Martial Masters/Ghost Kick: 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>
f+C
f+C<br>
f+D
f+D<br>
 
<br>
Special Attack:
Special Attack:<br>
Crouching Bx3
Crouching Bx3<br>
 
<br>
Advanced Attacks:
Advanced Attacks:<br>
 
Pearl Fight                F,QCF+K<br>
Pearl Fight                F,QCF+K
Immoral                    QCF+K<br>
Immoral                    QCF+K
Irritator                  QCB+P,F,QCF+P<br>
Irritator                  QCB+P,F,QCF+P
Spirit's Catch              B,QCB+P<br>
Spirit's Catch              B,QCB+P
Ghost Transport            QCB+K,F,QCF+P<br>
Ghost Transport            QCB+K,F,QCF+P
<br>
 
Deadly Attacks:<br>
Deadly Attacks:
The Saints                  QCFx2+K<br>
The Saints                  QCFx2+K
Holy Dragon                QCBx2+K<br>
Holy Dragon                QCBx2+K
 
==Shadow Moves==
==Shadow Moves==
 
Shadow Riot Flash        qcf + LK+HP              must connect (not blocked) to perform entire maneuver; launches opponent <br>
 
Gatling Kicks            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
------------
Shadow Riot Flash        qcf + LK+HP              must connect (not blocked)
                                                    to perform entire  
                                                    maneuver; launches
                                                    opponent  
Gatling Kicks            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
 
-------------
Aggressive Pride        HP+HK                    can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
Aggressive Pride        HP+HK                    can hit opponent for very
Hopping Knee            d + LP+LK                overhead<br>
                                                    minor damage; taunt  
Cartwheel and Jump      b + LP+LK                can follow with air attack <br>
                                                    fills Super Meter  
Reaching Axe Kick        f + LP  <br>
                                                    considerably
Hopping Knee            d + LP+LK                overhead
Cartwheel and Jump      b + LP+LK                can follow with air attack  
Reaching Axe Kick        f + LP   
Driving Headbutt        f + HP
Driving Headbutt        f + HP
Rolling Scissors        d + HP                  2 hits
Rolling Scissors        d + HP                  2 hits<br>
Flying Gut Kick          f + HK   
Flying Gut Kick          f + HK  <br>
Dirty Punt              d/u + LP/LK/HP/HK        pursue attack
Dirty Punt              d/u + LP/LK/HP/HK        pursue attack when opponent is on floor<br>
                          when opponent is  
                          on floor
==Special Moves==
==Special Moves==
 
Rumble Takedown          f, d, df + P            HP version jumps higher and further; catches opponents in air for an air throw<br>
 
Violent Kicks            qcb + P                  LP=6 hits, HP=10 hits<br>
Special Moves
-Riot Flash             f, d, df + P            LP=one flip, HP=two flips<br>
-------------
Supreme Crash            b, d, db + P            LP=short and 1 hit; HP=far and 2 hits; overhead<br>
Rumble Takedown          f, d, df + P            HP version jumps higher
Handstand Wallop        qcf + K                  LK=short and 2 hits, HK=far and 4 hits<br>
                                                    and further; catches
Corkscrew                f, d, df + K            LK=low and 5 hits, HK=high and 8 hits<br>
                                                    opponents in air for
Leg Whip                qcb + K                  2 hits with both needing to be blocked low; launches opponent; can follow with Rumble Takedown<br>
                                                    an air throw
Violent Kicks            qcb + P                  LP=6 hits, HP=10 hits
  Riot Flash             f, d, df + P            LP=one flip, HP=two flips
Supreme Crash            b, d, db + P            LP=short and 1 hit;  
                                                    HP=far and 2 hits;
                                                    overhead
Handstand Wallop        qcf + K                  LK=short and 2 hits,
                                                    HK=far and 4 hits
Corkscrew                f, d, df + K            LK=low and 5 hits,
                                                    HK=high and 8 hits
Leg Whip                qcb + K                  2 hits with both needing
                                                    to be blocked low;
                                                    launches opponent; can
                                                    follow with Rumble
                                                    Takedown
==Super Moves==
==Super Moves==
Supers
------
Horizontal Corkscrew    qcf, qcf + K             
Horizontal Corkscrew    qcf, qcf + K             
Tornado Corkscrew        qcb, qcb + K            has a slight vacuum  
Tornado Corkscrew        qcb, qcb + K            has a slight vacuum <br>
                                                     affect
                                                     affect<br>
=Combos=
=Combos=
Crossups: j.C
Crossups: j.C
Normals:
6A
6C
6D
Specials:
214A/C  - Rapid hit attack. C version hits more times. Only cancelable on hit.
  -> 623A  - Leaves them in the air (no juggle).
  -> 623C  - Knocks down. Can't be tech-rolled.
623A/C  - Anti-air grab. Knocks down, can't be tech rolled. Always connects.
421A/C  - Hits High. C version hits twice. CAN be tech rolled.
236B/D
214K  - Launches.
623B/D  - Invincible startup? Launches.
Supers:
236236K  - Short invincibility on startup.
214214K  - Not invincible on startup?
Note: 623D won't connect fully on small characters at times,
so you must alter your combos on them.
   
