Martial Masters/Tiger: Difference between revisions

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=Move List=
=Move List=
==Quick Movelist==
==Quick Movelist==
Normal Attacks:
Normal Attacks:<br>
                              F+D
F+D<br>
                              Bk+B
Bk+B<br>
                              Bk+D
Bk+D<br>
                          Air Dn+C
Air Dn+C<br><br>


Special Attack:
Special Attack:<br>
                      Crouching B, Crouch A
Crouching B, Crouch A<br><br>


Advanced Attacks:
Advanced Attacks:<br>
Domination                    HCB+K,(Jump Over Opponent)QCF+P<br>
Tiger Turn                    F,QCF+P, Elbow Strike QCF+P<br>
Down Strike                  Elbow Strike F+P<br>
Sky-High                      Elbow Strike QCF+P<br>
Tiger Crow                    QCB+P<br>
Tiger Attack                  HCF+K,F+C<br>
Explorer                      F,QCF+K x2<br>
Random Strike                HCF+P<br><br>


Domination                    HCB+K,(Jump Over Opponent)QCF+P
Deadly Attaks:<br>
Tiger Turn                    F,QCF+P, Elbow Strike QCF+P
Breaker                      QCFx2+P<br>
Down Strike                  Elbow Strike F+P
Destroyer                    QCFx2+K<br>
Sky-High                      Elbow Strike QCF+P
Tiger Crow                    QCB+P
Tiger Attack                  HCF+K,F+C
Explorer                      F,QCF+K x2
Random Strike                HCF+P
 
Deadly Attaks:
 
Breaker                      QCFx2+P
Destroyer                    QCFx2+K


==Shadow Moves==
==Shadow Moves==
Shadow Moves
------------
Pouncing Hide            qcf + LK+HP              must connect (not blocked)
Pouncing Hide            qcf + LK+HP              must connect (not blocked)
                                                     to perform entire  
                                                     to perform entire  
                                                     maneuver; launches
                                                     maneuver; launches
                                                     opponent  
                                                     opponent <br>
Double Shoulder Charge  qcb + LK+HP              first shoulder charge goes
Double Shoulder Charge  qcb + LK+HP              first shoulder charge goes past opponent and second shoulder charge comes from behind;<br>
                                                    past opponent and second
despite the second shoulder charge being from behind you block it normally, it is not crossing you up<br>
                                                    shoulder charge comes
                                                    from behind; despite the
                                                    second shoulder charge
                                                    being from behind you
                                                    block it normally, it
                                                    is not crossing you up
Stagger Grab            hcf + LP+LK              connects close and is
Stagger Grab            hcf + LP+LK              connects close and is
                                                     unblockable; small
                                                     unblockable; small
                                                     window for free attack
                                                     window for free attack
                                                     after landing maneuver
                                                     after landing maneuver<br>




Line 56: Line 43:


==Command Moves==
==Command Moves==
Command Moves
 
-------------
True Strength            HP+HK                    can hit opponent for very
True Strength            HP+HK                    can hit opponent for very
                                                     minor damage; taunt  
                                                     minor damage; taunt  
                                                     fills Super Meter  
                                                     fills Super Meter  
                                                     considerably
                                                     considerably<br>
Hopping Palms            d + LP+LK                overhead
Hopping Palms            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>
Jumping Palms            d + HP in air            overhead
Jumping Palms            d + HP in air            overhead<br>
Claw Uppercut            d + HP                  2 hits
Claw Uppercut            d + HP                  2 hits<br>
Big Boot                b + LK
Big Boot                b + LK<br>
Crescent Axe            f + HK                  3 hits; second and third
Crescent Axe            f + HK                  3 hits; second and third are overheads    <br>
                                                    are overheads     
Straight Kick            b + HK<br>
Straight Kick            b + HK
Crushing Stomp          d/u + LP/LK/HP/HK        pursue attack
Crushing Stomp          d/u + LP/LK/HP/HK        pursue attack
                           when opponent is  
                           when opponent is  
                           on floor
                           on floor<br>


==Special Moves==
==Special Moves==
 
Hunting Fists            hcf + P                  connects close and is unblockable; can be canceled into<br>
 
