Martial Masters/Master Huang: Difference between revisions

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==Quick Movelist==
==Quick Movelist==
Normal Attacks:
Normal Attacks:
f+C<br>
6C<br>
b+B<br>
4B<br>
<br>
<br>
Special Attacks:
Special Attacks:
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<br>
<br>
Advanced Attacks:<br>
Advanced Attacks:<br>
Hard Punch                  QCF+P<br>
Hard Punch                  236P<br>
Consequence Kick            QCB+K,QCF+K,QCB+K,B<br>
Consequence Kick            214K,236K,214K,B<br>
Ascending Dragon            F,QCF+K,Dn+K<br>
Ascending Dragon            623K,2K<br>
Straight Kick              QCF+K,Dn+K<br>
Straight Kick              236K,2K<br>
Swap Kick                  B,QCB+K,HCF+K<br>
Swap Kick                  421K,41236K<br>
Zen Kick                    HCB+C<br>
Zen Kick                    63214C<br>
Shadowless Kick            In Air HCF+K<br>
Shadowless Kick            In Air 41236K<br>
<br>
<br>
Deadly Attacks:<br>
Deadly Attacks:<br>
Buddha Strike              QCFx2+P<br>
Buddha Strike              236236P<br>
Wind Strike                QCFx2+K<br>
Wind Strike                236236K<br>


==Shadow Moves==
==Shadow Moves==
Nimble Whirlwind        qcf + LK+HP             must connect (not blocked)  to perform entire  maneuver; launches opponent<br>
Nimble Whirlwind        236B+C             must connect (not blocked)  to perform entire  maneuver; launches opponent<br>
Double Drill Kick        qcb + LK+HP<br>
Double Drill Kick        214B+C<br>
Stagger Grab            hcf + LP+LK             connects close and isunblockable; small window for free attack after landing maneuver<br>
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                HP+HK                    can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
Fan Wave                C+D                  can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
Hopping Fist            d + LP+LK               overhead<br>
Hopping Fist            2A+B               overhead<br>
Backroll and Jump        b + LP+LK               can follow with air attack<br>
Backroll and Jump        4A+B               can follow with air attack<br>
Step In Elbow            f + HP<br>
Step In Elbow            6C<br>
Snap Kick                b + LK <br>
Snap Kick                4B<br>
Leg Drop                d/u + LP/LK/HP/HK       pursue attack when opponent is on floor<br>
Leg Drop                2/8+A/B/C/D       pursue attack when opponent is on floor<br>


==Special Moves==
==Special Moves==


Surge Fist              qcf + P                 LP=short, HP=far<br>
Surge Fist              236P                 LP=short, HP=far<br>
Swift Push              hcb + LP after landing a close HP/HK that  connects (not  blocked)<br>
Swift Push              63214A after landing a close C/D that  connects (not  blocked)<br>
Turnover                hcb + HP                 connects close and is  unblockable; small  window for free attack  after landing maneuver<br>
Turnover                63214C                 connects close and is  unblockable; small  window for free attack  after landing maneuver<br>
Grasshopper              qcf + K                 LK=short, HK=far; must be blocked low<br>
Grasshopper              236K                 LK=short, HK=far; must be blocked low<br>
--Air Axe Kick          d + K                   Grasshopper must connect to perform this follow up; overhead  <br>
--Air Axe Kick          2K                   Grasshopper must connect to perform this follow up; overhead  <br>
Drill Kick              hcf + K in air          LK=short, HK=far and overhead<br>
Drill Kick              41236K in air          LK=short, HK=far and overhead<br>
Nimble Knee              f, d, df + K             LK=short, HK=far<br>
Nimble Knee              623K             LK=short, HK=far<br>
--Air Axe Kick          d + K                   Nimble Knee must connect to perform this follow up; overhead<br>
--Air Axe Kick          2K                   Nimble Knee must connect to perform this follow up; overhead<br>
Whirlwind Kick        qcb + K<br>
Whirlwind Kick        214K<br>
Heavy Axe              qcf + K                 axe kick portion is an overhead<br>
Heavy Axe              236K                 axe kick portion is an overhead<br>
--High Kicks          qcb + K                 Heavy Axe portion must connect (not blocked)  to perform this follow up<br>
--High Kicks          214K                 Heavy Axe portion must connect (not blocked)  to perform this follow up<br>
---Final Kick          LK<br>
---Final Kick          B<br>
Dragon Kick              b, d, db + K             LK=short, HK=far; overhead<br>
Dragon Kick              421K             LK=short, HK=far; overhead<br>
--Drill Kick            hcf + K                 Dragon Kick must connect to perform this follow up<br>
--Drill Kick            41236K                 Dragon Kick must connect to perform this follow up<br>


==Super Moves==
==Super Moves==


Awakening Spirit        qcf, qcf + P <br>
Awakening Spirit        236236P <br>
Dragon Rave              qcf, qcf + K             first part must connect (not blocked) to perform entire maneuver<br>
Dragon Rave              236236K             first part must connect (not blocked) to perform entire maneuver<br>


=Combos=
=Combos=

Revision as of 02:19, 23 February 2021

Mmmhuang.gif

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

Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Crane
Drunk Master
Ghost Kick
Lotus Master
Master Huang
Monk
Monkey Boy
Reika
Red Snake
Saojin
Scorpion
Tiger