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=Move List= | =Move List= | ||
==Quick Movelist== | ==Quick Movelist== | ||
Normal Attacks: | Normal Attacks:<br> | ||
F+D<br> | |||
Bk+B<br> | |||
Bk+D<br> | |||
Air Dn+C<br><br> | |||
Special Attack: | Special Attack:<br> | ||
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> | |||
Deadly Attaks:<br> | |||
Breaker QCFx2+P<br> | |||
Destroyer QCFx2+K<br> | |||
Deadly Attaks: | |||
Breaker QCFx2+P | |||
Destroyer QCFx2+K | |||
==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> | ||
despite the second shoulder charge being from behind you block it normally, it is not crossing you up<br> | |||
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> | ||
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==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> | ||
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> | |||
-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> | ||
Capture Claw qcb + P LP=short, HP=far<br> | |||
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> | ||
Hide Launcher f, d, df + K LK=short and 2 hits, HK=far and 7 hits<br> | |||
-Driving Back qcf + K<br> | |||
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 | |||
Hide Launcher | |||
Backflip | |||
==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> | ||
Bursting Tiger qcf, qcf + K first hit must connect (not blocked) to perform entire maneuver<br> | |||
Bursting Tiger qcf, qcf + K first hit must connect | |||
=Combos= | =Combos= | ||
Crossups: j.D | Crossups: j.D | ||
Wiff Grab Setup: 4B 41236B/D (wiff), 41236P | Wiff Grab Setup: 4B 41236B/D (wiff), 41236P | ||
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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> | ||
... 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> | ||
... 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> | ||
... 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> | ||
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> | ||
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> | ||
... ( 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.