Martial Masters/Crane: Difference between revisions

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=Move List=
=Move List=
==Quick Movelist==
==Quick Movelist==
Normal Attacks:
Normal Attacks:<br>
f+A
f+A<br>
In Air d+C
In Air d+C<br>
 
<br>
Special Attack:
Special Attack:<br>
Crouching B, Crouching A
Crouching B, Crouching A<br>
 
<br>
Advanced attacks:
Advanced attacks:<br>
 
Sky Travel                  (QCF+P)x3<br>
Sky Travel                  (QCF+P)x3
Crane's Wing                F, QCF+P, Dn+P<br>
Crane's Wing                F, QCF+P, Dn+P
Crane's Needle              QCB+P In Air QCB+P or B<br>
Crane's Needle              QCB+P In Air QCB+P or B
Crane's Strike              HCB+P<br>
Crane's Strike              HCB+P
Crane's Shadow              F,QCF+K<br>
Crane's Shadow              F,QCF+K
<br>
 
Deadly Attacks:<br>
Deadly Attacks:
Holy Needle                QCBx2+P<br>
 
Holy Phantom                QCFx2+P<br>
Holy Needle                QCBx2+P
Holy Phantom                QCFx2+P
==Shadow Moves==
==Shadow Moves==


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




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


Special Moves
Special Moves
-------------
-------------
Spread Wing              qcf + P                  LP=short, HP=far
Spread Wing              qcf + P                  LP=short, HP=far<br>
   Closing Wing          qcf + P                  LP=short, HP=far
   Closing Wing          qcf + P                  LP=short, HP=far<br>
     Final Wing          qcf + P                  LP=short, HP=far
     Final Wing          qcf + P                  LP=short, HP=far<br>
Majestic Flight          f, d, df + P            LP=short and 2 hits,  
Majestic Flight          f, d, df + P            LP=short and 2 hits,HP=far and 2 hits<br>
                                                    HP=far and 2 hits
   Landing                d + P                    second part must touch opponent to allow for this follow up<br>
   Landing                d + P                    second part must touch
Sneaky Dart              qcb + P                  projectile can be destroyed by a well imed physical attack<br>
                                                    opponent to allow for
Air Sneaky Dart          qcb + P/LK in air        LP=far, LK=medium,HP= short and steepest angle;<br>
                                                    this follow up
projectile can be destroyed by a well timed physical attack<br>
Sneaky Dart              qcb + P                  projectile can be  
Flapping Thrust          hcb + P                  LP=short, HP=far;unblockable<br>
                                                    destroyed by a well
Shouting Crane          f, d, df + K            LK=short and 5 hits,HK=far and 6 hits<br>
                                                    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==
==Super Moves==
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Supers
Supers
------
------
Take Flight              qcf, qcf + P            
Take Flight              qcf, qcf + P <br>         
Deadly Darts            qcb, qcb + P
Deadly Darts            qcb, qcb + P<br>


=Combos=
=Combos=
Crossups: j.B, j.2C
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:
Combos:


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


c.C 6A ...<br>
2C 6A ...<br>


41236A+B, c.C 6A ...
2D 236B+C, j.2C, 623C 2C<br>
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
j.2C (crossup), c.C 623B, B A 6A(1) 623C, 623C 2P - Weird crossup combo, very hard to do.<br>
    - Infinite, won't work on Reika or against some crouchers?
j.2C (crossup), c.C 623B, B A 6A 623C, 236236P  - Obvious stronger finish.<br>
   
j.B (crossup), A 6A(1) 623B ...  - Same combo from j.B instead.<br>
... 236B+C, (j.2C), 623D, j7.214B, ( 623D,  j7.214B )*n  - Infinite
<br>
... 623C, 623C, 214214P  - Might not work at mid screen on some.<br>
<br>
63214P, 214214P  - Big damage off the unblockable.<br>
214B+C (blocked), 63214P, 623C 2P  - Basic combo off unblockable setup.<br>
<br>
... 236B+C, 66 C 623D, j.2C, 623D, 623C 2P or 623C, 214214P  - Works anywhere.<br>
... 236B+C, 66 c.D, 623D, j.2C, 4, 623D, 623C 2P or 623C, 214214P - Corner<br>
... 236B+C, 66 c.D, 623D, j.2C, j.2C, 623C 2P or 236236P - Easier Corner combo<br>
... 236B+C, 6, j.C, c.C 6A ...  - Delaunch, only works on Reika.<br>
<br>
41236A+B, c.C 6A ...<br>
41236A+B, c.C 6A(1) 623B, B A 6A(1) 623C, 623C 2P - Crossup combo, very hard to do.<br>


... 6A(1) 623B, A 6A(1) 623B, ...
... 6A(1) 214B+C, (j.C, c.C, 6A(1) 214B+C)*n <br>
    - Infinite. Must be deep in the corner. Only works on Reika reliably. Can
    - Infinite, won't work on Reika or against some crouchers?<br>
      randomly work on Scorpion/Huang.
<br>
      Extremely hard to do.
... 236B+C, (j.2C), 623D, j7.214B, ( 623D,  j7.214B )*n  - Infinite<br>
     
<br>
... 6A(1) 623B, A 6A(1) 623B, B A 6A ...  
... 6A(1) 623B, A 6A(1) 623B, ...- Infinite. <br>
    - Deep corner. Unreliable. Can work on Scorpion, Ghost Kick, ?
Must be deep in the corner. Only works on Reika reliably. Can randomly work on Scorpion/Huang.<br>
Extremely hard to do.<br>
<br>
... 6A(1) 623B, A 6A(1) 623B, B A 6A ... - Deep corner. Unreliable. Can work on Scorpion, Ghost Kick, <br>


=Strategies=
=Strategies=


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

Revision as of 19:23, 26 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 imed 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

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