Roaring Elbow            f, d, df + P            LP=short, HP=far<br>
Special Moves
-Second Elbow           qcf + P                  LP=short, HP=far<br>
-------------
--Driving Fist           f + P                    overhead<br>
Hunting Fists            hcf + P                  connects close and is
--Claw Uppercut         qcf + P                  launches opponent<br>
                                                    unblockable; can be  
Capture Claw            qcb + P                  LP=short, HP=far<br>
                                                    canceled into
Hide Rush                hcf + K                  LK=short, HK=far<br>
Roaring Elbow            f, d, df + P            LP=short, HP=far
-Shoulder Launch        f + HP                  launches opponent<br>
  Second Elbow           qcf + P                  LP=short, HP=far
Hide Launcher           f, d, df + K            LK=short and 2 hits, HK=far and 7 hits<br>
    Driving Fist         f + P                    overhead
-Driving Back          qcf + K<br>                  
    Claw Uppercut       qcf + P                  launches opponent
Backflip               hcb + K   <br>             
Capture Claw            qcb + P                  LP=short, HP=far
-Pounce                qcf + P                  LP=short, HP=far; launches opponent<br>
Hide Rush                hcf + K                  LK=short, HK=far
  Shoulder Launch        f + HP                  launches opponent
Hide Launcher           f, d, df + K            LK=short and 2 hits,
                                                    HK=far and 7 hits
  Driving Back          qcf + K                 
Backflip                 hcb + K                
  Pounce                qcf + P                  LP=short, HP=far; launches
                                                    opponent
==Super Moves==
==Super Moves==
Supers
Supers
------
------
Tiger Barrage            qcf, qcf + P            first hit must connect
Tiger Barrage            qcf, qcf + P            first hit must connect (not blocked) to perform entire maneuver<br>
                                                    (not blocked) to perform
Bursting Tiger          qcf, qcf + K            first hit must connect (not blocked) to perform entire maneuver<br>
                                                    entire maneuver
Bursting Tiger          qcf, qcf + K            first hit must connect
                                                    (not blocked) to perform
                                                    entire maneuver
=Combos=
=Combos=
Crossups: j.D
Crossups: j.D


Normals:
f.C - High.
4C  - May miss short characters.
4D  - May miss short characters.
6D  - 2nd and 3rd hits are High.
c.663B  - Very odd normal. Must be very deep and running to do it.
          Has the special property of being cancelable to C and 2C, where 2B
          normally can't.
Specials:
41236P  - Command Grab. Can be comboed into.
623A/C  - C version does slightly more damage and moves farther forward.
  -> 236P  - Always connects.
    -> 6P  - Launches, hits High. Always connects.
    -> 236P  - Big launcher.
214A/C
623B/D  - Invincible Startup.
  -> 623K  - Followup. Always connects.
41236B/D  - Frame advantage on block?
  -> 6C  - Launches, but very unsafe. Can't be canceled to on wiff.
63214K  - Launches.
  -> 236A/C  - Launches. Counts as a hit of a juggle, but always connects.
              C version travels farther forward but has more recovery.
 
Supers:
236236P  - Invincible startup. Slow but covers distance.
236236K  - Invincible startup. Has massive Vacuum on startup.
Running Command Grab: 412366P
Must input P very fast after you hit 6, but you will extend the range on the
command grab greatly doing this.
   
   
Wiff Grab Setup: 4B 41236B/D (wiff), 41236P
Wiff Grab Setup: 4B 41236B/D (wiff), 41236P
Line 146: Line 88:
Combos:
Combos:


2B 2A 41236B 6C, 63214D 236C, 623B 623K
2B 2A 41236B 6C, 63214D 236C, 623B 623K<br>
2B 2A 623P 236P 236P, 236236K or 41236D 6C
2B 2A 623P 236P 236P, 236236K or 41236D 6C<br>
2B 2A 623P 236P 236B+C ...
2B 2A 623P 236P 236B+C ...<br><br>


2B 2A 4B/4D 41236D 6C ...
2B 2A 4B/4D 41236D 6C ...<br>
2B 2A 4B 623C 236C 236C ...  - Slightly more damage.
2B 2A 4B 623C 236C 236C ...  - Slightly more damage.<br>
2B 2A 4B 214A 236B+C ...
2B 2A 4B 214A 236B+C ...<br><br>


