Martial Masters/Reika: Difference between revisions

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


Advanced Attacks:<br>
Advanced Attacks:<br>
Line 20: Line 20:
G.Moon Roll                  QCFx2+P<br>
G.Moon Roll                  QCFx2+P<br>
Butterfly Strike              QCFx2+K<br>
Butterfly Strike              QCFx2+K<br>
==Shadow Moves==
==Shadow Moves==



Revision as of 20:46, 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