Martial Masters/Master Huang: Difference between revisions

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Lack of special projectiles<br>
Lack of special projectiles<br>


=Move List=
==Move List==
==Quick Movelist==
Normal Attacks:
6C<br>
4B<br>
<br>
Special Attacks:
Close C+D<br>
Crouching B, Crouching A<br>
<br>
Advanced Attacks:<br>
Hard Punch                  236P<br>
Consequence Kick            214K,236K,214K,B<br>
Ascending Dragon            623K,2K<br>
Straight Kick              236K,2K<br>
Swap Kick                  421K,41236K<br>
Zen Kick                    63214C<br>
Shadowless Kick            In Air 41236K<br>
<br>
Deadly Attacks:<br>
Buddha Strike              236236P<br>
Wind Strike                236236K<br>


==Shadow Moves==
==Shadow Moves==
Nimble Whirlwind         236B+C             must connect (not blocked)  to perform entire  maneuver; launches opponent<br>
Nimble Whirlwind:    &nbsp;    236B+C       &nbsp;      must connect (not blocked)  to perform entire  maneuver; launches opponent<br>
Double Drill Kick        214B+C<br>
Stagger Grab            41236A+B              connects close and is unblockable; small window for free attack after landing maneuver<br>


==Throw Moves==
Double Drill Kick:    &nbsp;  214B+C<br>   
 
Stagger Grab:        &nbsp;    41236A+B      &nbsp;        connects close and is unblockable; small window for free attack after landing maneuver<br>


==Command Moves==
==Command Moves==


Fan Wave                 C+D                   can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
Fan Wave:            &nbsp;    C+D       &nbsp;            can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
Hopping Fist             2A+B               overhead<br>
 
Backroll and Jump       4A+B               can follow with air attack<br>
Hopping Fist:        &nbsp;    2A+B     &nbsp;          overhead<br>
Step In Elbow           6C<br>
 
Snap Kick               4B<br>
Backroll and Jump:  &nbsp;    4A+B     &nbsp;          can follow with air attack<br>
Leg Drop                 2/8+A/B/C/D       pursue attack when opponent is on floor<br>
 
Step In Elbow:      &nbsp;    6C<br>
 
Snap Kick:          &nbsp;    4B<br>
 
Leg Drop:            &nbsp;    2/8+A/B/C/D   &nbsp;    pursue attack when opponent is on floor<br>


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


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


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


Awakening Spirit         236236P  <br>
Awakening Spirit:  &nbsp;      236236P  <br>
Dragon Rave             236236K             first part must connect (not blocked) to perform entire maneuver<br>
Dragon Rave:        &nbsp;      236236K     &nbsp;      first part must connect (not blocked) to perform entire maneuver<br>


=Combos=
=Combos=
2B,2B,2A~236A
2B,2B,2A~236A<br>
2B,2A~4B~236C
2B,2A~4B~236C<br>
cl.C(1),cl.D~4B~236C
cl.C(1),cl.D~4B~236C<br>
2B,2A~4B~623D,2K
2B,2A~4B~623D,2K<br>


Basic meterless hit confirms, works on the whole cast.
Basic meterless hit confirms, works on the whole cast.


2B,2B~214D,236D,214D,5B > Pursuit
2B,2B~214D,236D,214D,5B > Pursuit<br>
cl.C(1),cl.D~214D,236D,214D,5B > Pursuit
cl.C(1),cl.D~214D,236D,214D,5B > Pursuit<br>


Combo with very good corner carry ending in pursuit.
Combo with very good corner carry ending in pursuit.


2B,2A~63214A > run > cl.C(1),cl.D~214D,214D,236D
2B,2A~63214A > run > cl.C(1),cl.D~214D,214D,236D<br>


Combo using Huang's command grab
Combo using Huang's command grab


2B,2A~214D,236D~SAL > far.D > jf.D > 4B~421B > 236C
2B,2A~214D,236D~SAL > far.D > jf.D > 4B~421B > 236C<br>
cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > 623B,2K
cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > 623B,2K<br>


Combos with a single use of Shadow Attack Launcher (SAL).
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
cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > cl.D~SAR > 4B~[623K,2K]xN<br>


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.
Shadow Attack Rush (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: [cl.C(1),cl.D~421B,41236D]xN<br>


Corner infinite, the 421B is very delayed, works on Master Huang, Drunken Master, Crane, Ghost Kick, and Reika.
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
Corner: [cl.C(1),cl.D~421D,41236B]xN<br>


Slightly different version of the above corner infinite that works on Scorpion and Monk.
Slightly different version of the above corner infinite that works on Scorpion and Monk.

Revision as of 02:31, 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

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

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

Shadow Attack Rush (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