Martial Masters/Drunk Master: Difference between revisions

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=Move List=
=Move List=
==QuickMovelist==
==QuickMovelist==
Normal Attack:
Normal Attack:<br>
F+A
F+A<br>
 
<br>
Special Attack:
Special Attack:<br>
C,C,D,C
C,C,D,C<br>
 
<br>
Advanced Attacks:
Advanced Attacks:<br>
 
Near opponent Ax3, Crouching B
Near opponent Ax3, Crouching B
Drunk Punch                QCB+P,P
Drunk Punch                QCB+P,P<br>
Asking Road                QCF+K,QCF+P
Asking Road                QCF+K,QCF+P<br>
Drunk Moon                  F,QCF+K
Drunk Moon                  F,QCF+K<br>
Mixed Wine                  HCB+K
Mixed Wine                  HCB+K<br>
Sand Storm                  HCF+P
Sand Storm                  HCF+P<br>
Straight Up                F,QCF+P
Straight Up                F,QCF+P F,Dn,Bk,F+P<br>
                            F,Dn,Bk,F+P


Deadly Attacks:
Deadly Attacks:<br>
 
<br>
Dead Drunk                  QCFx2+P
Dead Drunk                  QCFx2+P<br>
Swallow Drunk              QCBx2+K
Swallow Drunk              QCBx2+K<br>


==Shadow Moves==
==Shadow Moves==
 
Top Kick                qcf + LK+HP              must connect (not blocked) to perform entire maneuver; launches opponent<br>
 
Gourd Frenzy            qcb + LK+HP<br>
 
Stagger Grab            hcf + LP+LK              connects close and is unblockable; small window for free attack after landing maneuver<br>
 
Shadow Moves
------------
Top Kick                qcf + LK+HP              must connect (not blocked)
                                                    to perform entire  
                                                    maneuver; launches
                                                    opponent
Gourd Frenzy            qcb + LK+HP
Stagger Grab            hcf + LP+LK              connects close and is
                                                    unblockable; small
                                                    window for free attack
                                                    after landing maneuver




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==Command Moves==
==Command Moves==
Command Moves
 
-------------
Sake                    HP+HK                    can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
Sake                    HP+HK                    can hit opponent for very
Hopping Palm            d + LP+LK                overhead<br>
                                                    minor damage; taunt  
                                                    fills Super Meter  
                                                    considerably
Hopping Palm            d + LP+LK                overhead
Backstep and Jump        b + LP+LK                can follow with air attack
Backstep and Jump        b + LP+LK                can follow with air attack
Drunken Claw            f + LP                   
Drunken Claw            f + LP                  <br>
Slide Kick              d + HK                  must be blocked low
Slide Kick              d + HK                  must be blocked low<br>
Leg Drop                d/u + LP/LK/HP/HK        pursue attack
Leg Drop                d/u + LP/LK/HP/HK        pursue attack<br>
                           when opponent is  
                           when opponent is  
                           on floor
                           on floor


==Special Moves==
==Special Moves==
Gourd Swing              f, d, df + P            second part must be blocked low<br>
Stagger Top              hcf + P                  LP=short, HP=far<br>
--Drunken Smash          cancel into hcf + LP    overhead version or perform hcf + HP without canceling<br>
Forward Roll            qcb + P                  LP=short, HP=far<br>
--Crushing Forearm      P                        launches opponent<br>
Butterfly Strike        hcb, f + P              connects close and is unblockable;<br>
wall bounces opponent; <br>
can be canceled into<br>
Rotating Kick            qcf + K                  LK=short, HK=far<br>
  Drunken Slide          qcf + P<br>
Sake Spit                hcb + K                  HK version lasts longer; auto counter<br>
Drunken Dance            f, d, df + K            LK=4 hits with second hit being an overhead,HK=6 hits with last hit being an overhead<br>
==Super Moves==


