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==Quick Movelist== | ==Quick Movelist== | ||
Normal Attacks: | Normal Attacks: | ||
6C<br> | |||
4B<br> | |||
<br> | <br> | ||
Special Attacks: | Special Attacks: | ||
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<br> | <br> | ||
Advanced Attacks:<br> | Advanced Attacks:<br> | ||
Hard Punch | Hard Punch 236P<br> | ||
Consequence Kick | Consequence Kick 214K,236K,214K,B<br> | ||
Ascending Dragon | Ascending Dragon 623K,2K<br> | ||
Straight Kick | Straight Kick 236K,2K<br> | ||
Swap Kick | Swap Kick 421K,41236K<br> | ||
Zen Kick | Zen Kick 63214C<br> | ||
Shadowless Kick In Air | Shadowless Kick In Air 41236K<br> | ||
<br> | <br> | ||
Deadly Attacks:<br> | Deadly Attacks:<br> | ||
Buddha Strike | Buddha Strike 236236P<br> | ||
Wind Strike | Wind Strike 236236K<br> | ||
==Shadow Moves== | ==Shadow Moves== | ||
Nimble Whirlwind | Nimble Whirlwind 236B+C must connect (not blocked) to perform entire maneuver; launches opponent<br> | ||
Double Drill Kick | Double Drill Kick 214B+C<br> | ||
Stagger Grab | Stagger Grab 41236A+B connects close and is unblockable; small window for free attack after landing maneuver<br> | ||
==Throw Moves== | ==Throw Moves== | ||
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==Command Moves== | ==Command Moves== | ||
Fan Wave | Fan Wave C+D can hit opponent for very minor damage; taunt fills Super Meter considerably<br> | ||
Hopping Fist | Hopping Fist 2A+B overhead<br> | ||
Backroll and Jump | Backroll and Jump 4A+B can follow with air attack<br> | ||
Step In Elbow | Step In Elbow 6C<br> | ||
Snap Kick | Snap Kick 4B<br> | ||
Leg Drop | Leg Drop 2/8+A/B/C/D pursue attack when opponent is on floor<br> | ||
==Special Moves== | ==Special Moves== | ||
Surge Fist | Surge Fist 236P LP=short, HP=far<br> | ||
Swift Push | Swift Push 63214A after landing a close C/D that connects (not blocked)<br> | ||
Turnover | Turnover 63214C connects close and is unblockable; small window for free attack after landing maneuver<br> | ||
Grasshopper | Grasshopper 236K LK=short, HK=far; must be blocked low<br> | ||
--Air Axe Kick | --Air Axe Kick 2K Grasshopper must connect to perform this follow up; overhead <br> | ||
Drill Kick | Drill Kick 41236K in air LK=short, HK=far and overhead<br> | ||
Nimble Knee | Nimble Knee 623K LK=short, HK=far<br> | ||
--Air Axe Kick | --Air Axe Kick 2K Nimble Knee must connect to perform this follow up; overhead<br> | ||
Whirlwind Kick | Whirlwind Kick 214K<br> | ||
Heavy Axe | Heavy Axe 236K axe kick portion is an overhead<br> | ||
--High Kicks | --High Kicks 214K Heavy Axe portion must connect (not blocked) to perform this follow up<br> | ||
---Final Kick | ---Final Kick B<br> | ||
Dragon Kick | Dragon Kick 421K LK=short, HK=far; overhead<br> | ||
--Drill Kick | --Drill Kick 41236K Dragon Kick must connect to perform this follow up<br> | ||
==Super Moves== | ==Super Moves== | ||
Awakening Spirit | Awakening Spirit 236236P <br> | ||
Dragon Rave | Dragon Rave 236236K first part must connect (not blocked) to perform entire maneuver<br> | ||
=Combos= | =Combos= |
Revision as of 02:19, 23 February 2021
Introduction
Pros:
Shittons of damage off everything.
Very tricky high/low/throw game.
Huge loops.
