Martial Masters/Lotus Master

From SuperCombo Wiki

Introduction

Move List

Quick Movelist

Normal Attack:
F+C (good for comboing into a QCF+C)

Special Attack:
Crouching A or B x3

Advanced Attacks:
Lotus Spell (Straight) QCF+P
Lotus Spell (Upward) QCF+K
Dancing Hawk HCF+K
Phantom Wind B,QCB+P,QCB+P,QCF+P,A
Guillotine In the Air QCF+P

Deadly Attacks:
Hawk QCFx2+P (Light P jumps close, HP jumps Far)
Lotus Secrets QCFx2+K
Burning Lotus QCB+P (Catches opponent in air)


Shadow Moves

Lotus Rush qcf + LK+HP must connect (not blocked) to perform entire maneuver; wall bounces opponent
Swallowing Lotus qcb + LK+HP absorbs projectiles; has a vacuum effect; can have two on the screen at the same time
Stagger Grab hcf + LP+LK connects close and is

                                                   unblockable; small
                                                   window for free attack
                                                   after landing maneuver


Supers


Throw Moves

Command Moves

Flame Toss HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Double Slash d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Dead Claw f + HP 2 hits and must be blocked low; launches opponent
Short Dual Slide Kick db + HK must be blocked low
Medium Dual Slide Kick d + HK must be blocked low
Far Dual Slide Kick df + HK must be blocked low
Pouncing Claw d/u + LP/LK/HP/HK pursue attack when opponent is on floor

Special Moves

Bloom qcf + P LP=appears stationary close, HP=appears stationary far; will collide with other projectiles as both will be "destroyed" in the process
Pouncing Claw b, d, db + P LP=short, HP=far; overhead
-Reaping Claw qcb + P Pouncing Claw must touch opponent for this follow up to come out
--Sky Slash qcf + P
---Air Double Claw P
Lotus Catch hcf + P in air must touch opponent to perform the entire maneuver; unblockable;
can catch both airborneand grounded opponents
Raising Bloom qcf + K LK=short and upwards,HK=far and upwards;
will collide with other projectiles as both will be "destroyed" in the process
Thunderous Strikes hcb + K LK=4 hits, HK=9 hits;
must touch opponent to perform the entire maneuver; unblockable

Super Moves

Death Touch qcf, qcf + P LP=short, HP=far; must touch opponent to perform the entire maneuver; unblockable
Tower Of Flames hcb + P LP=short, HP=far; catches airborne opponent
Giant Bloom qcf, qcf + K absorbs projectiles

Combos

Crossups: j.A, j.C

Unblockable Setup:

 214B+C, 63214D or 236236P
 Escapable via Guard Cancel.


Combos:

2A 2B 6C ...
(2B) 2B 6C ...
2B 2B 2B 6C 236236C

c.C/c.D/2C 6C ...

... 6C f.D
... 6C 236C, Taunt - Builds decent meter.
... 6C 63214C

... 6C 236236K - Corner only.
... 6C 214B+C, f.D, c.D, j.D - Deep Corner only.
... 6C 214B+C, f.D, c.D 63214C - Deep Corner only.
... 6C 214B+C, 236236K, 63214P - Deep Corner only.

... 6C(1) 421A 214P 236P, f.C - Distance specific, might miss from far.
... 6C(1) 421A 214P 236P, 66 c.C 6C or 236236K 2P/K - Works mid, but difficult.

... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D, j.D - Near Corner.
... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D 63214P - Near Corner.
... 6C(1) 421A 236B+C ...

... 236B+C, f.D, f.D, 66 c.D, 236D or 63214C

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

Strategies