Special Moves
Gourd Nunchaku          qcf, qcf + P            <br>
-------------
Strong Sake              qcb, qcb + K            auto counter super<br>
Gourd Swing              f, d, df + P            second part must be
                                                    blocked low
Stagger Top              hcf + P                  LP=short, HP=far
  Drunken Smash          cancel into hcf + LP    overhead
                          version or perform
                          hcf + HP without
                          canceling
Forward Roll            qcb + P                  LP=short, HP=far
  Crushing Forearm      P                        launches opponent
Butterfly Strike        hcb, f + P              connects close and is
                                                    unblockable; wall
                                                    bounces opponent;
                                                    can be canceled into
Rotating Kick            qcf + K                  LK=short, HK=far
  Drunken Slide          qcf + P
Sake Spit                hcb + K                  HK version lasts longer;
                                                    auto counter
Drunken Dance            f, d, df + K            LK=4 hits with second hit
                                                    being an overhead,
                                                    HK=6 hits with last hit
                                                    being an overhead
==Super Moves==
Supers
------
Gourd Nunchaku          qcf, qcf + P             
Strong Sake              qcb, qcb + K            auto counter super
=Combos=
=Combos=
Crossups: j.B, j.D
Crossups: j.B, j.D<br>
<br>
Combos:<br>
5B 5A 6A 236B, 236A, ...  - Easy, can lead to super or loop.<br>
5B 5A 6A 214C C, 214P P  - Easy, high damage.<br>
5B 6A 632146P, 214P P, 214P P  - Slightly stronger but doesn't work in some  situations.<br>
5B 6A 632146P, 236236P  - Will work in situations where the roll won't.<br>
5B 5A 6A 632146P ... - May work in some situations but very distance dependant.<br>
C C 6A ...<br>


Normals:
... 6A 214C P, 236D 236A, 236D 236A ...  - Works when not in the corner. BEST normal combo!<br>
6A
C C D C
Specials:
41236A  - When canceled into, Headbutts after last hit. Headbutt is High.
41236C  - When done from neutral, Heatbutts after last hit. Headbutt is High.
214A/C  - Invincible after brief startup. C version travels farther.
  -> P    - Loses Invincibility. Launches.
623P    - Last hit is Low.
632146P  - Command Grab.  Can be comboed into. Launches.
236B/D
  -> 236P - Can always be juggled after, seems to have 'Juggle Reset' property.
63214B/D - Parries Mid and High attacks. Staggers. D version lasts longer.
623B    - Second hit is High.
623D    - Last hit is High.
Supers:
236236P  - Has a lot of invincibility.
214214K  - Parries all strikes, no startup.
 
Combos:
 
5B 5A 6A 236B, 236A, ...  - Easy, can lead to super or loop.
5B 5A 6A 214C C, 214P P  - Easy, high damage.
 
5B 6A 632146P, 214P P, 214P P  - Slightly stronger but doesn't work in some
                                situations.
5B 6A 632146P, 236236P  - Will work in situations where the roll won't.
5B 5A 6A 632146P ... - May work in some situations but very distance dependant.
 
C C 6A ...
 
... 6A 214C P, 236D 236A, 236D 236A ...  - Works when not in the corner.
                                          Generally your BEST normal combo!
 
5B 6A 632146P, 214P P, 236D 236A, 236K 236A ...
    - In case you throw, you can still do this loop.
   
... 236B, 236A, 236236P  - End with super for very good damage.
... 214P P, 236236P


63214K, 66, C C 6A ...
5B 6A 632146P, 214P P, 236D 236A, 236K 236A ...  <br>
63214K, 6, j.D (crossup), C C 6A ...  - Crossup combo, very strong but hard.
- In case you throw, you can still do this loop.<br>
<br>
... 236B, 236A, 236236P  - End with super for very good damage.<br>
... 214P P, 236236P<br>
<br>
63214K, 66, C C 6A ...<br>
63214K, 6, j.D (crossup), C C 6A ...  - Crossup combo, very strong but hard.<br>


5B 5A 6A 623C(3) 236B+C ...
5B 5A 6A 623C(3) 236B+C ...<br>
(2A+B) C C 6A 623C(3) 236B+C ...
(2A+B) C C 6A 623C(3) 236B+C ...<br>


... 236B+C, 214P P, 214P P, j.C, 214P, P or 236236P
... 236B+C, 214P P, 214P P, j.C, 214P, P or 236236P<br>
... 236B+C, 214P P, 214P P, j.C, 236K 236P, ...  - Advanced version.
... 236B+C, 214P P, 214P P, j.C, 236K 236P, ...  - Advanced version.<br>


41236A+B, C C 6A 214C C, 214C C  - Basic super throw combo.
41236A+B, C C 6A 214C C, 214C C  - Basic super throw combo.<br>
41236A+B, C C 6A 236236P  - Strong but expensive.
41236A+B, C C 6A 236236P  - Strong but expensive.<br>
41236A+B, C C 6A 214P P, 236236P  - Need to have back near corner.
41236A+B, C C 6A 214P P, 236236P  - Need to have back near corner.<br>


... C C 6A 41236C 236B+C, 66 C C 6A 214C C, 214C C or 236236P   
... C C 6A 41236C 236B+C, 66 C C 6A 214C C, 214C C or 236236P  <br>
     - Delaunch. Must be done from crossup or 41236A+B.
     - Delaunch. Must be done from crossup or 41236A+B.<br>
      