... 41236K 6C, 41236D 6C, 623B 623K  - Easier but less damage.
... 41236K 6C, 41236D 6C, 623B 623K  - Easier but less damage.<br>
... 41236K 6C, 236236K, 623K 623K  - Stronger but needs meter.
... 41236K 6C, 236236K, 623K 623K  - Stronger but needs meter.<br><br>


c.663B 2C 4B ...  - Special combo, see above about this normal.
c.663B 2C 4B ...  - Special combo, see above about this normal.<br><br>


c.C 6D 214P or 41236D ...  - For overhead. Combos on some characters.
c.C 6D 214P or 41236D ...  - For overhead. Combos on some characters.<br>
c.C 4B 214P or 41236D ...  - For direct combo
c.C 4B 214P or 41236D ...  - For direct combo<br>
c.C 4D 236236K, 623K 623K  - Simple, Easy, Strong.
c.C 4D 236236K, 623K 623K  - Simple, Easy, Strong.<br><br>


f.C 236B+C ...
f.C 236B+C ...<br><br>


... 4B 214P 236B+C ...  - Strong setup for shadow combo
... 4B 214P 236B+C ...  - Strong setup for shadow combo<br><br>


63214K 236P, 623B 623K
63214K 236P, 623B 623K<br>
63214K, 236236K, 623B 623K
63214K, 236236K, 623B 623K<br>
63214K (wiff) 236P, 63214K, 236C, 623B 623K
63214K (wiff) 236P, 63214K, 236C, 623B 623K<br>
63214K (wiff) 236P, 236236K, 623K 623K
63214K (wiff) 236P, 236236K, 623K 623K<br><br>


... 236B+C, D, 66 623D, j.D, 623D 623K  - Easy.
... 236B+C, D, 66 623D, j.D, 623D 623K  - Easy.<br>
... 236B+C, D, 66 623D, 623D, 236236K, 623K 623K
... 236B+C, D, 66 623D, 623D, 236236K, 623K 623K<br>
... 236B+C, 63214K (wiff) 236C, 623D, 623D, 63214K 236C, 623B 623K
... 236B+C, 63214K (wiff) 236C, 623D, 623D, 63214K 236C, 623B 623K - Strong but somewhat tricky.<br><br>
    - Strong but somewhat tricky.
      
      
... 236B+C, c.D, 63214K (wiff) 236C, 623D, 63214K 236C, 623B 623K
... 236B+C, c.D, 63214K (wiff) 236C, 623D, 63214K 236C, 623B 623K - Even stronger, but hard to do outside of the corner.<br><br>
    - Even stronger, but hard to do outside of the corner.


... 236B+C, Taunt, 66 D, 623D, j.D, 63214D, 236P, 623B 623K
... 236B+C, Taunt, 66 D, 623D, j.D, 63214D, 236P, 623B 623K - Combo with Taunt! Corner only.<br><br>
    - Combo with Taunt! Corner only.
      
      
... 236B+C, Taunt, 236236P, Taunt(hits), 623D, 63214D or 236236P ...
... 236B+C, Taunt, 236236P, Taunt(hits), 623D, 63214D or 236236P ... - It's silly but why not.<br><br>
    - It's silly but why not.
    
    
Launcher ... 63214K 236C, 214B+C, 66 63214K, 236C, 63214K, 236C, 623B 623K
Launcher ... 63214K 236C, 214B+C, 66 63214K, 236C, 63214K, 236C, 623B 623K - Special alternative juggle combo with 214B+C. Very strong!<br><br>
    - Special alternative juggle combo with 214B+C. Very strong!


41236A+B, c.C 4B ...
41236A+B, c.C 4B ...<br><br>


j.D 2C 214B+C, 66 c.C 41236B, 2A+B, c.C 4D 623P 236P 6P, 236236K, 623D 623D  
j.D 2C 214B+C, 66 c.C 41236B, 2A+B, c.C 4D 623P 236P 6P, 236236K, 623D 623D - Requires you to 'quick cancel' his 2C.<br><br>
    - Requires you to 'quick cancel' his 2C.


... ( 623P (wiff) 236P, 6P )*n  - Infinite loop. Timing is very tricky.
... ( 623P (wiff) 236P, 6P )*n  - Infinite loop. Timing is very tricky.<br><br>
=Strategies=
=Strategies=


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

Revision as of 20:22, 26 December 2015

Introduction

Move List

Quick Movelist

Normal Attacks:
F+D
Bk+B
Bk+D
Air Dn+C

Special Attack:
Crouching B, Crouch A

Advanced Attacks:
Domination HCB+K,(Jump Over Opponent)QCF+P
Tiger Turn F,QCF+P, Elbow Strike QCF+P
Down Strike Elbow Strike F+P
Sky-High Elbow Strike QCF+P
Tiger Crow QCB+P
Tiger Attack HCF+K,F+C
Explorer F,QCF+K x2
Random Strike HCF+P

