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=Strategies= | =Strategies= | ||
Drunken Master its the unorthodox rush and defensive counter short sized character of the game, you have a lot of mixups and resets options after use his counter specials, your main objective will be about going to forward your opponent to a medium-close and surprise him/her with a counter move or use your canteen as anti air at far distance. | |||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Revision as of 15:48, 21 December 2018
Introduction
Pros:
Strong counter moves.
Very strong supers.
Roll will beat a lot of things and sets up for damage.
Good command throw that can be OSed.
Cons:
Infinite is unreliable.
No free DP. Bad 214B+C.
Move List
QuickMovelist
Normal Attack:
F+A
Special Attack:
C,C,D,C
Advanced Attacks:
Near opponent Ax3, Crouching B
Drunk Punch QCB+P,P
Asking Road QCF+K,QCF+P
Drunk Moon F,QCF+K
Mixed Wine HCB+K
Sand Storm HCF+P
Straight Up F,QCF+P F,Dn,Bk,F+P
Deadly Attacks:
Dead Drunk QCFx2+P
Swallow Drunk QCBx2+K
Shadow Moves
Top Kick qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Gourd Frenzy qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and is unblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Sake HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Palm d + LP+LK overhead
Backstep and Jump b + LP+LK can follow with air attack
Drunken Claw f + LP
Slide Kick d + HK must be blocked low
Leg Drop d/u + LP/LK/HP/HK pursue attack when opponent is on floor
Special Moves
Gourd Swing f, d, df + P second part must be blocked low
Stagger Top hcf + P LP=short, HP=far
--Drunken Smash cancel into hcf + LP overhead version or perform hcf + HP without canceling
Forward Roll qcb + P LP=short, HP=far
--Crushing Forearm P launches opponent
Butterfly Strike hcb, f + P connects close and is unblockable;
wall bounces opponent;
can be canceled into
Rotating Kick qcf + K LK=short, HK=far
Drunken Slide qcf + P
Sake Spit hcb + K HK version lasts longer; auto counter
Drunken Dance f, d, df + K LK=4 hits with second hit being an overhead,HK=6 hits with last hit being an overhead
Super Moves
Gourd Nunchaku qcf, qcf + P
Strong Sake qcb, qcb + K auto counter super
Combos
Crossups: j.B, j.D
Combos:
5B 5A 6A 236B, 236A, ... - Easy, can lead to super or loop.
5B 5A 6A 214C C, 214P P - Easy, high damage.
5B 6A 632146P, 214P P, 214P P - Slightly stronger but doesn't work in some situations.
5B 6A 632146P, 236236P - Will work in situations where the roll won't.
5B 5A 6A 632146P ... - May work in some situations but very distance dependant.
C C 6A ...
... 6A 214C P, 236D 236A, 236D 236A ... - Works when not in the corner. BEST normal combo!
5B 6A 632146P, 214P P, 236D 236A, 236K 236A ...
- In case you throw, you can still do this loop.
... 236B, 236A, 236236P - End with super for very good damage.
... 214P P, 236236P
63214K, 66, C C 6A ...
63214K, 6, j.D (crossup), C C 6A ... - Crossup combo, very strong but hard.
5B 5A 6A 623C(3) 236B+C ...
(2A+B) C C 6A 623C(3) 236B+C ...
... 236B+C, 214P P, 214P P, j.C, 214P, P or 236236P
... 236B+C, 214P P, 214P P, j.C, 236K 236P, ... - Advanced version.
41236A+B, C C 6A 214C C, 214C C - Basic super throw combo.
41236A+B, C C 6A 236236P - Strong but expensive.
41236A+B, C C 6A 214P P, 236236P - Need to have back near corner.
... C C 6A 41236C 236B+C, 66 C C 6A 214C C, 214C C or 236236P
- Delaunch. Must be done from crossup or 41236A+B.
... C C 6A 41236C 236B+C, 66 C C 6A 41236C 236B+C ...
- Delaunch loop.
... C C 6A 623C(3) 236B+C, 2A+B, C C 6A 623D
- Delaunch, must have your back to the corner before you crossup?
... 236B, 236A, 236B, 236A ...
- Infinite loop. Only works on a few characters, very hard to do.
Strategies
Drunken Master its the unorthodox rush and defensive counter short sized character of the game, you have a lot of mixups and resets options after use his counter specials, your main objective will be about going to forward your opponent to a medium-close and surprise him/her with a counter move or use your canteen as anti air at far distance.