Martial Masters/Ghost Kick

From SuperCombo Wiki

Introduction

Move List

Quick Movelist

Normal Attacks:

                           F+A
                           F+C
                           F+D

Special Attack:

                           Crouching Bx3

Advanced Attacks:

Pearl Fight F,QCF+K Immoral QCF+K Irritator QCB+P,F,QCF+P Spirit's Catch B,QCB+P Ghost Transport QCB+K,F,QCF+P

Deadly Attacks: The Saints QCFx2+K Holy Dragon QCBx2+K

Shadow Moves

Shadow Moves


Shadow Riot Flash qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; launches
                                                   opponent 

Gatling Kicks 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


Aggressive Pride HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Knee d + LP+LK overhead Cartwheel and Jump b + LP+LK can follow with air attack Reaching Axe Kick f + LP Driving Headbutt f + HP Rolling Scissors d + HP 2 hits Flying Gut Kick f + HK Dirty Punt d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor

Special Moves

Special Moves


Rumble Takedown f, d, df + P HP version jumps higher

                                                   and further; catches
                                                   opponents in air for
                                                   an air throw

Violent Kicks qcb + P LP=6 hits, HP=10 hits

 Riot Flash             f, d, df + P             LP=one flip, HP=two flips

Supreme Crash b, d, db + P LP=short and 1 hit;

                                                   HP=far and 2 hits;
                                                   overhead

Handstand Wallop qcf + K LK=short and 2 hits,

                                                   HK=far and 4 hits

Corkscrew f, d, df + K LK=low and 5 hits,

                                                   HK=high and 8 hits

Leg Whip qcb + K 2 hits with both needing

                                                   to be blocked low;
                                                   launches opponent; can
                                                   follow with Rumble
                                                   Takedown

Super Moves

Supers


Horizontal Corkscrew qcf, qcf + K Tornado Corkscrew qcb, qcb + K has a slight vacuum

                                                   affect

Combos

Crossups: j.C

Normals:

6A
6C
6D

Specials:

214A/C  - Rapid hit attack. C version hits more times. Only cancelable on hit.
 -> 623A  - Leaves them in the air (no juggle).
 -> 623C  - Knocks down. Can't be tech-rolled.
623A/C  - Anti-air grab. Knocks down, can't be tech rolled. Always connects.
421A/C  - Hits High. C version hits twice. CAN be tech rolled.
236B/D
214K  - Launches.
623B/D  - Invincible startup? Launches.

Supers:

236236K  - Short invincibility on startup.
214214K  - Not invincible on startup?

Note: 623D won't connect fully on small characters at times,

so you must alter your combos on them.


Combos:

2B 2B 623K ... 2B 2B 2B 236236K 2B 5A 6D ... 5A 2B ...

C/2C 6D ... 2C(1) 6A/6C ... - Worthless??

... 6D 214K, 623D, 623P ... 6D 623D, 214K, 623A - Doesn't hit most characters but works better on some ... 6D 236D 236B+C ... ... 6D 214C 236B+C ... - Slightly more damage.

214P, 623A, 623P 214P, 623C, 421P

AA 623K, 4, 214K, 623A ... 623B, 623A - Near Corner 623K, 623D, 623A - Corner 623K, 214214K - Corner

214K, 623D, 623A 214K, 214214K 214K, 214K - Might need to use this on some from max distance.

A+D, 214K, 623A - Only combos on Tiger, works anywhere. A+D, 214K, 214214K - Same. A+D, 214K, 6 623D, 623A - Tiger only, near the corner.

A+D, 623D, 623D, 623P - Corner, only hits Monk/Tiger/Scorpion/Lotus. A+D, 623D, 214214K - Corner, same. A+D, 236236K - Near corner, also works on Snake/Drunken/Huang/SaoJin.

B+D, 214214K - Hits Monk/Tiger in the corner. Others?

... 421C*n - If they don't tech roll you can keep doing this. However, they

             can tech roll between any hit, so it's not an infinite.
             Only works on Reika/??

2C(1) 214B+C, 236D, j.C, C 6D ...

   - Good to start off j.C crossup or 2A+B.
     

2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ... - More difficult but stronger.

... 236B+C, j.D, 214K, 623D, 6 623D, 623A - Anywhere, easy. ... 236B+C, j.D, 623D, 623D, 623B, 623A - Also works, easier in the corner.

41236A+B, 2C, 6D ...

Strategies