Martial Masters/Reika: Difference between revisions

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=Move List=
=Move List=
==Quick Movelist==
==Quick Movelist==
Normal Attack:
Normal Attack:<br>
                            F+C
F+C<br><br>


Special Attacks:
Special Attacks:<br>
                    Crouching Bx2, Crouching A
Crouching Bx2, Crouching A<br>
                            A x4
A x4<br><br>


Advanced Attacks:
Advanced Attacks:<br>
S.Moon Roll                  QCF+P<br>
Chaser                        QCB+Px2<br>
Rotators                      QCF+K<br>
S.Kick                        F,QCF+K<br>
Meteorite                    HCB+K<br><br>


S.Moon Roll                  QCF+P
Deadly Attacks:<br>
Chaser                        QCB+Px2
G.Moon Roll                  QCFx2+P<br>
Rotators                      QCF+K
Butterfly Strike              QCFx2+K<br>
S.Kick                        F,QCF+K
Meteorite                    HCB+K
 
Deadly Attacks:
 
G.Moon Roll                  QCFx2+P
Butterfly Strike              QCFx2+K
==Shadow Moves==
==Shadow Moves==


Shadow Moves
------------
Pressure Leap Kicks      qcf + LK+HP              must connect (not blocked)
Pressure Leap Kicks      qcf + LK+HP              must connect (not blocked)
                                                     to perform entire  
                                                     to perform entire  
                                                     maneuver; launches  
                                                     maneuver; launches  
                                                     opponent
                                                     opponent<br>
Chi Storm                qcb + LK+HP              a fireball will collide  
Chi Storm                qcb + LK+HP              a fireball will collide  
                                                     with other projectiles  
                                                     with other projectiles  
                                                     as both will be  
                                                     as both will be  
                                                     "destroyed" in the  
                                                     "destroyed" in the  
                                                     process
                                                     process<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==
Command Moves
-------------
Laugh And Point          HP+HK                    can hit opponent for very
Laugh And Point          HP+HK                    can hit opponent for very
                                                     minor damage; taunt  
                                                     minor damage; taunt  
                                                     fills Super Meter  
                                                     fills Super Meter  
                                                     considerably
                                                     considerably<br>
Hopping Jump Kick        d + LP+LK                overhead
Hopping Jump Kick        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>
Side Stance Palm        f + HP                  
Side Stance Palm        f + HP     <br>           
Double Sweep            d + HK                  both parts must be blocked
Double Sweep            d + HK                  both parts must be blocked low<br>
                                                    low
Double Foot Stomp        d/u + LP/LK/HP/HK        pursue attack
Double Foot Stomp        d/u + LP/LK/HP/HK        pursue attack
                           when opponent is  
                           when opponent is  
                           on floor
                           on floor<br>




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                                                     projectiles as both  
                                                     projectiles as both  
                                                     will be "destroyed" in
                                                     will be "destroyed" in
                                                     the process
                                                     the process<br>
Trap Uppercut            f, d, df + P            first part must connect
Trap Uppercut            f, d, df + P            first part must connect
                                                     (not blocked) to perform
                                                     (not blocked) to perform
                                                     the entire maneuver
                                                     the entire maneuver<br>
Pressure Elbow          qcb + P                  LP=short, HP=far
Pressure Elbow          qcb + P                  LP=short, HP=far<br>
  Iron Palms            qcb + P
-Iron Palms            qcb + P<br>
Opening Fan              qcf + K                  LK=short with last hit
Opening Fan              qcf + K                  LK=short with last hit being an overhead; far with last two hits being overheads<br>
                                                    being an overhead; far
Leaping Double Kick      f, d, df + K            LK=short, HK=far; launches opponent<br>
                                                    with last two hits being
Leap Frog                hcb + K                  leap must touch opponent to perform entire maneuver; unblockable; staggers opponent<br>
                                                    overheads
 
Leaping Double Kick      f, d, df + K            LK=short, HK=far; launches
                                                    opponent
Leap Frog                hcb + K                  leap must touch opponent
                                                    to perform entire  
                                                    maneuver; unblockable;
                                                    staggers opponent
==Super Moves==
==Super Moves==
Supers
Chi Bomb                qcf, qcf + P            LP=vertically up and down, HP=far toss; absorbs projectiles<br>
------
Swift Barrage            qcf, qcf + K            end parts of the Opening Fan maneuvers are overheads; launches opponent<br>
Chi Bomb                qcf, qcf + P            LP=vertically up and down,
                                                    HP=far toss; absorbs
                                                    projectiles
Swift Barrage            qcf, qcf + K            end parts of the Opening
                                                    Fan maneuvers are
                                                    overheads; launches
                                                    opponent
=Combos=
=Combos=
Crossups: j.B
Crossups: j.B


Normals:
c.D  - Launches.
6C
Specials:
214A/C
  -> 214P
236A/C  - Projectile.
623P    - Can always connect in a juggle.
236B/D  - Last hit of B is High. Last 2 hits of D are High.
623B/D  - Invincible startup. D version travels farther.
63214K  - Command Grab. Can combo after.
Supers:
236236A/C  - Projectile. A Travels vertically, C travels horizontally.
              Can always connect in a juggle.
236236K  - Invincible startup. Launches.