      
... C C 6A 41236C 236B+C, 66 C C 6A 41236C 236B+C ...  
... C C 6A 41236C 236B+C, 66 C C 6A 41236C 236B+C ... <br>
     - Delaunch loop.
     - Delaunch loop.<br>


... C C 6A 623C(3) 236B+C, 2A+B, C C 6A 623D  
... C C 6A 623C(3) 236B+C, 2A+B, C C 6A 623D <br>
     - Delaunch, must have your back to the corner before you crossup?
     - Delaunch, must have your back to the corner before you crossup?<br>


... 236B, 236A, 236B, 236A ...
... 236B, 236A, 236B, 236A ...<br>
     - Infinite loop. Only works on a few characters, very hard to do.
     - Infinite loop. Only works on a few characters, very hard to do.<br>
=Strategies=
=Strategies=


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

Revision as of 19:28, 26 December 2015

Introduction

Move List

QuickMovelist

Normal Attack:
F+A

Special Attack:
C,C,D,C

Advanced Attacks:
Near opponent Ax3, Crouching B Drunk Punch QCB+P,P
Asking Road QCF+K,QCF+P
Drunk Moon F,QCF+K
Mixed Wine HCB+K
Sand Storm HCF+P
Straight Up F,QCF+P F,Dn,Bk,F+P

Deadly Attacks:

Dead Drunk QCFx2+P
Swallow Drunk QCBx2+K

Shadow Moves

Top Kick qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Gourd Frenzy 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

Sake HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Palm d + LP+LK overhead
Backstep and Jump b + LP+LK can follow with air attack Drunken Claw f + LP
Slide Kick d + HK must be blocked low
Leg Drop d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor

Special Moves

Gourd Swing f, d, df + P second part must be blocked low
Stagger Top hcf + P LP=short, HP=far
--Drunken Smash cancel into hcf + LP overhead version or perform hcf + HP without canceling
Forward Roll qcb + P LP=short, HP=far
--Crushing Forearm P launches opponent
Butterfly Strike hcb, f + P connects close and is unblockable;
wall bounces opponent;
can be canceled into
Rotating Kick qcf + K LK=short, HK=far

 Drunken Slide          qcf + P

Sake Spit hcb + K HK version lasts longer; auto counter
Drunken Dance f, d, df + K LK=4 hits with second hit being an overhead,HK=6 hits with last hit being an overhead

Super Moves

Gourd Nunchaku qcf, qcf + P
Strong Sake qcb, qcb + K auto counter super

Combos

Crossups: j.B, j.D

Combos:
5B 5A 6A 236B, 236A, ... - Easy, can lead to super or loop.
5B 5A 6A 214C C, 214P P - Easy, high damage.
5B 6A 632146P, 214P P, 214P P - Slightly stronger but doesn't work in some situations.
5B 6A 632146P, 236236P - Will work in situations where the roll won't.
5B 5A 6A 632146P ... - May work in some situations but very distance dependant.
C C 6A ...

... 6A 214C P, 236D 236A, 236D 236A ... - Works when not in the corner. BEST normal combo!

5B 6A 632146P, 214P P, 236D 236A, 236K 236A ...
- In case you throw, you can still do this loop.

... 236B, 236A, 236236P - End with super for very good damage.
... 214P P, 236236P

63214K, 66, C C 6A ...
63214K, 6, j.D (crossup), C C 6A ... - Crossup combo, very strong but hard.

5B 5A 6A 623C(3) 236B+C ...
(2A+B) C C 6A 623C(3) 236B+C ...

... 236B+C, 214P P, 214P P, j.C, 214P, P or 236236P
... 236B+C, 214P P, 214P P, j.C, 236K 236P, ... - Advanced version.

41236A+B, C C 6A 214C C, 214C C - Basic super throw combo.
41236A+B, C C 6A 236236P - Strong but expensive.
41236A+B, C C 6A 214P P, 236236P - Need to have back near corner.

... C C 6A 41236C 236B+C, 66 C C 6A 214C C, 214C C or 236236P

   - Delaunch. Must be done from crossup or 41236A+B.

... C C 6A 41236C 236B+C, 66 C C 6A 41236C 236B+C ...

   - Delaunch loop.

... C C 6A 623C(3) 236B+C, 2A+B, C C 6A 623D

   - Delaunch, must have your back to the corner before you crossup?

... 236B, 236A, 236B, 236A ...

   - Infinite loop. Only works on a few characters, very hard to do.

Strategies