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=Move List= | =Move List= | ||
==Quick Movelist== | ==Quick Movelist== | ||
Normal Attack: | Normal Attack:<br> | ||
F+C<br><br> | |||
Special Attacks: | Special Attacks:<br> | ||
Crouching Bx2, Crouching A<br> | |||
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> | |||
Deadly Attacks:<br> | |||
G.Moon Roll QCFx2+P<br> | |||
Butterfly Strike QCFx2+K<br> | |||
Deadly Attacks: | |||
G.Moon Roll QCFx2+P | |||
Butterfly Strike QCFx2+K | |||
==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== | ||
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> | ||
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<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> | ||
Leaping Double Kick f, d, df + K LK=short, HK=far; launches opponent<br> | |||
Leap Frog hcb + K leap must touch opponent to perform entire maneuver; unblockable; staggers opponent<br> | |||
Leaping Double Kick f, d, df + K LK=short, HK=far; launches | |||
Leap Frog hcb + K leap must touch opponent | |||
==Super Moves== | ==Super Moves== | ||
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, | |||
Swift Barrage qcf, qcf + K end parts of the Opening | |||
=Combos= | =Combos= | ||
Crossups: j.B | Crossups: j.B | ||
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> | ||
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.<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> | ||
... 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> | ||
... 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> | ||
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 ...