   
Combos:
Combos:
 
2B 2B 623K ...<br>
2B 2B 623K ...
2B 2B 2B 236236K<br>
2B 2B 2B 236236K
2B 5A 6D ...<br>
2B 5A 6D ...
5A 2B ...<br>
5A 2B ...


C/2C 6D ...
C/2C 6D ...
2C(1) 6A/6C ...  - Worthless??
2C(1) 6A/6C ...  - Worthless??


... 6D 214K, 623D, 623P
... 6D 214K, 623D, 623P<br>
... 6D 623D, 214K, 623A  - Doesn't hit most characters but works better on some
... 6D 623D, 214K, 623A  - Doesn't hit most characters but works better on some<br>
... 6D 236D 236B+C ...
... 6D 236D 236B+C ...<br>
... 6D 214C 236B+C ...  - Slightly more damage.
... 6D 214C 236B+C ...  - Slightly more damage.<br>
 
<br>
214P, 623A, 623P
214P, 623A, 623P<br>
214P, 623C, 421P
214P, 623C, 421P<br>
 
<br>
AA 623K, 4, 214K, 623A
AA 623K, 4, 214K, 623A<br>
... 623B, 623A  - Near Corner
... 623B, 623A  - Near Corner<br>
623K, 623D, 623A  - Corner
623K, 623D, 623A  - Corner<br>
623K, 214214K  - Corner
623K, 214214K  - Corner<br>
 
<br>
214K, 623D, 623A
214K, 623D, 623A<br>
214K, 214214K
214K, 214214K<br>
214K, 214K  - Might need to use this on some from max distance.
214K, 214K  - Might need to use this on some from max distance.<br>
 
<br>
A+D, 214K, 623A  - Only combos on Tiger, works anywhere.
A+D, 214K, 623A  - Only combos on Tiger, works anywhere.<br>
A+D, 214K, 214214K  - Same.
A+D, 214K, 214214K  - Same.<br>
A+D, 214K, 6 623D, 623A  - Tiger only, near the corner.
A+D, 214K, 6 623D, 623A  - Tiger only, near the corner.<br>
 
<br>
A+D, 623D, 623D, 623P  - Corner, only hits Monk/Tiger/Scorpion/Lotus.
A+D, 623D, 623D, 623P  - Corner, only hits Monk/Tiger/Scorpion/Lotus.<br>
A+D, 623D, 214214K  - Corner, same.
A+D, 623D, 214214K  - Corner, same.<br>
A+D, 236236K  - Near corner, also works on Snake/Drunken/Huang/SaoJin.
A+D, 236236K  - Near corner, also works on Snake/Drunken/Huang/SaoJin.<br>
 
<br>
B+D, 214214K  - Hits Monk/Tiger in the corner. Others?
B+D, 214214K  - Hits Monk/Tiger in the corner. Others?<br>
 
<br>
... 421C*n  - If they don't tech roll you can keep doing this. However, they
... 421C*n  - If they don't tech roll you can keep doing this. However, they can tech roll between any hit, so it's not an infinite. Only works on Reika/??<br>
              can tech roll between any hit, so it's not an infinite.
2C(1) 214B+C, 236D, j.C, C 6D ... Good to start off j.C crossup or 2A+B.<br>
              Only works on Reika/??
<br>
 
