Martial Masters/Monk

From SuperCombo Wiki

Introduction

Move List

Quick Movelist

Normal Attack:

                           F+C

Special Attacks:

                     Crouching Bx2, Crouching A
                           A x4

Advanced Attackes:

T.Hold QCF+P or K Hill Mover F,QCF+P Explorer F,QCF+K Heart Strike QCB+P,A,F+P,F,QCF+K Heart Smash F,Dn,Bk,F+P Trough Lock F,Dn,Bk,F+K

Deadly Attacks:

T.Fall QCFx2+P Monk Seal QCFx2+K

Shadow Moves

Shadow Moves


Charging Spirit qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; wall bounces
                                                   opponent

Running Bull 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

Command Moves


Yawn HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Knee d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Hammer Fist f + HP 2 hits; both hits are

                                                   overheads unless 
                                                   cancelled into

Crushing Foot d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor


Special Moves

Special Moves


Cauldron Drop qcf + P/K LP=short, LK=medium,

                                                   HP=far, HK=very far;
                                                   overhead; can hit an
                                                   opponent on the ground;
                                                   will collide with 
                                                   other projectiles as 
                                                   both will be "destroyed"
                                                   in the process

Tremor f, d, df + P LP=hits very close,

                                                   HP=has full screen
                                                   distance; must be
                                                   blocked low

Spirit Charge qcb + P overhead

 Spirit Strike          P                        overhead
   Spirit Chop          f + P                    overhead
     Punt Kick          f, d, df + K

Heart Punch hcb, f + P connects close and is

                                                   unblockable; can be
                                                   cancelled into

Punt Kick f, d, df + K LK=short, HK=far Ruthless Strangle hcb, f + K dash in must touch opponent

                                                   to perform maneuver;
                                                   unblockable; initial hop
                                                   of dash in can jump over
                                                   low attacks

Super Moves

Supers


Flaming Cauldron qcf, qcf + P each individual cauldron

                                                   can collide with 
                                                   other projectiles as 
                                                   both will be "destroyed"
                                                   in the process; all 
                                                   cauldrons hit as 
                                                   overheads; can hit an
                                                   opponent on the ground;
                                                   Monk has super armor
                                                   during the super

Crushing Mountain qcf, qcf + K

Combos

Preferred Throw: B+D Crossups: j.B

Normals:

c.D - Second hit is High.
6C  - Both hits are High if not canceled into. Has Upper Body Super Armor.

Specials:

214P, P, 6P, 623K  - First hit hits high. (Others?)
236A/B/C/D   - Projectile, drops from the top of the screen. Hits High.
               Distance and recovery time increase with different buttons.
               Can hit OTG.
623A/C       - Hits low. A version is faster but only hits close.
               C version hits whole screen.
632146P      - Command Grab. Can be comboed into. Can be tech rolled.
623B/D       - D version is slower but more damage.
632146K      - Hopping Command Grab. Can be comboed into. Can be tech rolled.
               May hop over low hits.

Supers:

236236P  - 5-hit Projectile Drop. Must be blocked High. Can hit OTG. 
           Can't be knocked out of the super, but can still take damage.
236236K  - Invincible on startup.

Running Command Grab: 6632146P/K

Can be used to greatly extend the range of his command grabs in a hurry.


Combos:

A, A, 2A 623B 2B, 2B, 2A 623B (2B), 2B, 2A 236236K - Needs to be close or in the corner.

2C, 623K c.C 6C(1) 632146P - Not really very useful c.C 6C(1) 214A A 6A 623K - Must Quick Cancel for this to connect. c.C 6C 236B+C ... f.D 236B+C ...

214P P 6P 236B+C ...

... 236236K, 236236P, 236P/K - Might be able to tech roll it outside of the

                              corner.

632146D, 66 2C, 623D - Only works on Drunken Master

B+D, 236A/C - Seems to be untechable and works on everyone. B+D, 2A - Corner only, misses Reika. Good for a reset? B+D, 623B - Won't hit Reika/Crane/Monkey B+D, 2C, 623B - Only works Near Corner on Tiger/Monk/Saojin/Snake/Lotus B+D, 236236K, 623B or 236236K - Corner only. Won't hit Reika. A+D or B+D, 236236P *n - Hits OTG. Spacing must be just right to loop it.

214B+C, ... c.D 6C(1) 632146P 214B+C, j.D, j.D, c.D 6C 236B+C ... ... 236B+C, 66 f.D, 623D, 623D, 2C, 623D - Easy, fun. ... 236B+C, 66 f.D, 623D, 623D, 236236K, 236236K ... 236B+C, 66 f.D, 623D, 623D, 623B, 623D 214B+C(1), 623D, 2C, 623D

   -  Silly but very strong.
   

... 236B+C, 66 f.D, 623D, 236236K, 236236K, 623B 214B+C(1), 623D, 623B, 236236K

   - Massive damage!

41236A+B, c.D 6C ...

Strategies