Combos:
Combos:


(2B) 2B 2A 6C 623D, 623K, 623P  - Staple combo off a low.
(2B) 2B 2A 6C 623D, 623K, 623P  - Staple combo off a low.<br>
2B 2A 5A 5C 6C ...  - May work up close on some characters.
2B 2A 5A 5C 6C ...  - May work up close on some characters.<br>
5C/5D 6C ...
5C/5D 6C ...<br><br>


... 6C 623D, c.D, 236236A, 623C  - Corner.
... 6C 623D, c.D, 236236A, 623C  - Corner.<br>
... 6C 236236K, 623D, 623P or 236236P, 623P
... 6C 236236K, 623D, 623P or 236236P, 623P<br>
... 6C 214C 214P  - Works when 623D will not hit.
... 6C 214C 214P  - Works when 623D will not hit.<br>
... 6C 214C 214P(1) 236B+C ...  - Cancel into the shadow version quickly.
... 6C 214C 214P(1) 236B+C ...  - Cancel into the shadow version quickly.<br>
... 6C 214C 214P(1) 236B+C 236236K, c.D, (236236P)
... 6C 214C 214P(1) 236B+C 236236K, c.D, (236236P) - Kick Super will cause them to not launch after Shadow.<br>
    - Kick Super will cause them to not launch after Shadow.


6C 236A, 6C ...  - Corner only. Extremely character and distance specific.
6C 236A, 6C ...  - Corner only. Extremely character and distance specific.<br>
                  Potentially more reps possible.
Potentially more reps possible.<br><br>
                    
                    
c.D, 623K ...
c.D, 623K ...<br><br>


2D(1) 623D ...
2D(1) 623D ...<br>
2D(1) 214C ...
2D(1) 214C ...<br>
2D(2) 623C  - May need to delay slightly on some characters.
2D(2) 623C  - May need to delay slightly on some characters.<br>
2D(2) 623B, 6C 623C  - Huang only.
2D(2) 623B, 6C 623C  - Huang only.<br><br>


... 623K, 623K, 623P  - Staple strong combo finish.
... 623K, 623K, 623P  - Staple strong combo finish.<br>
... 623K, c.C 623C  - Alternate finish, better for those you can't hit normally
... 623K, c.C 623C  - Alternate finish, better for those you can't hit normally<br>
... 623K, 623K, 236236A, 623C - Easy to hit, works anywhere.
... 623K, 623K, 236236A, 623C - Easy to hit, works anywhere.<br>
... 623K, c.D, 236236A, 623C  - Alternate setup, good for the corner.
... 623K, c.D, 236236A, 623C  - Alternate setup, good for the corner.<br>
... 623K, 236236K, 236236A, 623C - Near Corner Only, difficult timing.
... 623K, 236236K, 236236A, 623C - Near Corner Only, difficult timing.<br><br>


236D, 236236A, 623P  - Corner only.
236D, 236236A, 623P  - Corner only.<br><br>


63214K, pause, 66 5C 6C ...  - Controls are reversed on hit so you must delay  
63214K, pause, 66 5C 6C ...  - Controls are reversed on hit so you must delay before dashing.<br><br>
                              before dashing.
                                
                                
... 236236A, 236236A, 236236A, ...  - Super loop. Zzzzz.
... 236236A, 236236A, 236236A, ...  - Super loop. Zzzzz.<br><br>


... 236B+C, c.D, c.D, 2C 623D or 623C  - Easy combo. Hold back to avoid crossup
... 236B+C, c.D, c.D, 2C 623D or 623C  - Easy combo. Hold back to avoid crossup<br>
... 236B+C, 214P, c.D, c.D, 2C, 623B, 623C
... 236B+C, 214P, c.D, c.D, 2C, 623B, 623C<br>
... 236B+C, 214P, c.D, c.D, 2C, 623B, 236236A, 623C  - Extra damage.
... 236B+C, 214P, c.D, c.D, 2C, 623B, 236236A, 623C  - Extra damage.<br><br>


... 236B+C, 214P, c.D 214A(wiff), c.D 214A(wiff), 623B, 2C, 623C or 236236A..
... 236B+C, 214P, c.D 214A(wiff), c.D 214A(wiff), 623B, 2C, 623C or 236236A.. - Slightly better meter gain but basically the same.<br><br>
    - Slightly better meter gain but basically the same.
      
