Martial Masters/Master Huang

From SuperCombo Wiki

Introduction

Move List

Quick Movelist

Normal Attacks: f+C
b+B

Special Attacks: n Close C+D Crouching B, Crouching A

Advanced Attacks:

Hard Punch QCF+P Consequence Kick QCB+K,QCF+K,QCB+K,B Ascending Dragon F,QCF+K,Dn+K Straight Kick QCF+K,Dn+K Swap Kick B,QCB+K,HCF+K Zen Kick HCB+C Shadowless Kick In Air HCF+K

Deadly Attacks:

Buddha Strike QCFx2+P Wind Strike QCFx2+K

Shadow Moves

Shadow Moves


Nimble Whirlwind qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; launches
                                                   opponent

Double Drill Kick 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


Fan Wave HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Fist d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Step In Elbow f + HP Snap Kick b + LK Leg Drop d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor

Special Moves

Special Moves


Surge Fist qcf + P LP=short, HP=far Swift Push hcb + LP after

                          landing a close
                          HP/HK that 
                          connects (not
                          blocked)

Turnover hcb + HP connects close and is

                                                   unblockable; small
                                                   window for free attack
                                                   after landing maneuver

Grasshopper qcf + K LK=short, HK=far; must be

                                                   blocked low
 Air Axe Kick           d + K                    Grasshopper must connect
                                                   to perform this follow
                                                   up; overhead  

Drill Kick hcf + K in air LK=short, HK=far and

                                                   overhead

Nimble Knee f, d, df + K LK=short, HK=far

 Air Axe Kick           d + K                    Nimble Knee must connect
                                                   to perform this follow 
                                                   up; overhead

Whirlwind Kick qcb + K

 Heavy Axe              qcf + K                  axe kick portion is an
                                                   overhead
  High Kicks            qcb + K                  Heavy Axe portion must
                                                   connect (not blocked)
                                                   to perform this
                                                   follow up
    Final Kick          LK

Dragon Kick b, d, db + K LK=short, HK=far; overhead

 Drill Kick             hcf + K                  Dragon Kick must connect
                                                   to perform this follow 
                                                   up

Super Moves

Supers


Awakening Spirit qcf, qcf + P Dragon Rave qcf, qcf + K first part must connect

                                                   (not blocked) to
                                                   perform entire maneuver

Combos

Crossups: j.B, j.C

Normals:

j8.A, j8.B, j8.C, j8.D  - Neutral Jump normals.
c.D  - Second hit is High.
4B
6C

Specials:

236A/C
63214C  - Command Grab. Does no damage but can be comboed off of. Can't combo
          into.
63214A  - Must be comboed into from c.C or c.D. Normally crosses up. 
          Staggers on back hit, knocks down on front hit.

214K 236K 214K B
236B/D  - Hits Low.
 -> 2K  - Hits High.
623B/D  - Invincible Startup.
 -> 2K  - Hits High.
421B/D  - Hits High.
 -> 41236K  - 2nd hit and onward launches.
j.41236K

Supers:

236236P  - Very fast startup. Not invincible. Not techrollable?
214214K  - Not invincible?

Combos:

(2B) 2B 2A 236P or 623D 2K (2B) 2B 2A 214K 236K 236B+C ... 2B 2A 4B 623D, 2K - Strongest without bar, when possible. 2B 2A 4B 214K 236K 236B+C ... 5B 4B ...

c.C(1) c.D 6C ... - Basic combo starter c.C(1) c.D 63214A, 66 c.C(1) c.D 6C ... - Advanced version, changes sides. c.C(1) c.D 63214A, 66 c.C(1) c.D, 63214A, ... - Extra Advanced version.

   Must delay 63214A very late. Can be looped until the corner.

63214C, 6, c.C(1) c.D 6C ... - Can do all normal combos off the back throw. 63214C, 6, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C 214K 236K 214K B

   - Delaunch off command throw. Very small meter usage, can be looped.
   

421K 41236K(2+), 236236P 421K 41236K(1), 4B ... - Must only hit once with the dive.

... 236B+C, (66) f.D, 421D, 4B, j.D, 623K 2K or 236236P ... 236B+C, f.D, 66 j.D, 4B, j.D, 623K 2K or 236236P - More damage. ... 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P - Near Corner.

... 236B+C, f.D, 66 j.D, j.D, 4B 623B 2K (wiff), 236P or 236236P/K

   - Fancy version. Hard to do. 2K must wiff to be able to follow up.
     236236P super does less damage but is easier to land.


41236A+B, c.C(1) c.D 6C ... 41236A+B, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C ...

   - Same as off command throw but a lot more damage.


... ( c.C(1) c.D 6C 214K 236K 236B+C, crossup j.C, c.C(1) c.D 63214A, 66 )*n

   - Infinite Delaunch combo. Must have them facing into the corner.

Strategies