2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ...  - More difficult but stronger.<br>
2C(1) 214B+C, 236D, j.C, C 6D ...
<br>
    - Good to start off j.C crossup or 2A+B.
... 236B+C, j.D, 214K, 623D, 6 623D, 623A  - Anywhere, easy.<br>
     
... 236B+C, j.D, 623D, 623D, 623B, 623A  - Also works, easier in the corner.<br>
2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ...  - More difficult but stronger.
<br>
 
41236A+B, 2C, 6D ...<br>
... 236B+C, j.D, 214K, 623D, 6 623D, 623A  - Anywhere, easy.
... 236B+C, j.D, 623D, 623D, 623B, 623A  - Also works, easier in the corner.
 
41236A+B, 2C, 6D ...
=Strategies=
=Strategies=


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

Revision as of 19:38, 26 December 2015

Introduction

Move List

Quick Movelist

Normal Attacks:
f+A
f+C
f+D

Special Attack:
Crouching Bx3

Advanced Attacks:
Pearl Fight F,QCF+K
Immoral QCF+K
Irritator QCB+P,F,QCF+P
Spirit's Catch B,QCB+P
Ghost Transport QCB+K,F,QCF+P

Deadly Attacks:
The Saints QCFx2+K
Holy Dragon QCBx2+K

Shadow Moves

Shadow Riot Flash qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Gatling Kicks 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

Aggressive Pride HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Knee d + LP+LK overhead
Cartwheel and Jump b + LP+LK can follow with air attack
Reaching Axe Kick f + LP
Driving Headbutt f + HP Rolling Scissors d + HP 2 hits
Flying Gut Kick f + HK
Dirty Punt d/u + LP/LK/HP/HK pursue attack when opponent is on floor

Special Moves

Rumble Takedown f, d, df + P HP version jumps higher and further; catches opponents in air for an air throw
Violent Kicks qcb + P LP=6 hits, HP=10 hits
-Riot Flash f, d, df + P LP=one flip, HP=two flips
Supreme Crash b, d, db + P LP=short and 1 hit; HP=far and 2 hits; overhead
Handstand Wallop qcf + K LK=short and 2 hits, HK=far and 4 hits
Corkscrew f, d, df + K LK=low and 5 hits, HK=high and 8 hits
Leg Whip qcb + K 2 hits with both needing to be blocked low; launches opponent; can follow with Rumble Takedown

Super Moves

Horizontal Corkscrew qcf, qcf + K Tornado Corkscrew qcb, qcb + K has a slight vacuum

                                                   affect

Combos

Crossups: j.C

Combos: 2B 2B 623K ...
2B 2B 2B 236236K
2B 5A 6D ...
5A 2B ...

C/2C 6D ... 2C(1) 6A/6C ... - Worthless??

... 6D 214K, 623D, 623P
... 6D 623D, 214K, 623A - Doesn't hit most characters but works better on some
... 6D 236D 236B+C ...
... 6D 214C 236B+C ... - Slightly more damage.

214P, 623A, 623P
214P, 623C, 421P

AA 623K, 4, 214K, 623A
... 623B, 623A - Near Corner
623K, 623D, 623A - Corner
623K, 214214K - Corner

214K, 623D, 623A
214K, 214214K
214K, 214K - Might need to use this on some from max distance.

A+D, 214K, 623A - Only combos on Tiger, works anywhere.
A+D, 214K, 214214K - Same.
A+D, 214K, 6 623D, 623A - Tiger only, near the corner.

A+D, 623D, 623D, 623P - Corner, only hits Monk/Tiger/Scorpion/Lotus.
A+D, 623D, 214214K - Corner, same.
A+D, 236236K - Near corner, also works on Snake/Drunken/Huang/SaoJin.

B+D, 214214K - Hits Monk/Tiger in the corner. Others?

... 421C*n - If they don't tech roll you can keep doing this. However, they can tech roll between any hit, so it's not an infinite. Only works on Reika/??
2C(1) 214B+C, 236D, j.C, C 6D ... Good to start off j.C crossup or 2A+B.

2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ... - More difficult but stronger.

... 236B+C, j.D, 214K, 623D, 6 623D, 623A - Anywhere, easy.
... 236B+C, j.D, 623D, 623D, 623B, 623A - Also works, easier in the corner.

41236A+B, 2C, 6D ...

Strategies