      
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623D, 623C
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623D, 623C<br>
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623B,236236A,66 623P
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623B,236236A,66 623P - Mid screen versions. Very stylish, lots of crossunders. Builds a lot of meter.<br><br>
    - Mid screen versions. Very stylish, lots of crossunders. Builds a lot of
      meter.


41236A+B, C 6C ...
41236A+B, C 6C ...<br><br>
=Strategies=
=Strategies=


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

Revision as of 20:26, 26 December 2015

Introduction

Move List

Quick Movelist

Normal Attack:
F+C

Special Attacks:
Crouching Bx2, Crouching A

A x4

Advanced Attacks:
S.Moon Roll QCF+P
Chaser QCB+Px2
Rotators QCF+K
S.Kick F,QCF+K
Meteorite HCB+K

Deadly Attacks:
G.Moon Roll QCFx2+P
Butterfly Strike QCFx2+K

Shadow Moves

Pressure Leap Kicks qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; launches 
                                                   opponent

Chi Storm qcb + LK+HP a fireball will collide

                                                   with other projectiles 
                                                   as both will be 
                                                   "destroyed" in the 
                                                   process

Stagger Grab hcf + LP+LK connects close and is

                                                   unblockable; small
                                                   window for free attack
                                                   after landing maneuver



Throw Moves

Command Moves

Laugh And Point HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Jump Kick d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Side Stance Palm f + HP
Double Sweep d + HK both parts must be blocked low
Double Foot Stomp d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor


Special Moves

Special Moves


Chi Blast qcf + P LP=slow, HP=fast; will

                                                   collide with other 
                                                   projectiles as both 
                                                   will be "destroyed" in
                                                   the process

Trap Uppercut f, d, df + P first part must connect

                                                   (not blocked) to perform
                                                   the entire maneuver

Pressure Elbow qcb + P LP=short, HP=far
-Iron Palms qcb + P
Opening Fan qcf + K LK=short with last hit being an overhead; far with last two hits being overheads
Leaping Double Kick f, d, df + K LK=short, HK=far; launches opponent
Leap Frog hcb + K leap must touch opponent to perform entire maneuver; unblockable; staggers opponent

Super Moves

Chi Bomb qcf, qcf + P LP=vertically up and down, HP=far toss; absorbs projectiles
Swift Barrage qcf, qcf + K end parts of the Opening Fan maneuvers are overheads; launches opponent

Combos

Crossups: j.B


Combos:

(2B) 2B 2A 6C 623D, 623K, 623P - Staple combo off a low.
2B 2A 5A 5C 6C ... - May work up close on some characters.
5C/5D 6C ...

... 6C 623D, c.D, 236236A, 623C - Corner.
... 6C 236236K, 623D, 623P or 236236P, 623P
... 6C 214C 214P - Works when 623D will not hit.
... 6C 214C 214P(1) 236B+C ... - Cancel into the shadow version quickly.
... 6C 214C 214P(1) 236B+C 236236K, c.D, (236236P) - Kick Super will cause them to not launch after Shadow.

6C 236A, 6C ... - Corner only. Extremely character and distance specific.
Potentially more reps possible.

c.D, 623K ...

2D(1) 623D ...
2D(1) 214C ...
2D(2) 623C - May need to delay slightly on some characters.
2D(2) 623B, 6C 623C - Huang only.

... 623K, 623K, 623P - Staple strong combo finish.
... 623K, c.C 623C - Alternate finish, better for those you can't hit normally
... 623K, 623K, 236236A, 623C - Easy to hit, works anywhere.
... 623K, c.D, 236236A, 623C - Alternate setup, good for the corner.
... 623K, 236236K, 236236A, 623C - Near Corner Only, difficult timing.

236D, 236236A, 623P - Corner only.

63214K, pause, 66 5C 6C ... - Controls are reversed on hit so you must delay before dashing.

... 236236A, 236236A, 236236A, ... - Super loop. Zzzzz.

... 236B+C, c.D, c.D, 2C 623D or 623C - Easy combo. Hold back to avoid crossup
... 236B+C, 214P, c.D, c.D, 2C, 623B, 623C
... 236B+C, 214P, c.D, c.D, 2C, 623B, 236236A, 623C - Extra damage.

... 236B+C, 214P, c.D 214A(wiff), c.D 214A(wiff), 623B, 2C, 623C or 236236A.. - Slightly better meter gain but basically the same.

... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623D, 623C
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623B,236236A,66 623P - Mid screen versions. Very stylish, lots of crossunders. Builds a lot of meter.

41236A+B, C 6C ...

Strategies