Can infinite half the cast from anywhere.
Dive kick gives him good air control and crossups.
Very good shadow attacks.
Cons:
No true reversal attacks
Lack of special projectiles
Move List
Quick Movelist
Normal Attacks:
6C
4B
Special Attacks:
Close C+D
Crouching B, Crouching A
Advanced Attacks:
Hard Punch 236P
Consequence Kick 214K,236K,214K,B
Ascending Dragon 623K,2K
Straight Kick 236K,2K
Swap Kick 421K,41236K
Zen Kick 63214C
Shadowless Kick In Air 41236K
Deadly Attacks:
Buddha Strike 236236P
Wind Strike 236236K
Shadow Moves
Nimble Whirlwind 236B+C must connect (not blocked) to perform entire maneuver; launches opponent
Double Drill Kick 214B+C
Stagger Grab 41236A+B connects close and is unblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Fan Wave C+D can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Fist 2A+B overhead
Backroll and Jump 4A+B can follow with air attack
Step In Elbow 6C
Snap Kick 4B
Leg Drop 2/8+A/B/C/D pursue attack when opponent is on floor
Special Moves
Surge Fist 236P LP=short, HP=far
Swift Push 63214A after landing a close C/D that connects (not blocked)
Turnover 63214C connects close and is unblockable; small window for free attack after landing maneuver
Grasshopper 236K LK=short, HK=far; must be blocked low
--Air Axe Kick 2K Grasshopper must connect to perform this follow up; overhead
Drill Kick 41236K in air LK=short, HK=far and overhead
Nimble Knee 623K LK=short, HK=far
--Air Axe Kick 2K Nimble Knee must connect to perform this follow up; overhead
Whirlwind Kick 214K
Heavy Axe 236K axe kick portion is an overhead
--High Kicks 214K Heavy Axe portion must connect (not blocked) to perform this follow up
---Final Kick B
Dragon Kick 421K LK=short, HK=far; overhead
--Drill Kick 41236K Dragon Kick must connect to perform this follow up
Super Moves
Awakening Spirit 236236P
Dragon Rave 236236K first part must connect (not blocked) to perform entire maneuver
Combos
2B,2B,2A~236A 2B,2A~4B~236C cl.C(1),cl.D~4B~236C 2B,2A~4B~623D,2K
Basic meterless hit confirms, works on the whole cast.
2B,2B~214D,236D,214D,5B > Pursuit cl.C(1),cl.D~214D,236D,214D,5B > Pursuit
Combo with very good corner carry ending in pursuit.
2B,2A~63214A > run > cl.C(1),cl.D~214D,214D,236D
Combo using Huang's command grab
2B,2A~214D,236D~SAL > far.D > jf.D > 4B~421B > 236C cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > 623B,2K
Combos with a single use of Shadow Attack Launcher (SAL).
cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > cl.D~SAR > 4B~[623K,2K]xN
SAR extension to a SAL combo ending in a DP corner loop, opponent must be in the corner for the cl.D~SAR to connect. On Master Huang, Monkey Boy, Drunken Master, Red Snake, and Saojin the [623K,2K] on the corner alternates strengths starting with 623D. For Scorpion, Ghost Kick, and Tiger it alternates strengths starting with 623B. The loop doesn't work on Lotus Master and Monk. On Reika the [[623D,2K > 623B,K]x3 > cl.D~SAR > 4B] can be looped infinitely.
Corner: [cl.C(1),cl.D~421B,41236D]xN
Corner infinite, the 421B is very delayed, works on Master Huang, Drunken Master, Crane, Ghost Kick, and Reika.
Corner: [cl.C(1),cl.D~421D,41236B]xN
Slightly different version of the above corner infinite that works on Scorpion and Monk.
Strategies
Master Huang its the typical chinese hero and main protagonist as the optimist and serious challenge seeker from 70's and 80's Martial Arts Movies...
He is a balanced rushdown characters but don't have a good counter-reversal move and its focused in offensive at medium distance