Deadly Attaks:
Breaker QCFx2+P
Destroyer QCFx2+K

Shadow Moves

Pouncing Hide qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; launches
                                                   opponent 

Double Shoulder Charge qcb + LK+HP first shoulder charge goes past opponent and second shoulder charge comes from behind;
despite the second shoulder charge being from behind you block it normally, it is not crossing you up
Stagger Grab hcf + LP+LK connects close and is

                                                   unblockable; small
                                                   window for free attack
                                                   after landing maneuver


Throw Moves

Command Moves

True Strength HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Palms d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Jumping Palms d + HP in air overhead
Claw Uppercut d + HP 2 hits
Big Boot b + LK
Crescent Axe f + HK 3 hits; second and third are overheads
Straight Kick b + HK
Crushing Stomp d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor

Special Moves

Hunting Fists hcf + P connects close and is unblockable; can be canceled into
Roaring Elbow f, d, df + P LP=short, HP=far
-Second Elbow qcf + P LP=short, HP=far
--Driving Fist f + P overhead
--Claw Uppercut qcf + P launches opponent
Capture Claw qcb + P LP=short, HP=far
Hide Rush hcf + K LK=short, HK=far
-Shoulder Launch f + HP launches opponent
Hide Launcher f, d, df + K LK=short and 2 hits, HK=far and 7 hits
-Driving Back qcf + K
Backflip hcb + K
-Pounce qcf + P LP=short, HP=far; launches opponent

Super Moves

Supers


Tiger Barrage qcf, qcf + P first hit must connect (not blocked) to perform entire maneuver
Bursting Tiger qcf, qcf + K first hit must connect (not blocked) to perform entire maneuver

Combos

Crossups: j.D


Wiff Grab Setup: 4B 41236B/D (wiff), 41236P

Decent setup once you've convinced people to start blocking your Tackle.
You can also use 41236A+B.


Combos:

2B 2A 41236B 6C, 63214D 236C, 623B 623K
2B 2A 623P 236P 236P, 236236K or 41236D 6C
2B 2A 623P 236P 236B+C ...

2B 2A 4B/4D 41236D 6C ...
2B 2A 4B 623C 236C 236C ... - Slightly more damage.
2B 2A 4B 214A 236B+C ...

... 41236K 6C, 41236D 6C, 623B 623K - Easier but less damage.
... 41236K 6C, 236236K, 623K 623K - Stronger but needs meter.

c.663B 2C 4B ... - Special combo, see above about this normal.

c.C 6D 214P or 41236D ... - For overhead. Combos on some characters.
c.C 4B 214P or 41236D ... - For direct combo
c.C 4D 236236K, 623K 623K - Simple, Easy, Strong.

f.C 236B+C ...

... 4B 214P 236B+C ... - Strong setup for shadow combo

63214K 236P, 623B 623K
63214K, 236236K, 623B 623K
63214K (wiff) 236P, 63214K, 236C, 623B 623K
63214K (wiff) 236P, 236236K, 623K 623K

... 236B+C, D, 66 623D, j.D, 623D 623K - Easy.
... 236B+C, D, 66 623D, 623D, 236236K, 623K 623K
... 236B+C, 63214K (wiff) 236C, 623D, 623D, 63214K 236C, 623B 623K - Strong but somewhat tricky.

... 236B+C, c.D, 63214K (wiff) 236C, 623D, 63214K 236C, 623B 623K - Even stronger, but hard to do outside of the corner.

... 236B+C, Taunt, 66 D, 623D, j.D, 63214D, 236P, 623B 623K - Combo with Taunt! Corner only.

... 236B+C, Taunt, 236236P, Taunt(hits), 623D, 63214D or 236236P ... - It's silly but why not.

Launcher ... 63214K 236C, 214B+C, 66 63214K, 236C, 63214K, 236C, 623B 623K - Special alternative juggle combo with 214B+C. Very strong!

41236A+B, c.C 4B ...

j.D 2C 214B+C, 66 c.C 41236B, 2A+B, c.C 4D 623P 236P 6P, 236236K, 623D 623D - Requires you to 'quick cancel' his 2C.

... ( 623P (wiff) 236P, 6P )*n - Infinite loop. Timing is very tricky.

Strategies