reika.


41236A+B, c.C 6A ... 41236A+B, c.C 6A(1) 623B, B A 6A(1) 623C, 623C 2P

 - Crossup combo, very hard to do.

... 6A(1) 214B+C, (j.C, c.C, 6A(1) 214B+C)*n

   - Infinite, won't work on Reika or against some crouchers?
   

... 236B+C, (j.2C), 623D, j7.214B, ( 623D, j7.214B )*n - Infinite

... 6A(1) 623B, A 6A(1) 623B, ...

   - Infinite. Must be deep in the corner. Only works on Reika reliably. Can
     randomly work on Scorpion/Huang.
     Extremely hard to do.
     

... 6A(1) 623B, A 6A(1) 623B, B A 6A ...

   - Deep corner. Unreliable. Can work on Scorpion, Ghost Kick, ?

Strategies